Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


majinpu last won the day on August 1 2018

majinpu had the most liked content!

Community Reputation

7 Neutral

About majinpu

  • Rank

Personal Information

  • Name
    Paolo Rava
  • Location
  1. Houdini 18 Wishlist

    agree with xxyxxy, the viewport needs some improvement, expecially when dealing with plates. Few days ago I had to build up some geo, ,my plate was loaded in the camera background image, it was very hard to do it because I could not zoom in.
  2. Houdini 18 Wishlist

    I think that what we have seen at siggraph it’s impressive , lops and karma looks amazing so thanks sidefx for this big effort (the community was expecting something and you guys just did it better ) ! Good job ! few points for next improvements though ! -better flipbook: actually it is is really good , love it, the sequence list is a bit confusing , there should be some way to fire up a flipbook with some proper name instead of just the time it was created so it’s more easy to compare. The export dialogue needs some love too. At least some sort of preset saving. We can use OpenGL rop , but flipbook it’s just click and go and for indie user that do motion graphic it is really important. Missing C4d easy of use sometimes for this kind of frequent operations ; ) - possibility to import in to the viewport foreground or background images/ sequences possibly with alpha to help us with shots and change as well the color of the safe bars -the post from sebkaine looks dope, have the possibility to save snapshot from viewport inside the node graph is cool, also background images should be included inside hip file to make easier to share hip file with images notes or whatever -the pre-flight tool is cool , some improvements to manage directly files inside it would be awesome, also if we can sort files from kind type would be nice - look dev is very important, glad you introduced hierarchy in lops, this is exactly what I was expecting! Btw in geo context it feels very slow to select cameras and lights. If we can move and select those directly in the node graph or viewport like in C4d would be great . Btw with lops workflow will change so I’m not sure ! : ) - drag and drop files or images like texture or files inside viewport asking with which node open it up is kind of a must feature to speed up workflow . As well the load and save dialogue (at least in windows) needs some serious upgrade -hope to see soon some pbd interaction with rigidbodies -a good and solid solver for macro fluids is really missing -pdg are great but I don’t get how to use for simple wedging operation on all cores running one sim with attribute wedges one by one , should be easier , the information on the manual is almost incomplete right now! -a lot of masterclass tutorials! In the last months they were awesome ! Thanks sidefx team! EDIT -Cops are amazing , with karma and the usd workflow I expect to create in real-time textures that are applied to viewport. Please give cops some love !! We have a tool that looks just like substance designer!! -the animation keyframe editor needs some update too, it has to be more solid, too many bugs and missing functionality compared to other toolset
  3. Houdini 18 Wishlist

    integration of mutual interaction for rigid bodies with vellum
  4. Houdini 18 Wishlist

    Just build your grow solver ; ) I think you have to explore more the nature of houdini. The web is full of growth solver examples, you can build you're own, save it as an otl and by the time upgrade it. Just look at this talk from BenWatts youtube.com/watch?v=O4XC08Gd9uw , starting at 3:40'' he's showing his custom grow system tool, and he is using it all over his projects over the talk. It's more powerful to build little tools like those compared to prepackaged node (like other software developers are doing) and wait years for features to be added. There are already a lot of prepackaged nodes in houdini, but they're are needed for bigger/complicated node structures. So my advise for you is to spend more time with this very nice software and day by day build you're personal arsenal ; )
  5. Houdini 18 Wishlist

    -Revamp of the flipbook interface and better support for exports in flipbook -Possibility to include in hip file backgroung images
  6. Houdini 17 Wishlist

    would be cool to fire up houdini projects pressing a key to force the manual mode, avoiding load times
  7. Houdini 17 Wishlist

    we do not need any rush! we know that sidefx works really hard. when it's done, it will come out ; ) btw... I CAN'T WAIT FOR IT!!
  8. Houdini 17 Wishlist

    ability to create presets for sequence export inside flipbook!
  9. Houdini 17 Wishlist

    1) The chance to copy/drag parameters between interfaces (maybe holding down a key to avoid some unwanted drags?) for a faster workflow would be awesome. Maybe another key combination to rename on the fly label names? 2) I come from a c4d background, I was using mograph a lot... IMAO I think is way better to construct a proper network (and maybe save some custom assets?) to build up an "houdini mograph tool" ... you can build it up in thousand ways as Dalvi shows, you got way more power to customize it in the houdini procedural way !! 3) Unified Houdini networks? no thanks!! ; ) cheers!
  10. get dop hitpath data in vex

    I can't get it...
  11. get dop hitpath data in vex

    sorry but I am really a vex noob...! how do you think I can use it?
  12. get dop hitpath data in vex

    by the way you solved half of the problem! I forgot to merge the dop_import node with the object merge to keep the data! but stiil wrapping my head around on how to get the number of the group from a string attribute...
  13. get dop hitpath data in vex

    Hi atom thanks for your answer. But I think I exposed my problem in a wrong way....! The set up I have needs to remain inside the dop net. So far I could get the data in the dop net (using a solver inside it) but I can't understand how to get the data from the "Geometry" attributes inside dops. In particular using the "hitpath" attribute since it is a string containing a group number.
  14. get dop hitpath data in vex

    Hi guys. I am trying to set some attributes based on my hitpath id's. The original scene was using a flip fluid and a gas collision detect,... by the way I'm uploading a scene file with a pop net set up for speed reasons. In the file scene I have uploaded I have created a pop network with a collision detect and a sopsolver to fetch the attribute data from the dop geometry. I do not understand how to get the right data from the hitpath attribute to set my "colliderid" attribute. It seems to be a group as well and I am wrapping my head around it! Another thing I noticed, it is that the geometry spreadsheet doesn't seem to show the correct feedback of the hitted points...they seem to be not enough...I am doing something wrong? cheers paolo hitpath.hipnc

    Ok, I've found the issue. In the opengl "Scene Path" I was selecting a node inside my onj path instead of selecting directly the full obj path directory.