Jump to content


  • Content count

  • Joined

  • Last visited

  • Days Won


Everything posted by LaidlawFX

  1. Houdini 17 Wishlist

    Houdini 16 launch has been announced, February 21st! Time for the dreamers and the wishlist* to move on to the next major version. Perhaps a 16.5... as gleaned from the Amarok event??? So IMO I think the gauntlet has been thrown down. Houdini needs to be a fully fleshed out 3-D package that any person can create content in from beginning to end. No more weak spots, where you have to dive into another package, since you have no choice. Halo I mean COPs I'm looking at you. If I want to use another package that's fine, but I should no longer need to use another tool from my tool belt from the beginning to end of my 3-D authoring pipeline needs. Houdini Engine UI functionality needs to be more fully integrated into their host packages. Blueprint nodes in Unreal. Network editable nodes in Unity and Maya. Fully fleshed out UI options for parameter interfaces; rollovers, help, disable whens, hide whens. I should be able to create one tool for all my host programs, especially if they are SideFX supported ones. Lead Houdini Engine by example so when I want to implement it into my own pipeline or tools I know it can be done. A unified node context, I know this drives people banana's, but it should be a choice to work in different node contexts. Not a mandatory obligation that you need to be in /obj/ Scene, /obj/sop/ Sops, Dops, Materials, etc. to perform those task. Houdini was created with the combinations of several different programs as defined by these contexts nearly 20 years ago now. It's time to UNITE them all! We can still keep the old Context's just as POPs still lives under the hood, or you can just unleash the / context to us all, but it would be nice to work in a unified context i.e. Nuke. And as always it's the users responsibility to keep their network clean! Thank SideFX gods for the wire dots, and the circular contexts. More fully fleshed out presets. The shelf is good, but if I'm working a commercial or doing some R&D for a bigger project I need a full fleshed out setup. The setups exist out there, but I don't need to rebuild the same setup at every studio I work at. Additionally the Shelf tools needs some love. Just make them the same as hda with all their functionality. Add an Extract Content feature. Don't keep them the separate beast that they are. HDA's are powerful, shelfs are deprived and in constant sadness to their tool brethren. An example library for each node and code example that is easy to view and find. It's rare to find examples spread through the Houdini Doc's. If I could have the help Pane, or an example Pane that I could search through that be amazing. This could be tied in with more fully fleshed out presets. You don't necessarily need a lone example per a file, combined ones often make greater sense. The orbolt pane for instance. The upgrade to the Help docs has been awesome, including the more graphical documentation i.e. the packed sop. But those example files are trailing. More common studio tools that are predefined. Every studio ends up creating special importers and exporters that all in the end do the same thing. Just create a few common studio nodes, that can be easily manipulated. Either via python modules as they presented in their rigging tools, or by non-compiled file sops and rops. The Alembic ROP is a very convenient example of showing the code so you can manipulate it. I shouldn't need to have multiple different contexts and nodes to import and export geometry and data. An uber file sop to load them all. An uber filecache to export them all. One ring! My precious! I would still love to take all the older nodes like the point sop, and have them converted to vops/wrangles. Maintain the same parameter ui, but have a little button or switch that flips from a wrangle to a code version. There is a certain sense that there is still a layer of black box with each of these nodes. This is where the fabric crowd, and programmers say they don't understand what is happening, and flip a table and say they need to build it from scratch. I can understand the proprietary algorithms being compiled black box nodes, but the point sop... come on now, this isn't a dark secret to the world. This would allow us to retire so many old nodes. Speaking of which the node count in Houdini is only getting more ridiculous each version. There is no way one person can know them all. I LOVE all the new features, but there comes a point when there are too many nodes. The biggest hindrance to new people is not knowing that a node exist that they can use. Node acumen should not be a barrier to using Houdini. The Houdini learning curve is dropping faster and faster. However, I've used Houdini for a decade with a wide variety or projects, and I can easily say I have not used every node. That's cool, but it also ridiculous. There does not need to be a multiply, add, add constant, etc. a single math node would suffice, opalias that stuff! There needs to be a survey of all the nodes, alias them to a wrangle/vop and retire! retire! retire! those nodes. Plus make some useful example along the way. Ok I think I ranted enough. My blood got pumping for Houdini 16 and I'm stoked about the new toys. I can not wait for this new Lego set and to work on some more amazing projects. And yes I will make my nodes look like Legos... *As a note any true bugs of RFE's please send to SideFX Support. This is only an un-official wishlist, so we can compare notes, rant and rave.
  2. All CG companies and softwares work in 2.7, very few have made the switch to 3+. Plus you can do print("Hello World") in Houdini, so you'll need a more complex example For some one learning python it really doesn't matter if they learn 3+ vs 2.7. The differences are extremely small for intro learning, and one stack overflow question away.
  3. Yeah it's the same python. Houdini only adds the hou module, i.e. HOM. That allows you to manipulate houdini functions and classes. So you can learn the basics of python anywhere. Have fun
  4. Houdini 17 Wishlist

    I had to respond with a meme, there was no choice, lol.
  5. 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.
  6. Happy 10th Birthday Od[force]

    Digging back in time... Odforce is 20yrs old, damn man.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. 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
  15. 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.
  16. 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.
  17. Python read primitive attribute

    Thank you, Tom. I blanked out on the for prim in geo.prims() :
  18. Python read primitive attribute

    Hello, I feel like I should know this but Houdini keeps erroring on me so I am doing something wrong. I want to read the primitive attribute Cd, multiple the values by say 6, and then add it to a new attribute called color. For the example scene, drop a box, a color sop and set it to primitive and bounding color, followed with a python sop. I am not looking for this in VEX, via nodes, or any other language. It has to be in python for this case. Thanks for the help, -Ben
  19. Fabric Engine no longer being developed

    Yeah there are a few studios who invested in it heavily. Psyop was one I worked at that used it alongside Houdini. I'm guessing they'll be looking at Houdini Engine a bit more closely now.
  20. Houdini 17 Wishlist

    I'll give an A+ for font use.
  21. Fabric Engine no longer being developed

    Apple.... They did so well with Shake. ooh oooh ooo ... or Adobe ...
  22. Fabric Engine no longer being developed

    Best of luck to the team. Hopefully they are rolling in money.
  23. Hqueue Clients

    What build and OS are you on? There was a decade long problem on installing on windows pcs they fixed a short time ago where the service was not registering. Make sure you log into the machine as the admin user for the network account you set up and verify that, that user has access to all directories and programs. This is a common problem.
  24. 16.5 drums

    SideFX has a cycle for their major releases, so you'll probably hear something again sooner than later. They have launched in the past at Siggraph, a few rare Halloween treats, and then a few winter/spring drops. I'm actually surprised I couldn't find a Wikipedia like entry for their past release dates. Unlike Autodesk they don't launch until they have something worth upgrading about so the timings are not standardized. There is normally an Alpha and Beta build that go up before final launch so they can iron out the major kinks before launch. It's against the NDA to talk about the next major version publicly. Occasionally you'll see a few folks post that don't understand this. Usually a major version is active from say 9 months to 18 months. H14 was the shortest life cycle I can think of, but 16 was only launched this past winter, so it will be all in good time. Only when it goes past a year do people start to hit the drums.