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Everything posted by pezetko

  1. The little things about houdini

    Hi, The script is an option "how" to enable it, not everything in Houdini has its own GUI (yet). Houdini is a younger application (not counting PRISM) compared to Cinema 4D. There is RFE for it. Meantime you can add these callbacks to your $HOME\houdini18.0\python2.7libs\pythonrc.py import hou def checkForUnsavedChangesEvent(): if hou.hipFile.hasUnsavedChanges(): win = hou.qt.mainWindow() title = win.windowTitle() win.setWindowTitle(title+" *") hou.ui.removeEventLoopCallback(checkForUnsavedChangesEvent) # remove multiple evaluations def restoreCheckForUnsavedChangesEvent(event_type): eventType = hou.hipFileEventType if event_type in (eventType.AfterClear, eventType.AfterLoad, eventType.AfterSave): hou.ui.addEventLoopCallback(checkForUnsavedChangesEvent) # restore callback hou.hipFile.addEventCallback(restoreCheckForUnsavedChangesEvent) hou.ui.addEventLoopCallback(checkForUnsavedChangesEvent) Most of the companies use some sort of tracking software like Shotgun or Ftrack that provides a screenshot saving feature. The drag of what and drop to where? This is so broad topic as it's hard. Each user has different preferences. A customizable option is the best for everyone. Maybe SideFX could include some common (requested by users) examples shipped with Houdini? Last time I checked Houdini starts up within 4 to 10 seconds. The multi-tab interface sounds interesting, not sure about the benefits: What kind of isolation should be between tabs/processes? Is it only UX thing or there is a shared core? How are environment variables shared? What about loaded packages (plugins), etc…? You can use subnets for each project. Submit RFEs with examples! Not everybody knows Cinema 4D features and how it behaves, what is good about it and what could be done a better way. There is flat skin in qLab tools. Cheers, Petr
  2. Default autosave

    You can try to set it in your 456.cmd file in $HOME/houdiniX.Y/scripts/456.cmd (X=Major version, Y=Minor version, e.g.: 18.0) directly: autosave on https://www.sidefx.com/forum/topic/25350/ Or you can ask the user what they want: https://www.sidefx.com/forum/topic/12971/#post-61684 I like the idea of having it in File Menu under File Save As too: https://www.sidefx.com/forum/topic/12971/#post-256607 Environment variable to force it on/off wouldn't be bad but it is a little bit harder to discover: https://www.sidefx.com/forum/topic/45068/#post-201467 and there is already plenty of other options. Always on in preferences (GUI) was probably already requested, but you can add RFE (voice) for it too.
  3. Color Management Rules ?

    What do you mean by studio rules? You can generate your own ocio.config file with all the rules set exactly as you want. See the examples of spi-vfx or spi-anim configs for more straightforward configs.
  4. If you don't mind floating windows you can right click on the node and select "Preview Window..." for that node. Work for individual SOPs nodes too.
  5. Load ASCII PTX data into Houdini

    Hi, there is also nice Load Data Tablet asset at Orbolt from sidefx written in vex: https://www.orbolt.com/asset/ndickson::load_data_table and for e57 just use Lidar Import SOP:
  6. use string version of the detail function with s at the end details()
  7. File Cache SOP / checking for "dirtiness"

    Hi Christopher, everything is in the hip file attached under the video in my previous post. Python code is in the extra parameters on the nodes. Attrib create has the code to compute the checksum, it's stored as detail in the info block. File cache node has code for reading it from info block and comparing it against the current value. Everything is evaluated when the nodes are cooked. This is also the issue that the file cache node is colored only when it's cooked and it requires it's input to be cooked too to get the correct current value. It is just a prototype. For a production, I would probably put all the code into separate python module or directly into HDA and load it from there instead. Event callback could be more resilient to the propagation of changes in the node tree too, but I didn't try that.
  8. File Cache SOP / checking for "dirtiness"

    Not sure what is the workflow you are after. Cache files are there to avoid computation on heavy graphs. As hip scene files are tiny usually compared to the size of cached data it's not a problem to save unique (locked) source scene file for each cache version in the case of need to return to the previous version. I tried to create a quick prototype that computes a checksum from the input graph and save it in the data block and then compares it against the current graph. It's done on Windows (10) but it has an issue with the way how Houdini evaluates nodes. pz_input_hash.hip
  9. managing .sim checkpoint files

