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pezetko last won the day on June 8 2016

pezetko had the most liked content!

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About pezetko

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    Petr Zloty
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  1. AFAIK I think it never worked with VDBs. It still works with Houdini's native volumes.
  2. Houdini 17 Wishlist

    Sounds like those new enhancements in 16.5 with that search icon. Check this video starting at 53:48 https://vimeo.com/241036613#t=53m48s
  3. Houdini 17 Wishlist

    Parameters with non-default value and tabs with those parameters have their label in bold already. Maybe this could be enhanced with custom colour in colour theme.
  4. Maya Lattice Information to Houdini SOP

    I had to match animated Maya lattice in Houdini once in past. I don't have that file anymore so only from memory: I did it as Marty suggested. I exported box lattice from Maya naively as a couple of poly boxes that matched lattice division and inner structure with the same lattice applied to them as Alembic. That way I got exactly same point deformation on multiple cubes that in wireframe looked exactly as Maya lattice gizmo. Then I had to recreate Maya's lattice functionality in Houdini as the algorithm in Houdini is a bit different (e.g. no extrapolation, different smooth functions etc.). I did it with vex at the end. Today it's probably easier to do it in a Deform wrangle. I think it is a really old algorithm, like from 1986 or so, you should be able to find the paper online.
  5. Eevee type OGL Viewport/ROP

    If you want to render in a game engine why not to use Unity or Unreal Engine directly? After the recent problem in Maya when all the scene textures weren't able to fit into GPU memory at all and Blender Eevee demos on youtube showing just simple scenes I hope SESI target for this kind of viewport instead:
  6. Dynamic Christmas balls

    Just move the constraint points on Christmas balls up (and pivot down). See attached scene, modified nodes are yellow. xmasballs_2.hip
  7. FEM Copies (for Optimization)

    Do Solid Embed on single berry before you do copy to points?
  8. Stop Cloth sim and send to RBD sim

    Look at switch solver.
  9. Houdini 16 Wishlist

    It's possible to add it by hand to hou.session then it works but is tied to scene. Try to run it in event loop callback (I modified my previous post to include this code)). hou.ui.addEventLoopCallback(init_rounded_wirestyle)
  10. Houdini 16 Wishlist

    Indeed, it's saved as user data. But you can run this script in 123.py or 456.py import hou def init_rounded_wirestyle(): """ Set wire style for all Network Editors""" n = hou.paneTabType.NetworkEditor i = 0 while True: editor = hou.ui.paneTabOfType(n, i) i = i+1 # iterate over all editors if not editor: break # switch wiring style wire_style = editor.pwd().userData('wirestyle') if wire_style != 'rounded': editor.pwd().setUserData('wirestyle', 'rounded') # just in case if i>100: break # fix for running this after UI load (not ideal) hou.ui.addEventLoopCallback(init_rounded_wirestyle)
  11. Houdini 16 Wishlist

    Did you try to save your desktop with switched wiring style in H16?
  12. viewport slow; pc build check

    Please try most recent build first. I think this was fixed in first daily builds right after H16 release as was mentioned in multiple places across both boards. If that problem persists even in most recent build, please submit a bug report with your hip file and your Houdini info to help solve this issue. Having hope is nice, but taking action make difference.
  13. Houdini 16 Wishlist

    Just a bit more about unified (context-free) network (maybe this could be just a joke than anything else) : I think you can recognize this (and it's clearly not the best piece of the procedural node based system out there): And this is almost empty scene...
  14. Houdini 16 Wishlist

    Maybe I'm bit of old school but actually I don't mind having single contextless environment. I would prefer that. And I would love to delete pre-build CHOP context without hesitation. Actually I would like to be able to modify textures with COPs and CHOPs and fetch them to SHOPs/VOPs and link them directly next to OBJ or SOP context in single multi-threaded network without having to jump between "subcontext" like I have to now. Yes from ui point of view Tab menu would require a huge amount of smart stuff to be effective to use and not to be cluttered. Katana tried to solved that by its "progressively filtered zoom out menu" (I don't know if they have some naming convention for that), 3dsmax has quad-menu, Maya has gesture circular menus etc... I don't know what would be best for Houdini. I suppose that Houdini also pulls out data in a different way then Katana or Nuke graf does as these applications results usually in single output while in Houdini we can do a lot of stuff that are not connected at all. But it seems that all of them are merging in term of target functionality with just a bit of different specialization. In Nuke I don't like that you have to have "convertors" to switch from 2d to deep or 3d and back. Also I don't like they tried to solve cluttered tab menu with removing aliases. Having to search for opposite operation is not intuitive to me and using that left button pane with sub-menu is too old school to me But mainly I was trying to point out that those pre-building contexts helped us to run a bigger shows quickly with limited knowledge, zero pre-production time and almost zero pipeline scripting or "supervisor" intervention into 3d pipeline. I'm not defending separated contexts as only best possible workflow as it's clearly is not and it was evolution and extension. I see basic pre-build contexts as nice start for new users to get familiar with this unique software and to be able to read other scenes easily before moving to customization for their pipelines and workflows.
  15. Scarabée

    Couldn't you just update servo.otl with parameter that will allow you to pick another usb port for another instance of that asset? If you want to duplicate hda to create different hda (otl) use Operator Type Manager: http://www.sidefx.com/docs/houdini/assets/install