Welcome to od|forum

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

sanostol

Members
  • Content count

    786
  • Joined

  • Last visited

  • Days Won

    7

Everything posted by sanostol

  1. Hi, I'm wondering where to place procedural shaders in future builds of houdini, material network or shop network. shopnetwork is old and probably dissapearing in near future, but for example in materialnetworks there is no alembic procedural and the cvex stuff did not work as expected, so I had to go back to shopnetwork any insights on this one? martin
  2. the new opencl drivers on nvidia cards can access all or at least much more memory, but its hard to track as the ram usage changes really fast, and changes from simulation to simulation, for example when You use more grids.
  3. Unless You have a verifiable permission from Your supervisor, just don't do it. It might bring You in really unnecessary problems. And even then, what's the benefit, do You get paid for work at home? You might reply, You are stuck with a problem and want to solve it at home so You are covered at work. That is as honorable as short-sighted. You are not a brownie, doing all the work over night (unless You are one, but then why care about legal consequences). Also in a sane production environment, You supervisors probably want You to do You work in a predictable manner. And if things get stuck, what will happen from time to time, as Your very task is to solve new problems with every task, a sane production expects this and wants to know about it, so they can react. And this is nothing, that should be seen personal. It is simply not. It is just reasonable for all involved. You have a problem with a production scene? It does make more sense to isolate the problem in a little test scene, that You can much more likely ask to take at home if You still want the fairy tale number, but the huge benefit is You can share it with others or support ( which is outstanding ) and even for You alone it is much easier to work on the problem alone and not carrying a collapsing skyscraper with You, when You fiddling deep in a vop loop.
  4. what about the opencl performance compared to a titanx(pascal), 16 gig ram are tempting
  5. ah, there is a difference, I will try, thanks a lot. PS: a bunch of more events would be really cool
  6. how can I trigger a event, when a node gets copied? thanks martin
  7. Hi I want to use my wacom board for painting stuff, but right now the middle mousebutton is equivalent to the rubber tool of the pen. Can I change this, for example that holding a certain key to change it to a different behavior. A other thing that would be nice is something like the alt key and to modify the brush radius, but something to change the opacity. martin
  8. You can use the slicing method to distribute it on 2 gpus, but You have to set it up on Your own. just launch every batch for sim with a differen GPUDEVICE variable
  9. Hi, this is my current showreel. Hope You like it.
  10. hello, in the script tab of a otl the is a way to ad custom scripts, but how can I use them for a button in that hda, or even better in the python module. until now i used always the python module or imported addition code with import, but I want to package some hdas together not using external imports and I don't want to have double code on several assets, as some functions are used by all of them thanks Martin
  11. dependency means that one caching node needs to be evaluated before the next one starts. You often have situations, where sometimes parallel processing is possible, and sometimes it needs to be sequential
  12. there must be a mistake, the shadow color is by default black, white shadow color means no shadow.
  13. but You can combine them, by fetching the ficecache nodes with a fetch into rop. If You work in sop, You can write out, if You want to wire dependencies You can switch to ROP network
  14. really glad You like it
  15. Hi, I created a operator with a button to submit stuff to farm, but I want it to act different if many objects are selected. right now for example when I query pool with several objects selected, the query runs for every objects individualy. is there a way to query once, and use them for all objects? thanks
  16. Hello, let's say I have a node called io::caching::2.1, where 2.1 is the version, and io is the namespace. but the scene has many nodes of this type, but with different versions, is there a way to get all the nodes with all versions, without looping over the complete scene? thanks Martin
  17. thanks a lot, works great !
  18. I must be blind, I can not find that function, that convert a float into a string Martin
  19. You have to add a restSop in the network before they are moving. depends on You setup, but either before they are used in the dopnetwork or before they are transformed by transformepieces. the rest data prevents the displacement from swimming when used in the displacement, in stead of P
  20. When I create a set of packed primitives with the copysop or when using the assemble sop I get a point for every single packed primitive but I also get a primitive for this, in a edit sop I can now translate, rotate and scale them. the change is stored in the intrinsic:packedfulltransform, but it seems not to be possible to write that data with vops to control the transform. Are there other ways? Martin
  21. I want to iterate over point positions in a attribute vop, modify them in dependency to neighbor points (the edgelength), and continou the loop on the modified point positions. I want to avoid the sop loop way, and keep it in vex, but not sure if it is possible at all. First idea was to create a detail vector array attribute, where I can grab and store the results in a per point attribute vop, but it seems a per point attribute vop can not share a array with other points. as soon as You write out, the detail attribute entries are all set to zero, just the last one has the right value
  22. thanks, was hoping to use per point mode, as it is a iterative process and looping through points will take some time
  23. Hi I have a constraintnetwork with hardconstraints but I want different restlength per constraint, can I do this, I thought there is a primattribute to control this thanks Martin
  24. ok I had some more coffee and it worked thanks, man!
  25. in 14? Seems not to work here, I will try again