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LaidlawFX

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LaidlawFX last won the day on April 6

LaidlawFX had the most liked content!

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About LaidlawFX

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    Houdini Master
  • Birthday 02/23/1985

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    http://LaidlawFX.com

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  • Name
    Ben
  • Location
    Toronto, ON
  • Interests
    Getting away from the computer
  1. Houdini 17 Wishlist

    I had to respond with a meme, there was no choice, lol.
  2. Houdini stopped working

    Rename your personal preference directory and let it rebuild the next startup. If that fixes it, there is crap in there. Otherwise uninstall and reinstall, the software. It won't take long, plus you can get a newer production build while you are at it.
  3. Happy 10th Birthday Od[force]

    Digging back in time... Odforce is 20yrs old, damn man.
  4. Loop Particles for Geo Instances

    Just use the loop Make Loop from the game development tool shelf, it's just a fancy blend shape anyways. It will do your tick with less hassle, than solving it in DOPs.
  5. Unreal landscape hole

    It would be some type of attribute passed out with the mesh/height field that unreal would know to interpret as holes in their height mask. I don't work in Unreal, but it should be possible, whether or not it is off the shelf is another story. Do you know how to put the holes in Unreal's heightfield already? You need to be able to mimic that attribute in unreal, and make sure Houdini pushes that value through.
  6. Cluster node

    Attached is an example file: ClusterExample.hip voronoifracture0 has no clustering information as the comparison. voronoifracture1 is using the internal clustering defined by the added cluster noise. voronoifracture2 is using the external cluster sop to define the cluster with the cluster pieces turned on and the add cluster noise turned off so it doesn't override the input.
  7. Cluster node

    Apply the cluster sop to your point cloud before hand. Inside the voronoi it uses the cluster attribute to combine like valued fields. If the attribute exist it will skip the once created in the attribute. I believe the values run from 0-1 in the float range. Look at the subnet inside called calculate_clustering & perform_clustering
  8. Alembic import/export

    You may need to make a simplified example scene to demo the issue. I'm guessing it's specific to your setup.
  9. Houdini 17 Wishlist

    To go along with this and the general integration of more GPU performance boost to mantra. Having some decent drop down PRESETs on the mantra ROP. It's still a black art to most people how to tune a render engine, thus the love of Redshift and other GPU renderers wysiwyg style. So having a drop down menu with general studio presets built would be nice. Having them set to be like Redshift out of the box would be cool by default. We had those at R&H and I have installed them at most studio's I've rendered at. It would be cool if they were out of the box there. The same concept was in play for mental ray in the day. Settings could be something silly like: GPU Fast, Subdivision Optimized, Volume Optimized, Diamonds are forever, Lighting Hell, etc... or even the standard, Dailies, and Production renders. You can even hide different Parameter setttings for the different modes, showing simpler interfaces with less options for each method. As only some parameters makes sense in certain combo's for certain lighting setups. People don't want to read a render engine book to know how to fine tune Mantra.
  10. Houdini 17 Wishlist

    I want all the hscript and expression scripts as listed in the help, to have the equivalent python hom version referenced next to them, perhaps an example script if something is just a few lines of code. Might as well have the vex one's too where applicable. Also maybe have the new hom/vex references point back at their old counterparts, too. I'm not saying depreciate expression and hscript at this point, but it is really test my googling skills when I want to find the equivalent python/vex version. Sometimes you have to do something silly in one language that may not be optimal in a certain case, but would simplify the whole operation otherwise, instead of you jumping in and out of multiple languages and context to do it.
  11. Getting Houdini Global Vars With Python

    For those that the internet has brought them back to this thread SideFX did implement this at some point. hou.getenv http://www.sidefx.com/docs/houdini/hom/hou/getenv hou.putenv() http://www.sidefx.com/docs/houdini/hom/hou/putenv.html hou.unsetenv() http://www.sidefx.com/docs/houdini/hom/hou/unsetenv.html
  12. Houdini 17 Wishlist

    One of the things I did as a preset for the metadata node that could help you and maybe others for stamping is I created four parameters(iteration, numiteration, value, ivalue) that contains the expression detail(".",$CH,0), so unlike the labels you can just channel reference to those values for your stamping expression. I did find it weird when they first introduced the new foreach loop the metadata node did just float un-wired to other nodes and only relied on the block path. When you do more complex foreach loop operations it makes a bit more sense than simple ones. I would agree with Twan though, the current setup is highly better than the old foreach sop and stamping expression for apples to apples comparisons. Maybe a few tweaks would be ok.
  13. What render node is being used?

    It uses the last selected mantra rop from the list below i.e. mantra_ipr or render_engine. If you have never selected a rop from the list below it will default to the mantra_ipr rop. Which is an auto generated when one is not created by the user. /out/mantra_ipr The resolution is defined by the camera. With out a camera it's just a strategic guess on Houdini's part on what the resolution should be, often what ever last camera you were using in the viewport. Normally the resolution is set in the camera object. You can override it in the mantra rop, but usually that is for testing or different render passes. So in object drop a camera by default /obj/cam1 which will be what the rop is predefined to point at, and you can set your resolution there.
  14. Python read primitive attribute

    Thank you, Tom. I blanked out on the for prim in geo.prims() :
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