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heiligeslama

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About heiligeslama

  • Birthday 01/15/1984

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    Niko
  • Location
    Germany

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  1. Hey, I've been working on a project to enable multiple people to work together over the net. You can check out the videos on youtube the link to the playlist is I open sourced the prototype under the bsd3 license and it is available from github. Currently tested with 5 people over LAN. Please be aware that I am developing that alone and a lot of tooling is missing and the event core needs to be rewritten for better performance. Also note that the code is missing documentation. All those things will come when I sorted out some core things for the architecture. So I do not encourage anybody to use that for anything which is important! Further details will be published in middle of December. The github page is https://github.com/heiligeslama/devilsbackbone Feedback is welcome. Questions as well. Have fun. - Niko
  2. Thanks for your comment. I guess one usage, because of the fact that you can store animation and you have blending mechanisms would be the core of a pose library. Further more you are able to speed up look development by storing the variable components of your scene with different extreme values and start wedging between them. Not that you can't do that right now, this way gives you more control over grouping and organization of your values.
  3. Hey, I've been spending some time to extend Houdini's preset system. Essentially what it comes down to is instead of creating presets for the whole node you can create presets for only selected values. The selection is done by recreating the whole interface with check boxes next to each parameter. The presets itself are still Houdini presets. So these can be passed on to people who do not have the tools and they can use them. You can directly upload presets into otls to share them. The applied presets will only change the values of the stored values the rest will stay like they are. Which gives a lot of options for composing different in a flexible way. If you select expressions or parameter which are referenced by an expression on the same node the system will track that and select the referencing parameter as well, to make sure the logic of the node stays in tact. By default the preset manager node creates an internal snapshot of each node it creates presets from and is able to restore them. You are also able to blend between different partial presets and generate new data. That is working for animations and ramps as well and animated ramps and what have you. The resulting data is trying to recreate the resulting system as close as possible with the least amount of keys necessary. Which means to can wedge pyro sims and pyro look dev in a way the resulting data can still be used and understood by a human, please check the youtube videos for that. It's in orbolt for free. The link is https://www.orbolt.com/asset/_heiligeslama::presetManagerSubnet Please be aware that this is still a beta version. I tested it very heavily but I can't guarantee I covered everything. For more examples please check out the video demos walking you through the example file. Please watch the videos in HD. I will release the whole code on github a little later on when I understand what open source license makes sense to be used, so if anybody is interested to contribute, or want to give me feedback for improvements you are welcome. There is actually a lot more stuff going on. All the nodes are documented and I will follow this topic, so if you have questions or want to offer me a well paid job go ahead. Cheers! Niko Sorry for not having explosions or fancy pictures.
  4. What is your Shading Qaulity and Dicing Flatness? You find both on the Geometry object -> Rendering -> Dicing Try doubling the Shading Quality and lower the Dicing Flatness.
  5. I am currently using Fedora 17 with the KDE Desktop and I dont't have the navigation lag. Everything works as it should as long as you can live with KDE. If I switch to gnome the lag problem occurs again both in a clean install or if I have both desktops installed in parallel. I suspect that it is some strange config in the x server, but currently I am not able to tell more. I reported this as a bug quite a some time back and it was acknowledged as one. But until now there is no solution for this. I'll keep digging and let you know what I find.
  6. Yeah that certainly looks like something is wrong with the cache evaluation. You should submit that that file as a bug report. A temporary work around would be the following. Go to your render node onto the script tab. On the Pre-Frame Script write texcache -c and make sure it is set to Hscript. This will basically wipe your texture cache before the frame evaluation begins and among other things, this will force recooking of the compositing network. If you have a lot of textures you will take a performance hit, but it will work at least.
  7. I had the same problem with fedora 16. I don't think its the graphics card alone, because I didn't have any lag at all if I didn't use spacebar to navigate the viewport (escape key over the viewport to get to the camera nav tool then it worked fine for me). I couldn't solve the problem and switched to Sabayon which works really good for me. I would really be interested why fedora behaves that way.
  8. Another approach might be using a lattice sop. latticeApproach.hip
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