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robert.magee

Houdini 13 Released!

37 posts in this topic

It's a bit of ironic that new particles in Houdini end up where Maya's world: a series of expressions (and at the same time Maya is finding its way to procedural world).

I suppose the changes in VEX architecture is a big unspoken hero in H13... I wonder if VEX snippets after compilation to native byte code are concatenated to a single commands stream or every VEXexpression operator in Dops holds overhead of initialization and data in/out...

.... could you explain in which sense the DOPpop thing is a step away from proceduralism ?

does your report about the changes in VEX (which i don't fully understand:) answer that question?

cheers

Lucas

Edited by hatrick

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I am seriously digging this release. I've been dropping some low-res alembic octopi down some very long staircases. I think it's gonna be time soon for Squab and Octo to kiss at several kilometers and hour. I'm pretty amazed at how quick and robust the finite element solver is, especially with solids with fewer than 10,000 tets. I've been having a lot of luck creating low-res, FEM-friendly tetmeshes by just bashing together geo, sending everything to vdb and back (iso >= 0, adaptivity = 0) and doing adaptive remeshing with a very low density. Otherwise, sometimes when I use the shelf tools for more complex geometry, I get pretty concave-looking, almost shrinkwrapped geo out of the tetrahedralize sop.

Anybody know where the differences between 32-bit and 64-bit precision modes really start to take effect? I know that 64-bit operations are very unfriendly, threading-wise - so I imagine there's a point where 64-bit mode becomes orders of magnitude slower than 32-bit. Just curious.

That Pop Curve Force tool is pretty bangin' as well - without having looked too closely, it seems functionally similar to Alessandro's tool, except pointcloud-based and without noise or the same kind of control for extrapolation (or sweet visualizations). But, hey, we can use 'em both, why not.

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Do check the new FindShortestPath SOP.

Its a very impressive pathfinder with tons of features.

Is that using Dijkstra's shortest path algorithm? I don't have 13 to test :)

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What happened with orbolt? Its not workin more than one day.

Dunno, i tried to go to the orbolt webpage and i just get to some "sedo domain parking" page.

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Great release. Speedier, smoother all around here. Draw curve is great. Particles supercharged. FEM next...

Rendering some Pyrro and FEM with HQueue on EC2 now. Process is much much smoother now, pricing seems to be somewhat better...more of a get what you hoped for experience with cloud rendering so far.

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Is that using Dijkstra's shortest path algorithm? I don't have 13 to test :)

By default its Heuristics are set to A* but you can change that to act like Dijkstra's Algorithm by typing 0 (*zero) in the heuristics field.

Its also got functionality for custom point, edge and turning cost, directional connections (based on vertex order), forced connections and connections to avoid.

It can output one path, several paths from a start to multiple ends, or a path from each start to each end respectively.

By specifying a second input, and setting the start and end point number to 0 and 1 (instead of a group name) the pathfinder will use the closest point on input 1 (the grid) to these respective point numbers from input 2 (for example a curve). This allows for a fast, interactive workflow.

Finally it can export the distances across the grid based on this setting and export distances from all points to the closest start point, or export distances through a large array attribute for each point to each other point.

Finally, the entire algorithm uses a pre-computed look up table method, making it extremely fast, easily able to deal with a large amount of data quickly.

Look up the examples in the help files from some in depth examples.

Edited by hyperforce
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At now, linux version crash when you press "Tab" in any tiling window manager. I tried wmfs,i3,dwm. In fluxbox work fine :huh: . Version 13.0.198.21

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Version 198 is still pretty buggy, but its a version that's (judging by the version number) already a few weeks old.

So i'm expecting the next daily build to have fixed several bugs.

Any bugs you encounter, make sure you submit them to the bug tracker on sidefx.com

The more bugs can be identified quickly, the faster they can be fixed.

Edited by hyperforce

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Just tested new deep exrs to Nuke - works a treat :) - Pyro sims are going to be a joy to comp - massive data though - holy hell!

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Neil, I'm testing deep exrs to Nuke too but keep screwing something up. Partly inexperience with deep but I think it's something trivial like not checking a box somewhere. Any chance you have a simple file I could use as a reference?

Thanks, Kevin

&- you may want to update your signature line now :)

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Yes it took me a bit to figure it out, and im certainly no expert on deeep data stuff - heres my basic hip file you can render from. I Can't seem to upload the nuke file... odforce wont let me - so heres a text script for the Nuke layout below....

I'm Comping pyro over a ball and then playing with relative Z positions in Nuke.

