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malexander

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Everything posted by malexander

  1. 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.
  2. 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.
  3. Houdini 19 Wishlist

    Set your editor to emacsclient, making sure that you've run M-x server-start in your existing emacs session.
  4. 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.
  5. texture reload

    In the textport, the command is texcache -n to update all textures that have changed.
  6. 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    This is a very outdated thread.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.
  7. SideFX is Cracking!

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

    It's actually based on our old logo.
  9. 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.
  10. 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
  11. 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).
  12. 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.
  13. 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.
  14. EmberGen pyro real-time engine

    Looks nice, though it'll be a lot slower when you actually want to read it back to do anything with. That's why most realtime demos are just that.
  15. Nuke vs COPs

    No, Nuke is a much more complete solution. COPs is a bit outdated.
  16. Solaris Reveal

    You can import Alembics directly into USD, so yes, it can take .abc and convert it on the fly.
  17. Solaris Reveal

    A third party render engine just needs to have a render delegate for Hydra. There's nothing special to get it running within Solaris or Houdini. If it works outside of Houdini, it'll work within it.
  18. OCIO Darker viewport

    Open the Color Correction bar (viewport menu "Persp" > Correction) and you'll see the Display / View being used in the viewport. My guess is that it's not set to the right view.
  19. Solaris Reveal

    If all you're doing is manipulating assets that are on disk, then you probably won't need to leave LOPs much. But you can also import objects, sops, and dops into LOPs, use SOPs to generate geometry, and VOPs to generate shaders as well. These tasks are still done in their own contexts, though sometimes within a LOP itself (eg, the Point Instancer LOP can contain SOPs, so it doesn't feel like you're jumping to another context as much). Having it as part of Houdini gives you a lot of flexibility that you wouldn't otherwise have in a separate application. Because of the way USD is structured you can edit any asset in the scene with a LOP. So that asset might originate as a file on disk, be generated within LOPs (lights, cameras, simple geometry like a cube), or from SOPs, but once it's pulled in, you can non-destructively edit it with LOPs. So in that sense, you can edit everything in the same context, LOPs. Hope that clarifies things a bit.
  20. Bluescreens on SIM, RAM damaged?

    memtest is a good first step. If that's clean, then start swapping components out one at a time until it stops bluescreening. If it doesn't, you may have a power supply issue or a broken motherboard/cpu.
  21. Viewport openGL specular wierdnes

    The ogl_reflect property wasn't properly being sent though to the environment light shader. This has been corrected in 17.5.285. If you want to use specular color to affect the reflection, you'll need the ogl_spectint property set to 1. Generally speaking the ogl_reflect parameter (float, 0...1) is better though.
  22. Viewport openGL specular wierdnes

    Can't view the forum post if I don't have an account. Could you post the relevant details here?
  23. How could I hold last frame in my image sequencse?

    It's: $HIP/tex/Display_A_`clamp($F,1, 130)`.jpg clamp() holds the first value if less than the min, and the last value if greater than the max.
  24. smooth in viewport

    Yes, switch to Shaded (instead of Wire over Shaded).
  25. 2D pan Zoom in Houdini

    Yes, in the view state it's Ctrl+Alt+RMB to draw a box around the area to zoom, and Ctrl+Alt+MMB to pan that area. Drawing a box from right to left will reset to the full area.
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