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eloop

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About eloop

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  • Birthday 06/17/1964
  1. Thanks Javier, much appreciated :-)
  2. I have no plan to support H13 now that Houdini has equivalent/better ocean surface tools included. It may simply be a case of recompiling. -Drew
  3. Most likely not, the new ocean tool is a completely new implementation. -Drew
  4. Hi guys, I have no plans to maintain the HOT from this time on. SideFX have done a great job of making the HOT redundant. Now I don't have to recompile/port every time I want to make an ocean surface. This makes me happy :-) -Drew
  5. Hi people, I just fixed a problem with vop_displace.hip in the examples directory that was suffering from houdini version bitrot. For some reason the wave height paramater had been reset to zero. I also added an new example 'equivalent_geos.hip' that shows how you go about getting matching oceans via SOP, VOPSOP and VEX shader, something that I've been asked on more than one occasion. https://github.com/eloop/hot -Drew
  6. Hi Julian, Look at the new example "equivalent_geos.hip" that I just uploaded to the github repository. https://github.com/eloop/hot -Drew
  7. PS - not sure how you implement a VEX COP Generator where you can set the size of the image directly. Is it possible ?
  8. You'll need to compile the latest version from gitub, turned out there was a small bug in VEX_Ocean.C's implementation of ocean_eval_ij. Then have a look at the vex code implemented in the COP operator in the .otl file included here. It's just the skeleton of an implementation of an asset to generate the various ocean exports as images. hotimages.zip
  9. Make sure you have the VEXdso file installed properly.
  10. Hello Imre, Chris's version should be faster, as he's added multi-threading. I peeked at his update to get my SOP_Ocean working again for H12's new geometry library (thanks Chris), but didn't bring in the multithreading. The lastest version of the HOT is now hosted on github and only has support for building on osx/linux with a simple script "compile.sh". You'll need to do the equivalent things to build on windows, although the third party tools are included pre-compiled. I don't have much time to spend on the HOT anymore, so I don't plan to bring Chris's multithreading into the distribution any time soon. If I did I'd be trying to do it in a way that didn't make Ocean.h application specific, and that could take quite a bit of fiddling. I think one of the reasons the HOT has been so widely ported to other platforms is that I kept the math part of the code as clean as possible and completely independent from the application integration. That's also why you can't get the VEX code to multithread. Keep in mind that one way to work with the code is to output the displacement and other quantities as image maps using the VEX function in a COP network. Then you just use the images in shaders and can take advantage of filtering for anti-aliasing, pass the maps between Maya and Houdini as OpenEXRs as well as save memory for the large layered displacements you typically use to hide tiling. https://github.com/eloop/hot BTW Nicholas Yue has commit access to the github repo and is probably available for consultation if you needed more support. Good luck, Drew
  11. I don't see this (on OSX), do you see the same thing with the vopsop_foamparts.hip example ? -Drew
  12. I don't see this (on OSX), do you see the same thing with the vopsop_foamparts.hip example ? -Drew
  13. I just fixed the problem with chop turned off, update from the github repo. -Drew
  14. That's news to me, where did you hear it ? I haven't been able to give anywhere near the level of support people want for the HOT, so it would make sense that the SideFX guys go ahead and do one. I'm sure they could reproduce it in short order, after all it 'aint rocket science :-) The down side of writing open source software is the burden of maintaining it for the rest of its life, or at least the guilt suffered by not doing so ... The more successful it is the worse the problem. -Drew
  15. Thanks for the feedback. I've verified the chop toggle problem, yet to look into the parameter promotion problem. Not sure about the installation directory. I know that I'm always having to look up where the hell things are being installed on Mac and find it much easier to have things in $HOME/houdini12.0 (ie $HIH in the old days). What do others think ? It's easy enough to change, just remove the -i $HIH/dso bit in the compile script. -Drew