Im running 13 in apprentice at the mo - need more money for the AUP!!:(

Cheers

set cut_paste_input [stack 0]

version 7.0 v8

BackdropNode {

inputs 0

name BackdropNode1

tile_color 0x7f000001

label "<center><img src=\"Camera.png\"> PC"

note_font_size 30

selected true

xpos 820

ypos -990

bdwidth 120

bdheight 348

}

BackdropNode {

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name BackdropNode2

tile_color 0x7f2f0001

label "<center><img src=\"Shader.png\"> RGB Channels"

note_font_size 30

selected true

xpos -842

ypos -1643

bdwidth 584

bdheight 693

}

BackdropNode {

inputs 0

name BackdropNode4

tile_color 0x7f000001

label "<center><img src=\"Camera.png\"> 3DCard"

note_font_size 30

selected true

xpos -604

ypos -464

bdwidth 768

bdheight 543

}

BackdropNode {

inputs 0

name BackdropNode5

tile_color 0x191901

label "<center><img src=\"Radial.png\"> DeepCrop"

note_font_size 30

selected true

xpos 800

ypos -91

bdwidth 160

bdheight 181

}

BackdropNode {

inputs 0

name BackdropNode3

tile_color 0x7f2f0001

label "<center><img src=\"Shader.png\"> DeepData"

note_font_size 30

selected true

xpos 7

ypos -1065

bdwidth 646

bdheight 450

}

BackdropNode {

inputs 0

name BackdropNode7

tile_color 0x60353501

label "<center><img src=\"MarkerRemoval.png\"> DeepTools"

note_font_size 30

selected true

xpos -1100

ypos -416

bdwidth 220

bdheight 832

}

BackdropNode {

inputs 0

name BackdropNode6

tile_color 0x3c547f01

label "<center><img src=\"ColorLookup.png\"> LUT"

note_font_size 30

selected true

xpos 359

ypos 396

bdwidth 163

bdheight 264

}

BackdropNode {

inputs 0

name BackdropNode8

tile_color 0x513b5301

label "<center><img src=\"2D.png\"> PushBack"

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xpos 321

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bdwidth 239

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BackdropNode {

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name BackdropNode9

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label "<center><img src=\"Roto.png\"> DeepHoldout"

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selected true

xpos 1537

ypos -1225

bdwidth 426

bdheight 732

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push $cut_paste_input

Camera2 {

uniform_scale 100

haperture 11

vaperture 15

name Camera2

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set N7426fc0 [stack 0]

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set N7439fb0 [stack 0]

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Constant {

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name Constant1

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ScanlineRender {

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name ScanlineRender1

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}

DeepFromImage {

name DeepFromImage1

selected true

xpos -150

ypos -82

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push $N7426fc0

push $N7439fb0

Card3D {

inputs 2

translate {0 0 -5000}

uniform_scale 1000

name Card3D2

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}

DeepFromImage {

name DeepFromImage2

selected true

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}

Switch {

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which 1

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Read {

inputs 0

file /mnt/DATA/Houdini/fireBeauty.exr

format "640 480 0 0 640 480 1 PC_Video"

origset true

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Reformat {

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Dot {

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set N855abe0 [stack 0]

push $N855abe0

add_layer {scatter_color scatter_color.red scatter_color.green scatter_color.blue}

Copy {

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to2 rgba.blue

from3 rgba.alpha

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name Scatter

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Roto {

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{curvegroup Bezier1 576 bezier

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{xc0000000 1}}} idem}

{tx x40a00000 x43f7e666 x42566666}

{a r 0 g 0 b 0 a 0 str 1 sb 1 ltn x40a00000 ltm x40a00000 tt x40800000}}}}}}

toolbox {selectAll {

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{ createBezier ro 0 go 0 bo 0 ao 0 str 1 ssx 1 ssy 1 sf 1 sb 1 tt 4 }

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{ createBSpline str 1 ssx 1 ssy 1 sf 1 sb 1 }

{ createEllipse str 1 ssx 1 ssy 1 sf 1 sb 1 }

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{ brush str 1 ssx 1 ssy 1 sf 1 sb 1 }

{ eraser src 2 str 1 ssx 1 ssy 1 sf 1 sb 1 }

{ clone src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }

{ reveal src 3 str 1 ssx 1 ssy 1 sf 1 sb 1 }

{ dodge src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }

{ burn src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }

{ blur src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }

{ sharpen src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }

{ smear src 1 str 1 ssx 1 ssy 1 sf 1 sb 1 }

} }

toolbar_brush_hardness 0.200000003

toolbar_source_transform_scale {1 1}

toolbar_source_transform_center {320 240}

color 0

colorOverlay {0 0 0 0}

lifetime_type "all frames"

lifetime_start 5

lifetime_end 5

motionblur_shutter_offset_type centred

source_black_outside true

createNewTrack {{-1} "-1\t(none)\t-1" "1000\tNew Track Layer\t1000"}

name Roto1

selected true

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}

push $N8556b00

Dot {

name Dot4

selected true

xpos -776

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}

set N85dbdf0 [stack 0]

push $N85dbdf0

add_layer {fire_color fire_color.r fire_color.red fire_color.g fire_color.green fire_color.b fire_color.blue}

add_layer {other other.BA other.GA other.Op_Id other.Prim_Id other.RA other.fire_mask other.smoke_mask}

