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Everything posted by malexander

  1. .rat files, linear and color spaces

    The RAT file format specifies that all color values stored in it are in linear space, so rendering to them will write the values as-is (no sRGB conversion). Rendering to a PNG, on the other hand, will convert the rendered linear color values to sRGB because it's a sRGB format. If you're writing a normal map to PNG, you do not want any colorspace conversion to take place on export or import - the value should be stored linearly (otherwise normal values are unevenly distributed across[-1,1]). So if you are reading the RAT into COPs, extracting the normals into a separate plane and writing them to PNG, disable the "Convert to Image Format's Colorspace" toggle in the Composite tab of the Composite ROP. This will write the linear values into the PNG as-is, without sRGB encoding.
  2. Restore camera settings after a flipbook

    useDefaultCamera and setCamera must be called on a GeometryViewport object. You have one in your script, 'viewport'. You can stash the default camera to a python object using: prev_view = viewport.defaultCamera().stash() // set your camera and flipbook viewport.setDefaultCamera(prev_view)
  3. diagnosing hard crashes..

    In your BIOS/EFI, look for a setting called "Core Performance Boost" and set it to Disabled. A lot of motherboards have this Enabled or set to Auto, which causes a lot of instability with some systems.
  4. You could try GeometryViewport.draw(), but it's quite possible the redraw request won't be processed until the end of your script.
  5. How to access a detail attribute from a COPs Snippet VOP?

    You don't need the op: prefix. That is only required if the parameter expects to a filename.
  6. Camera zoom?

    Space+Z (set pivot and frame)? Zoom is Ctrl+Alt+LMB drag to box zoom (also in the view state, but hard to do while holding Space).
  7. Houdini 19 Wishlist

    I'm guessing you're referring to our viewport renderer and not Pixar's Storm (formally known as HydraGL). DOF and motion blur are available through the flipbook currently. However this isn't a way to hook up realtime reflections in LOPs the way you can in objects. Python presets are doable with HOM right now (FlipbookSettings), but I agree it should be more built-in. At least you can save them as default now
  8. The rotospline cop allows you to draw arbitrary spline or polygon shapes. The shape cop can give you more precise shapes like rectangles. You can pipe that into the mask input of an over cop (or add, multiply, etc) to control which area of the image is affected.
  9. Supercharged H18 GUI (TouchDesigner Style)

    A blank Python Panel's pane content can be shrunk almost completely, and if you hide the pane tabs they can get pretty small (but for the stowbars). But I don't think there's a way to get rid of the stowbars.
  10. Supercharged H18 GUI (TouchDesigner Style)

    For those that don't want to completely customize their UI, you can use the Pane menu to move the file, shelf, status, and playbar to any pane (little v button to the right of the pane tabs, "Pane Interface > Move XXX here".
  11. visualizing Bone names in viewport

    Yes, you can turn on "Object names" (or Object paths if you really like information overload) in the Guide tab of the viewport Display Options.
  12. Yes, it's now showing you the geometry inside the object in local space, ie, not considering the object transform. There's an RFE to separate out the "hide" and "ignore object transform" parts of this mode into two separate options.
  13. Yes, with the Add File Operator (hotkey = in the network editor). Select all the files you want to load and it'll create one file cop for each.
  14. Houdini 19 Wishlist

    That's one of the main reasons that the Gamedev team has rebranded as SideFX Labs - so that what they produce isn't just seen as content for games. They're really driven by the community.
  15. Houdini 19 Wishlist

    Set your editor to emacsclient, making sure that you've run M-x server-start in your existing emacs session.
  16. How to render 16 bit EXR from Houdini?

    EXR is a linear colorspace format. It must be converted to a non-linear colorspace when viewing so that it looks right. When you load it into Houdini, you basically get it displayed with a 2.2 gamma (or, if using OpenColorIO, some colorspace like sRGB or REC709). I couldn't tell you what Finder is doing.
  17. texture reload

    In the textport, the command is texcache -n to update all textures that have changed.
  18. UV Tile (UDIM) Sensitive UV Quickshade

    This is a very outdated thread. UDIM textures are supported in mantra and the viewport with the (admittedly rather awkward) %(UDIM)d syntax. /path/to/image%(UDIM)d.exr Luckily the file chooser has an option to insert this token for you.
  19. SideFX is Cracking!

    Only ink left in our printer was orange.
  20. SideFX is Cracking!

    It's actually based on our old logo.
  21. How to render 16 bit EXR from Houdini?

    You need to run houdini_setup in the shell. But it might be easier just to open the image in COPs with a File COP and check the MMB node info.
  22. How to render 16 bit EXR from Houdini?

    Use houdini's iinfo command line tool. It'll give you more information about any image Houdini recognizes. > iinfo test.exr File: ./test.exr (OpenEXR format) Resolution: 2048 x 2048 C (r,g,b): Data: 16 bit float Color Model: RGB Channel Depth: 16 x 3 (48 bpp) A: Data: 16 bit float Color Model: Single Channel Channel Depth: 16 x 1 (16 bpp) Format Specific Information: Image Type: Flat Compression: zips Storage: Scanline Comment: none Created: 2019:09:27 12:49:22
  23. COPS - Current Pixel Position ?

    The only place that's available is in a VOP generator or filter (fast) or in the Pixel COP (slow). Reevaluating a parm per pixel would be very slow, and isn't supported except by the pixel cop (which is why it's slow).
  24. COPS - Merging nodes not combined ?

    Merge just combines the planes of the various inputs. If there are duplicate planes it either renames them, creates a plane array, or ignores them. Its use is more for combining the color pass stored in one file with the depth pass stored in another into one stream. You probably want to use one of the composite operators if you want to do actual image composition between the three.
  25. EmberGen pyro real-time engine

    If they can show their pyro interacting with fluids or deforming geometry while spawning realistic sparks, then maybe people might start to feel a bit threatened. But the more features that are added, the slower things get. Directors often want things to look a certain way, so control is a pretty big thing to lose. But if they can offer all that, kudos to them. I just didn't see it in the video.