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LaidlawFX

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Everything posted by LaidlawFX

  1. Houdini 19 Wishlist

    The End is Nigh! Houdini 18 is COMING!!! Kicking this wish list off as by all trending and statistical estimated Houdini 18 should be arriving in the Halloween time period of old. My first wish is a call to ARMs! Seriously speaking maybe one day Python 3 inline with the Visual Effects Society guidelines for 2020, but long term a lot of hardware profiles are switching to ye-old ARM based architecture something as old as SideFX itself and installed on over a 100 Billion devices. The catch is these are the IOT, Mobile, and XR hardware of the world which to be fair is still behind server racks. However the phone has drastic computing potential that if Intel would stop fighting it due to licensing issues ARM and RISC would have taken over the market. I really hope COPs has a second a life. It's easier to use SOPs and VEX for processing images and HEIGHTFIELDS than with COPs with far less bottle necks and crashing. The amount of nodes and stability in COPs is falling far behind all other contexts including every ones darling wrangle node. I would almost wish for COPs to be fully integrated into SOPs or MATs. Streamline the support into two heavily invested areas already. Gaining several debugging abilities that are just not implemented in COPs like the Geometry Spreadsheet. There are 151 nodes in COPs in which a lot of them could become quickly redundant if ported to either SOPs or MATs. If converted to MATs we would then have a Substance equivalent, especially if they gave the node UI a little love to show per node images. The biggest risk is overloading another context, but to be fair COPs is so severely under loaded it falls into the second tier of networks, so porting those tools would be a mere blip on the radar of total node count. My most realistic wish currently if for subnets and managers to have the flatten ability like foreach loops with the ability to collapse and dive into them. This would maintain networks for those of you who fear the combined context, but also allow to flatten simple networks so you can easily trace and debug all dependencies. As always this is a non-official wish list. So please submit BUGs, RFEs, and Questions to support. Also for anecdotal questions and rants branch them to another thread people will more likely help you for dedicated issues. -Ben
  2. SeaHUG Winter Showcase

    XBOX is hosting the Seattle Houdini User Group's : Winter Showcase. Join us at Microsoft's main campus in Redmond, WA at Studio B Today Dec 3rd, 2019 from 6pm-8pm Please RSVP for more details. [https://www.meetup.com/Seattle-Houdini-User-Group-SeaHUG/events/266499858/](http://meetup.com Seattle Houdini User Group) Join the SeaHUG group for better than last minute announcements
  3. FBXoutput

    Here is a file with three ways to do it in sops, tops, and in python. There are a lot more ways to do it too as Twan has mentioned to game the system too. There are RFE's to have this option too added at some point... FBX upgrades are not common. They actually just made the code open source for the FBX rop. fbx_sequence.hip
  4. VAT soft body import to Unreal loop drops a frame

    You need to adjust the shader to handle the texture lookup differently for Padded by Two. I have not looked at the unreal shader in a while, but unless there is a check box that changes how the lookup works internally then it won't work. You should submit a bug to SideFX to fix the issue.
  5. Houdini UI broken on new Dell XPS 2-in1

    What is the graphics card? It is possible it is a not supported one. The second thing I would suggest is what you have already done by deleting your preferences. Another alternative is to reinstall Houdini. If it's the graphics card issue there isn't much hope for you.
  6. FBXoutput

    This has been a long time design "feature" of the fbx exporter in houdini. To get around it you can use a foreach loop in sops, a python for loop, or tops with each task split separately.
  7. If the admins put it on your system you should talk to them as it would be unrelated.to Houdini. If you are trying to crack Houdini I would say you will get yourself into a lot of trouble.
  8. Move Houdini to another drive

    On install of Houdini just change the path of the install location. For personal preference set this variable before start. $HOUDINI_USER_PREF_DIR/ https://www.sidefx.com/docs/houdini/ref/env.html The integration is to complex to post move the main install by hand. However, you can easily copy your personal preference.
  9. Issue in RGBA Heightfield Export