Copy {

inputs 2

from0 fire_color.red

to0 rgba.red

from1 fire_color.green

to1 rgba.green

from2 fire_color.blue

to2 rgba.blue

from3 other.fire_mask

to3 rgba.alpha

name Fire

selected true

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}

Grade {

white 1.8

multiply {1 0.5234768391 0.424071312 1}

name Grade1

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xpos -810

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}

Blur {

size 3

name Blur1

selected true

xpos -810

ypos -1144

}

Dot {

name Dot5

selected true

xpos -776

ypos -1086

}

push $N8556b00

push $N8556b00

add_layer {smoke_color smoke_color.r smoke_color.red smoke_color.g smoke_color.green smoke_color.b smoke_color.blue}

Copy {

inputs 2

from0 smoke_color.red

to0 rgba.red

from1 smoke_color.green

to1 rgba.green

from2 smoke_color.blue

to2 rgba.blue

from3 other.smoke_mask

to3 rgba.alpha

name Smoke

selected true

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}

Merge2 {

inputs 2

Achannels {rgba.red rgba.green rgba.blue -rgba.alpha}

Bchannels {rgba.red rgba.green rgba.blue -rgba.alpha}

output {rgba.red rgba.green rgba.blue -rgba.alpha}

name Merge1

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}

ShuffleCopy {

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name ShuffleCopy1

selected true

xpos -590

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}

Dot {

name Dot6

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ypos -774

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DeepRead {

inputs 0

file /mnt/DATA/Houdini/fire.exr

format "640 480 0 0 640 480 1 PC_Video"

origset true

version 2

name DeepRead1

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xpos 70

ypos -976

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DeepReformat {

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DeepRecolor {

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channels rgba

targetInputAlpha true

name DeepRecolor1

selected true

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}

DeepColorCorrect2 {

gain {0.6600000262 0.9276077747 1 1}

highlights.gamma {2.324226379 2.200000048 0.1333625764 1}

lookup {shadow {}

midtone {}

highlight {curve x0.01384031773 0 s0 x0.5138403177 1 s0}}

name DeepColorCorrect1

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DeepRead {

inputs 0

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format "640 480 0 0 640 480 1 PC_Video"

origset true

name DeepRead2

selected true

xpos 400

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DeepReformat {

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DeepColorCorrect2 {

gamma 0.58

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name DeepColorCorrect2

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DeepMerge {

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}

set N8688b00 [stack 0]

DeepTransform {

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disable true

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DeepMerge {

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name DeepMerge2

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set N8697740 [stack 0]

DeepCrop {

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zfar 27

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DeepColorCorrect2 {

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DeepCrop {

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DeepFromImage {

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DeepToImage {

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Constant {

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Roto {

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Constant {

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ScanlineRender {

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DeepFromImage {

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}

Dot {

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ypos 258

}

push $N8697740

DeepHoldout2 {

inputs 2

name DeepHoldout2

selected true

xpos 400

ypos 254

}

Remove {

operation keep

channels rgba

name Remove1

selected true

xpos 400

ypos 494

}

Grade {

multiply {1.210820675 1.327589869 0.8215897083 1}

gamma {0.9047434926 0.8599235415 0.9549999833 0.8199999928}

name Grade2

selected true

xpos 400

ypos 518

}

Glow2 {

tint {0.9599999785 0.893792212 0.1708410084 0.9599999785}

tolerance 0.032

brightness 1.24

saturation 0.56

name Glow1

selected true

xpos 400

ypos 542

}

Truelight3 {

commands {title{Agfa CP30}

print{internal-AgfaCP30}

display{/home/neil/Documents/Truelight/Display_Profiles/UltraEizoCG245W sRGB}

greyValue{445}

whiteValue{1023}

aimGamma{0.966,1.063,1.082}

greyStatusA{1.09,1.06,1.03}}

profile /opt/Nuke7.0v8/plugins/truelight3/profiles/AgfaCP30

enable_display true

display_file "/home/neil/Documents/Truelight/Display_Profiles/UltraEizoCG245W sRGB"

print internal-AgfaCP30

lamp internal-Xenon

printer_points {0 0 0}

brightness 1

flare_correction 0.009999999776

white_u 0.1977999955

white_v 0.4683000147

name AgfaCP30_sRGB

label "Truelight v3.0"

selected true

xpos 400

ypos 560

}

Viewer {

input_process false

name Viewer1

selected true

xpos 400

ypos 950

}

deepTest.hipnc

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At now, linux version crash when you press "Tab" in any tiling window manager. I tried wmfs,i3,dwm. In fluxbox work fine :huh: . Version 13.0.198.21

Can't say we test much with tiling WMs, since they wreak havoc with dialog boxes and sometimes with internally positioned child windows (the scene viewer, for example). I'll test one of the ones you mentioned to see if it's an easy fix.

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