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Neon Junkyard

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Neon Junkyard last won the day on September 16 2017

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About Neon Junkyard

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    Drew Parks

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  1. There are a few quality of life things I would like to customize in houdini but I'm not sure if its possible If you create a network box in houdini it makes it completely snug around your nodes and I am constantly having to immediately resize it and reposition everything, In nuke I have it set up to auto-create backdrops with 200px or so padding automatically, is this possible in Houdini? This problem is made worse due to houdini will automatically select the network box and all its contents if your mouse goes anywhere over the title bar. So if you are drag selecting nodes across several network boxes it will select the entire contents of all of them. Again Nuke handles this way better, it will only select the entire network box if you drag select over the entire thing, or specifically click on the title bar The second part I dont have much hope for but is there any python solution to create netboxes with padding, and maybe further customization? EDIT - Also looking to set some defaults when creating new scene views
  2. "square" scatter

    I gave it a go. theres more than 1 way to skin a cat, but you can hack the points from volume sop to make irregular blocks Also included a recursive subdivision option, its an OTL I made myself though so I didnt include it, you can find many threads about it on here though as stated above, you will always get hols trying to fit square object into a non-square boundary. trick is to fill it up recursively in the gaps so that it becomes so dense you will never see it object_packing_city_road.hip
  3. MTL To Redshift Material

    this is brilliant and works great, thanks for making this I was using this to bring in some archviz models that had like 30-40 materials each so I modified it slightly to automatically promote all the RS_material parameters so you can mass change them all at once without having to dive in and out of materials hundreds of times. Also a lot of the material settings in other DCC apps do not translate at all to redshift settings, so this helps solve that as well pretty much just 1 line of code per vop- rs_mat.insertParmGeneratorsForAllInputs(hou.vopParmGenType.Parameter,True)
  4. soft transform crash

    Is it just me or is soft transform sop completely broken? As soon as I create it, instant crash. Both in network view and from the viewport This has been the case for as long as I can remember...since h14 even, across multiple machines, linux, windows, different builds, same deal currently running 16.5.439, but it seems the problem persists across versions
  5. this seems like a bug, when I am viewing my scene through a camera I created and select any object level node in the network view with the visibility flag on, it will switch to the default perspective camera (No cam), similar to if I didnt have the lock viewport button on and tried to move the camera in the viewport Anyone else having this issue? Running 16.5.439
  6. Orient Along Organic Surface?

    Has anyone been able to implement this using packed prims? Making physical copies of geometry like this is way too taxing for what Im trying to do (city creation) Been bashing my head against the wall trying to figure this out, biggest issue is I have some square geometry and some non-square base geometry, currently trying to calculate @scale (going into a copy to points) based on the length of each side of the polygon but I don't really know the math and am stuck Another approach I tried and failed at was implementing what you guys did here with reading the uv intrinsic and tried applying that to setprimintrinsic() but couldnt figure it out, any help here would be amazing
  7. So I know all about deep compositing in theory but in actual implementation I can find almost no info on this topic - What is the current workflow within houdini to output deep compositing images to comp in Nuke? I don't need to do anything super fancy or crazy, I just need deep data to output a super accurate depth pass to do highly photoreal depth of field in comp with pgBokeh, as I need all the lense artifacting and chromatic abberation that you can't get out of in camera DOF in mantra It involves super fine semi-transparent strands and hair and stuff like that, so any caveats I should be aware of? Does houdini's current implementation of EXR support deep data or do I need to use a .RAT file or something? Also I really just need it for depth of field so is it possible to render just a separate deep data utility pass with just the depth info and not a million other AOV's embedded in it to save on disk space, or does the beauty have to be rendered with deep data in order to work correclty? Any help would be greatly appreciated!
  8. That is great, exactly what I have been after for some time now, however is that a 16.5 file? Doesnt work in 16.0.557, point wrange is pointing to nonexistent parameters
  9. Orienting copied objects

    The copy SOP has a heirarchy of attributes it reads in, orient being the foremost, N and up if orient is not present, etc. N alone is not enough to define orientation in most cases, usually you pair it with an up vector attribute as well http://www.sidefx.com/docs/houdini16.0/copy/instanceattrs You can use a polyframe SOP to generate N and up attribs from curves pillar_orientation_roof_FIX.hip
  10. the new workflow is to use the newer for-each loop network if you arent comfortable with those and need to follow a tut exactly you can unhdie the old for-each subnetwork using "opunhide" function in the textport opunhide Sop For-Each ^or something to that extent http://www.sidefx.com/docs/houdini//commands/opunhide.html
  11. might be better answered in the redshift forums but off the top of my head you could maybe try reading in a packed prim intrinsic attribute and promoting to a point attribute http://www.sidefx.com/docs/houdini16.0/vex/functions/primintrinsic
  12. I have a pretty heavy scene with lots of mechanical robot models and such, static geo with a camera flythrough, and I need to render it with toon outline. It renders fine, but I am getting massive flickering between frames during animation I suspect the problem is there are polygons that are too close together, I fixed what I could but its a massive scene and a rebuild is out of the question at this point. Toon is a displacement effect so I tried cranking the dicing quality, increased samples etc nothing really helps. Anything I can do to help fix this? Thanks
  13. Foreach, multiple outputs

    did anyone figure this out? I am looking for a similar solution, need to have 2 operations done but has to be on the exact same copy index....
  14. H16 auto-place nodes option missing?

    Not exactly the same as H15 and prior but shift+enter when creating a node will auto-place it
  15. menu pan/scroll with wacom pen?

    ^ I was looking for some sort of workaround just like this, I wonder if you can mess with something in the houdini.env file to fix the mmb viewport breaking