    You said you were exporting heightmaps earlier. For those certainly use .exr, anything with 16 bit data scope. EXR are little large for general use everywhere, and most game engines always by default expect them to be data maps as the information is lossless pixel value for pixel value. I still can't believe unreal can't handle .tiff how many decades before they fix that... As far as TGA Houdini is not necessarily exporting it wrong, and Substance is not necessarily exporting it right. Their default exports and options are designed for two different use cases. Houdini default was not intended to create textures through tga. tga has not been used in other industries besides games in a very long time. You can export out of Houdini with out doing the premult and the other effects you are seeing, but you would need to share a simple scene file. There are many workflows to export and ways the data might change so it's hard to tell you specifically what setting too change with out giving a very vague list. PNG should have a separate alpha channel. I would have to see your example file to explain why your having that issue.
  10. Issue in RGBA Heightfield Export

    .tga by default is premultiplied by it's alpha and it has and sRGB look up to it. You best bet is to use a linear texture format such as .exr which is linear by nature and is loaded by most engines. I know Unity and Unreal do now load 16 bit of the data. Look at these documents for more info. https://www.sidefx.com/docs/houdini/render/linear.html TGA is a really outdated texture format and I would highly recommend to discontinue use of it in production.
  11. Houdini 19 Wishlist

    None of the above are smaller wishes. I wouldn't worry. These wishlist have been around for well over a decade for each major version. Plus as noted this is non-official, for actual BUGs, RFEs, and Question they need to be submitted to support in order to be considered. SideFX staff may be lurking on Odforce, but they do not actually monitor outside SideFX.com forums. Mostly these threads are for ranting, venting, and once in a while a collaborate group hive mind for features that should exist. Also a lot of re-directions for features that do exist, but are obscure in the Houdini lexicon of terminology like the past and thankfully dead Cookie Sop...
  12. Houdini 19 Wishlist

    Short answer... H18 will be coming out soonish. Around their typical Halloween time period. Long answer... SideFX typically releases at three different points in the year around Fall, Winter and Summer, closely tied to Halloween, a month before GDC, and at Siggraph. On average with a minor release a major.minor version release cycle last about 200+ days. A little more than 7 Months+, with a few exceptions that are notable due to the technology they release in those non-average years. So theoretically we could see a 18.# at Siggraph based on those trends, or if they have some cool stuff that was not ready to release around GDC. This is what happened to TOPs the last release cycle, almost but not quite ready for 17.0 but big enough to garner it's own minor version. The farther out it gets harder to predict because there is a +/- of a few months. Plus even though we are in a period of major and minor .5 releases they don't need to follow that in the long run. We due know from Siggraph that the next one would be H18. Also there has never been another minor release number besides .1 and .5. For a side project I had Houdini analyze Houdini for these trends. At a certain point prior to a release it makes no sense to continue adding wishes that we will not be able to be full filled. As I recall someone else started the last wishlist kind of early too?
  13. Houdini 18 Wishlist

    Short answer... Soonish, around their typical Halloween time period. There is no announced date. Long answer... SideFX typically releases at three different points in the year around Fall, Winter and Summer, closely tied to Halloween, a month before GDC, and at Siggraph. On average with a minor release a major.minor version release cycle last about 200+ days. A little more than 7 Months+, with a few exceptions that are notable due to the technology they release in those non-average years. So theoretically we could see a 18.# at Siggraph based on those trends, or if they have some cool stuff that was not ready to release around GDC. This is what happened to TOPs the last release cycle, almost but not quite ready for 17.0 but big enough to garner it's own minor version. The farther out it gets harder to predict because there is a +/- of a few months. Plus even though we are in a period of major and minor .5 releases they don't need to follow that in the long run. We due know from Siggraph that the next one would be H18. Also there has never been another minor release number besides .1 and .5. For a side project I had Houdini analyze Houdini for these trends.
  14. Houdini 18 Wishlist

    Bumping for Houdini 19 Wishlist.
  15. Python export flipbook as mp4

    TOPs has an ffmpeg node if you have ffmpeg installed on your machine.
  16. Hello all, We are relaunching the Seattle Houdini User Group as we have hit critical mass in the Puget Sound region so we can host this events regularly. The first meetup is a smaller get together so feel free to come by if you are in the area. Thanks, - LaidlawFX
  17. HDA "on name changed"

