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Alexey Vanzhula

Houdini 16 Wishlist

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hmmm....

Cloth out of shell comparison:

cloth_h15.jpg

cloth_h16.jpg

 

And what sense to put finiteelementsolver inside subnet??

finiteelementsolver.jpg

 

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Hmmm ... maybe the units are wrong? I forget now, but the units of the parameters have changed since H15 (did you try 15.5?).

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3 hours ago, edward said:

Hmmm ... maybe the units are wrong? I forget now, but the units of the parameters have changed since H15 (did you try 15.5?).

oh sorry)
it's 15.5 vs 16.0.531

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Some differences are to be expected, because there is the new Cloth Object 2.0 in Houdini 16.

However, you found a genuine bug: The default for "Bend Stiffness" was left at zero in this new object.

This would give you a very wrinkly look.

This must be changed into some reasonable nonzero default value.

 

About the cloth solver being a subnet: This is worth it, just for the reason alone that it allows cloth-specific solver defaults.

In addition, the interface of the cloth solver asset is much easier to look at than the interface inside of it.

 

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Any way to set second "network wiring style" as default, everywhere?
Not cool to switch "shift+s" every time.

Edited by fencer

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3 minutes ago, pezetko said:

Did you try to save your desktop with switched wiring style in H16?

Nope, doesn't save.

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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)
Edited by pezetko
Added (hacky) fix for late UI initialization.
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11 hours ago, pezetko said:

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


init_rounded_wirestyle()

Thanks, works well from shelf, but as I see 123/456.py runs before UI load and can't find variables (put the script in $HOME /houdinix.y/scripts/).

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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)
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MMB on digital assets and subnetworks show actual total cook time of all nodes encapsulated inside.

 

Right now it's always a small number that isn't an accurate representation.

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On 02/02/2017 at 5:06 AM, marty said:

If bug #58084 'stuck viewport geo' gets fixed, that would be worth the upgrade price alone :)

 

So I have a work around without creating a New Scene tab! You have to navigate back to the stuck geo node, in my test-case a DOP object, and toggle the display flag on it. So really it's never stuck, it just doesn't respect the scene level display flag I guess.

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14 hours ago, marty said:

So I have a work around without creating a New Scene tab! You have to navigate back to the stuck geo node, in my test-case a DOP object, and toggle the display flag on it. So really it's never stuck, it just doesn't respect the scene level display flag I guess.

Yeah this is the fundamental issue, as it does no clear the view ports *buffer/cache. *(There is a post where I was corrected on this term, but for brevity sake I'll use it again).

The issue has been to make this issue repeatable where you can actually submit it as a reproducible bug, they can fix.

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1 hour ago, LaidlawFX said:

Yeah this is the fundamental issue, as it does no clear the view ports *buffer/cache. *(There is a post where I was corrected on this term, but for brevity sake I'll use it again).

The issue has been to make this issue repeatable where you can actually submit it as a reproducible bug, they can fix.

they have reproducible bugs already - bug #58084. :

 

1. Location Particles shelf tool
2. dive into location ParticlesSop and add a Solver
3. dive into it and add mergeSOP to the PrevFrame & Input_1
4. scrub the timebar wackly around and dive back to Scene level
5. turn off the display flag on the location_particles.
6 Particle should be stuck

 

EDIT:

The SopSolver is the main culprit and it does look like some work is being done to it:

Houdini 16.0.575 Improved the ability for the sceneviewer to properly update when viewing the inside of a subnetwork inside of a SOP Solver.

 

Edited by marty
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On 4/14/2017 at 7:18 AM, marty said:

So I have a work around without creating a New Scene tab! You have to navigate back to the stuck geo node, in my test-case a DOP object, and toggle the display flag on it. So really it's never stuck, it just doesn't respect the scene level display flag I guess.

It happens to me all the time in soplevel though, and sometimes it's hard to know which node is stuck. But yes I've also noticed this seems to help.

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