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ikoon

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About ikoon

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  • Website URL http://www.ikoon.cz

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  • Name Jiri Miratsky
  • Location Czech Republic

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  1. Btw I would also go step by step what Matt Estela has written here, he explains magnificently, everything from the dropdown menu http://www.tokeru.com/cgwiki/index.php?title=Houdini As regards the tutorials ... after some time, month, half a year, I have watched them second time, and then again, four times or maybe more When watching away from PC, I have been pausing and forcing myself to "predict" what is he going to do. When watching with PC, I was like ... few minutes of watching ... then trying to reconstruct from memory (which is harder then follow 1:1)
  2. Do you use any other SW for 3D? I was using c4d. To learn Houdini I had to migrate fully. I am still learning H, but I had to forgot those "blackbox" c4d principles. And repeat and repeat and repeat the new Houdini principles. Btw for me, it is very important to be fast in the GUI, not to be slowed down by thinking about the GUI. my customized keyboard: http://bit.ly/2rSZhTU i have printed the wacom hotkeys to learn them: http://bit.ly/2sd3OQv
  3. I like the new "Layout All" system, hotkey L. Inside the SOP it behaves logically, 99% times I can rely on automatic layout. Now I am trying to make system in organizing my /obj level. I am almost satisfied, but it behaves inconsistent: - when working with the file: children with "newer wire" jump to the right - after save quit reopen: other sort logic is used, probably node "Created" date and time? Does anybody know, how this system works, please? Probably SESI could unify it? Could I write small python script and hack/set "Created" time alphabeticaly?
  4. Some time has passed, I have answered my questions above. I am also slowly rebuilding the HDA in vex, also to accept @attributes in the inputs, instead of just numbers. Please, I am still struggling with the ramp interface. There is a ramp inside HDA (on one VOP) and I promote that ramp to the HDA interface. It often happens (when unlocking), that the points on the ramp mismatch paths, new points have relative path ch("../../linear1/values_ramp4pos") instead of simple ch("../values_ramp4pos"). linear1 is the implicit name of the hda, similarly to box1... Please, do you have any bulletproof practice to promote ramps?
  5. "String / Number" input type for Wrangle Parameter Interface. I mean chf/chs hybrid: - you could write small expression "@P.z + @emission + 15" and have it included in the compiled vex - you could enter just a number, it behaves like "chf", with a slider (also "includes" the number in the compiled vex) I am hacking this with chs and backticks `` now.
  6. As regards the .clip, Rob from Derivative helped me here: https://www.derivative.ca/Forum/viewtopic.php?f=4&t=7959&p=39829#p39829
  7. Oh yes, thank you very very much, it works! As regards the speed, it should be "flawless", am I right? It includes and compiles just once, on the first frame? Btw I have been looking to the $HH previously and found that method to define array by function, in the skycubedaylight_coeff.h, probably it has some other reason. This #define is really great.
  8. Please, I would like to reference external file with few arrays. The only way I have succeeded is this: Inside the Attribute Wrangle I have this: #include "$HIP/file.h" f[]@array = getdata(); Inside the file.h, I have this: float [] getdata() { float data[] = {1,2,3,4,5}; return data; } Am I doing it right? Or can I directly define constants without the function in the external file? I could also define those arrays inside the .hiplc, without external include, in one place like this, but the external file helps me manage the data: f[]@array = detail("op:/obj/DATA/data","array"); As regards speed in Houdini ... I could do tests ... but if anybody knows, please tell me ... is any of these methods preferred? The include should be faster, as it gets "hard" compiled just once in the first frame, right?
  9. Hi, see the attachments. Construction plane is off by default now. I have set F as Home selected for myself, too.
  10. Everything works fine, except one thing. When I unset Display or Render flag (in sops), it doesn't jump back to its last position. Houdini has some intrinsic logic, sometimes the unset flag "jumps" to the top node upstream, sometimes to the bottom downstream. Please, I would like to save the last Display Flag's position and when unset, make it go there. Do I have to use Python? Or is it somewhere in Preferences? I searched but found nothing. EDIT: BTW, if anyone is interested, I have got optimized my hotkeys nicely. They are global (except textport), so you dont have to hover over Network view: Everything in reach of one hand: insert = display pgup = up node pgdn = dn node ctrl+insert = display and render ctrl+del = bypass (on/off), can run on multiple nodes selected ctrl+shift+insert = template (on/off) ctrl+shift+del = clean all templates (in the viewport) ctrl+pgup/pgdn = left/right node multiple inputs
  11. My newbie knowledge: - If rendering with Redshift, with Deadline you can set the GPU affinity (one frame : one gpu). It is faster then (one frame : multi gpu). With Redshift 4 GPUs are just 3.5x single GPU performance. https://www.redshift3d.com/forums/viewthread/12149/ - Probably you may benefit from running multiple instances of Houdini on one machine, if your network is single threaded. You can distribute ROPs with Deadline. You may run out or RAM, so this is probably just for some special cases. Also, It would be great to split OpenCL calculations like this. Houdini uses only one gpu. But I have investigated and the Deadline is not able to distribute OpenCL. Please somebody correct me if I am wrong.
  12. Everything works fine, except one small issue. Importing .chan works fine but it doesn't contain recorded channel names from TD to H. .clip contains channel names but importing .clip into Houdini gives me "Invalid token" error I have tried to investigate and there are small differencies in .clip as Houdini and Touchdesigner creates them. Please, can anybody help? Houdini: { rate = 24 start = 0 tracklength = 240 tracks = 1 { name = chan1 data = 0 0.25881904363632202 0.5 0.70710676908493042 0.86602538824081421 Touchdesigner: { rate = 60 start = 0 tracklength = 600 tracks = 1 { name = accxyz1 data_rle = -0.00669861 @2 -0.00994873 0.000991821 @2
  13. Thank you very very much for directing me, I am digging into it. - is TouchOSC good for this purpose? ----- TouchOSC is fine, Lemur is more advanced, has scripting - isn't TD 099 Educational version limited to make this happen, technically? ----- Educational is fine - 099 beta is ok? or stay with 088? ----- 099 is ok - here is a walkthrough ----- https://matthewragan.com/2013/06/15/vizualizing-osc-data-touchdesigner-2 Other tips and any experience are highly appreciated. So it seems, that I am on the TD train now too. I have seen talks about TD here, and few people from TD community here on the forum. So I am sharing my simple Houdini scene, I finished it yesterday. Everything is almost 100% realtime, without any cache. You may like some VEX I did there. For example quite fast custom VEX POP tracer. I am looking forward to TD&Houdini multitouches. strokes - v8.hiplc records.bclip
  14. Please, did anybody succeed to record multitouch [x,y] coordinates? For example on tablet with fingers? And then transfer the recording to Houdini as arrays, or chop channels? I am using my wacom and keyboard to record CHOPs and drive abstract effects to the music. I would so much like to move my skills forward. Any tip is highly appreciated. I was searching and did not find any tips, but this is close, for example Ableton and this: http://www.touch-able.com/xy-pad
  15. Did you resolve this? I may try to investigate, if you send the scene file (or that part).