    For *.sim files I'm using built-in rolling cache, usually keeping latest 3-5 frames is enough to continue in case of a crash. Cleaning old files with Windows 10 built-in feature and cleaning temp folders on each restart with a simple batch script.
  10. AFAIK I think it never worked with VDBs. It still works with Houdini's native volumes.
  11. Houdini 17 Wishlist

    Sounds like those new enhancements in 16.5 with that search icon. Check this video starting at 53:48 https://vimeo.com/241036613#t=53m48s
  12. Houdini 17 Wishlist

    Parameters with non-default value and tabs with those parameters have their label in bold already. Maybe this could be enhanced with custom colour in colour theme.
  13. Maya Lattice Information to Houdini SOP

    I had to match animated Maya lattice in Houdini once in past. I don't have that file anymore so only from memory: I did it as Marty suggested. I exported box lattice from Maya naively as a couple of poly boxes that matched lattice division and inner structure with the same lattice applied to them as Alembic. That way I got exactly same point deformation on multiple cubes that in wireframe looked exactly as Maya lattice gizmo. Then I had to recreate Maya's lattice functionality in Houdini as the algorithm in Houdini is a bit different (e.g. no extrapolation, different smooth functions etc.). I did it with vex at the end. Today it's probably easier to do it in a Deform wrangle. I think it is a really old algorithm, like from 1986 or so, you should be able to find the paper online.
  14. Eevee type OGL Viewport/ROP

    If you want to render in a game engine why not to use Unity or Unreal Engine directly? After the recent problem in Maya when all the scene textures weren't able to fit into GPU memory at all and Blender Eevee demos on youtube showing just simple scenes I hope SESI target for this kind of viewport instead:
  15. Dynamic Christmas balls

    Just move the constraint points on Christmas balls up (and pivot down). See attached scene, modified nodes are yellow. xmasballs_2.hip
  16. FEM Copies (for Optimization)

    Do Solid Embed on single berry before you do copy to points?
  17. Stop Cloth sim and send to RBD sim

    Look at switch solver.
  18. Houdini 16 Wishlist

    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)
  19. Houdini 16 Wishlist

    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)
  20. Houdini 16 Wishlist

    Did you try to save your desktop with switched wiring style in H16?
  21. viewport slow; pc build check

    Please try most recent build first. I think this was fixed in first daily builds right after H16 release as was mentioned in multiple places across both boards. If that problem persists even in most recent build, please submit a bug report with your hip file and your Houdini info to help solve this issue. Having hope is nice, but taking action make difference.
  22. Houdini 16 Wishlist

    Just a bit more about unified (context-free) network (maybe this could be just a joke than anything else) : I think you can recognize this (and it's clearly not the best piece of the procedural node based system out there): And this is almost empty scene...
  23. Houdini 16 Wishlist

    Maybe I'm bit of old school but actually I don't mind having single contextless environment. I would prefer that. And I would love to delete pre-build CHOP context without hesitation. Actually I would like to be able to modify textures with COPs and CHOPs and fetch them to SHOPs/VOPs and link them directly next to OBJ or SOP context in single multi-threaded network without having to jump between "subcontext" like I have to now. Yes from ui point of view Tab menu would require a huge amount of smart stuff to be effective to use and not to be cluttered. Katana tried to solved that by its "progressively filtered zoom out menu" (I don't know if they have some naming convention for that), 3dsmax has quad-menu, Maya has gesture circular menus etc... I don't know what would be best for Houdini. I suppose that Houdini also pulls out data in a different way then Katana or Nuke graf does as these applications results usually in single output while in Houdini we can do a lot of stuff that are not connected at all. But it seems that all of them are merging in term of target functionality with just a bit of different specialization. In Nuke I don't like that you have to have "convertors" to switch from 2d to deep or 3d and back. Also I don't like they tried to solve cluttered tab menu with removing aliases. Having to search for opposite operation is not intuitive to me and using that left button pane with sub-menu is too old school to me But mainly I was trying to point out that those pre-building contexts helped us to run a bigger shows quickly with limited knowledge, zero pre-production time and almost zero pipeline scripting or "supervisor" intervention into 3d pipeline. I'm not defending separated contexts as only best possible workflow as it's clearly is not and it was evolution and extension. I see basic pre-build contexts as nice start for new users to get familiar with this unique software and to be able to read other scenes easily before moving to customization for their pipelines and workflows.
  24. Scarabée

    Couldn't you just update servo.otl with parameter that will allow you to pick another usb port for another instance of that asset? If you want to duplicate hda to create different hda (otl) use Operator Type Manager: http://www.sidefx.com/docs/houdini/assets/install