    Hello, This should work fine in the on name change event, without the button press node = kwargs["node"] hdaname = node.name() for child in node.children(): child.setName(hdaname) print ("the child node name has been changed to {}".format(hdaname)) As a warning though this style of renaming nodes will generally cause more issues than you are trying to solve. -Ben
  18. Link toggle values

    You'll need to use a callback script if you want to actually change the toggle values. I will say depending on the complexity just disabling/hiding the parameter and in the network or code disabling with a condition should suffice. It's like a magic trick the UI does something different than the actual network.
  19. Twisting a sweep

    Hello Kalin welcome to the Forum! You can use the copy to points and skin sop to do this effect. I know I have an example of it I stashed here in this thread. It even does UVs.
  20. changing $Home location

    Houdini.env only allows you to change your personal preferences. There is an order of operations with environment variables. houdini.env is in $HOME which is equal to $HOUDINI_USER_PREF_DIR. So you can't use houdini.env to set those. You need to set those in the operating system environment or the shell before launching Houdini. Also the main reason not to set $HOME is that other programs will use $HOME, so if you change the default system variable for $HOME you may be accidentally screwing up those other programs. Where as $HOUDINI_USER_PREF_DIR is unique to Houdini. I think what you really want to be using is $HOUDINI_PATH and $HSITE, the respective two main environment variables of Houdini. You can set these in houdini.env, but you should really be setting these variables before houdini.env is called as that is your personal preference directory. $HOUDINI_PATH allows you to have a string of different project paths, so you can have $StudioTools;$ProjectTools;$MOPS;$QLIB;$REDSHIFT;& with the & representing the Houdini's install directory $HFS and $HOUDINI_USER_PREF_DIR. $HSITE allows you to have version specific tools like compiled library or version specific handling like $HIPNAME, the path is set up such as $HSITE = "p:/studio/tools/" and inside are folders for 17.5, 17.0, 16.5... HOUDINI_PATH The path of directories where Houdini looks for configuration files. HSITE The HSITE variable is a path to the site-specific Houdini configuration information. This allows a site to have a common set of defaults and files. It is, by default, in the HOUDINI_PATH between HOME and HFS. To change global configuration information, you should use this rather than editing the contents of $HFS/houdini. Like HOME, Houdini uses $HSITE/houdiniVERSION, where version is the current version number (ie: $HSITE/houdini16or $HSITE/houdini16.1)
  21. changing $Home location

    Don't change $HOME set the variable HOUDINI_USER_PREF_DIR The directory to store user preference files. The value of this variable must include the substring __HVER__, which will be replaced at run time with the current MAJOR.MINOR version string. On Windows and Linux, this defaults to the expanded value of $HOME/houdini__HVER__. On Mac OSX, it will also use this default if the directory exists, else it uses the expanded value of $HOME/Library/Preferences/houdini/__HVER__ https://www.sidefx.com/docs/houdini/ref/env.html
  22. Enforce Prototypes @ptnum

    Thanks for that. I just re-read what you said and that link you sent. Had to do a double check and it follows the pattern in cvex, too. It's been a long time since I looked at vex like this. cvex obj_geo1_pointvop1(int ptnum = 0; export int Cd = 0) { // Code produced by: bind1 Cd = ptnum; } Thanks again. Found the declaring part in the docs again, too. https://www.sidefx.com/docs/houdini/vex/snippets.html#declare
  23. Enforce Prototypes @ptnum

    Hello, So doing some clean up on my vex code in a wrangle and I turned on Enforce Prototypes to remove a bunch of the hacks to get the code setup. The one thing I can not find out a cleanup for is to replace @ptnum with a non @ function. Is the only way to declare it prior to the wrangle as another attribute? That just seems messy. Even declaring before hands means you need @ptnum to source that attribute. Thanks, -Ben
  24. Enforce Prototypes @ptnum

    Here is an example file of using @ptnum to source a point attribute that errors out when enforce Prototype is on. int id = point(0,"id",@ptnum); setpointattrib(0,"Cd", @ptnum,id); Upstream of that I have an attribute create that does a basic. i@id=@ptnum; ptnum.hip
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