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Houdini 12 Wishlist


LaidlawFX

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It would be great if in the help, for shader vops in particular, to say what the vex code that is run behind them is, appended at the bottom of the current help for each node. That way people could learn vex vops easier, you can always export the vop code one line at a time once it is plugged into the output. So to rmb and see the code, or data transfer like in sop would be cool, the roll over help is quite nice, that on the vops would be cool.

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for the love of god just let me type in a field that my mouse isn't currently hovered over. makes using a wacom such a pain in the ass. :)

haha agreed! Even for mouse users this is annoying, you need to be Robin Hood to write expressions! Extra skills in letting go of the mouse is needed hehe

Apart from this i agree with whatever everyone has been saying already...

* multithread POP so we can stop having to re-invent pops in sops!

* and generally speed speed speeeeeed everywhere.

* Would be nice to get fluids in the viewport represent more whats being rendered (like in maya you can see an approximation in the viewport of the shading with temperature etc so its easy to se the fire shading part of a meteor for example, or just fire? :P)

* built in custom, non realistic, attenuation of lights. Like start of light, start of falloff, end of light and a ramp to control the falloff. That gives you more and easier control over exactly where you want light.

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SOP

- selection prehighlighting

- multi component tweak mode

- slide mode for editsop

- slicker modeling workflow (edgeloops, parallel edgeloops, ....)

- brush intensities should be editable with a shorcut too, just like the size with alt, shift right now does the same

- using the middle mouse with a wacom in brush mode does not work right now

- the softradius in the edit node should be visible in the viewport

- local action centers in the edit SOP

- full support for edges

POPS/DOPS

- bidirectional constraints for wires-object-relations

- more constraints, like suspensions of a vehicle, limited in one direction

- unified simulation environment

- multithreaded POP/DOP

- order of execution in dops

- pcopen should be able to query itself

- bullet engine

Cloth:

- speed and stability (ncloth is the goal)

- internal Pressure

Mantra

- faster instance creation

- multithreaded ifd generation

- refraction Attenuation with PBR

- translucency with PBR

- diffraction(unless I missed it)

- linear/srgb switch in textureVOPS

- variables like $HIP should be evaluated at rendertime by mantra/ at least optional

Viewport:

- Environmentlight texture in viewport background

Character:

- stretchable bones

- bones at curve chop optional adjusts length of bones to stretch with curve

Worflow:

- a way to manage texture and geo files. maybe the texturevops can hook up to some interface

- a tool to collect all referenced files

- a timelinebased interface for chop clips

ah and speed

Edited by sanostol
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modeling:

*pre selection highlighting

*local action centers

*multicompnent tweak mode

*slide components

rendering:

*Environmentlight texture in viewport background (scaleable)

maybe also different texture slots for gi tex,reflection tex, bg tex

+ a multiplier for each slot

*fur/pbr optimization

*texture node update with built in multi uv tile option

*overall speeeeed

Edited by theflu
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  • 3 weeks later...

I just want Isooffset to be multithreaded T_T

And better pop level collisions.

Basically whenever I need to have particles colliding with something that is not a basic plane (or a slightly displaced one) i need to go the DOP route...and that kind of sucks :)

Edited by Akabane
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modeling:

*pre selection highlighting

yeah that is nice :) the functionality is there though, have been for quite some time, when enabling name by hovering over geometry at object level. And since it also changes the color of the wireframe I´m guessing it would be quite straight forward to get it to work for components as well.

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  • 1 month later...

-mantra

BETTER global illumination faking solution. (ex: irradiance map in vray in 3dsmax)

Faster IFD generation especially with point instancing

good open-source ubershader hardcoded on vex(not like a cloud of nodes)

internal gamma correction (now we need to use COP for make texture with 0.45 gamma correction for rendering texture in 2.2)

possibility to render in mplay and file same time

that's all for now

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-mantra

good open-source ubershader hardcoded on vex(not like a cloud of nodes)

internal gamma correction (now we need to use COP for make texture with 0.45 gamma correction for rendering texture in 2.2)

Since vex are compiled anyway, I think I prefer the vex node version because we have more control.

For the gamma, see attached image (?)

post-4013-129507141647_thumb.jpg

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Viewport:

- Display of instances in viewport

- display of custom attributes like quaternion, matrix3, and matrix with a axisicon

- pimp up the ogl viewport comment for displaying all kinds of info, like take, scene, date, artist and so on and it should always be inside the captured region

- navigation in interactive previewrender

SOP:

- cardinal interpolation of shapes

- long hair grooming tools

- dual quaternion skinning

and please:

as soon as You enter a textfield, it should be only possible to leave it by clicking or hitting enter, working with a pen is really annoying. You enter a textbox, and want to type a expression, and unfortunately Your cursor moves above another pane and Your typing lands nowhere :(

Edited by sanostol
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OpenGL should be nodal in vops, and one should be able to make direct links to the color channel and map channels.

This would be a significant next step in it's evolution, especially considering the combined shaders building area in h11. If I can do nodes with properties I should be able to do it with openGL, even if it may run a different code under the hood of the nodes since it is a common work area. Which may in and of itself, be how you limit the vex and openGL code from combining and limiting the openGL from crashing. If like f, bsdf, a new channel of info could be created for OpenGL.

Oh and clear all the redundant nodes in vops and then re-organize them... there's like 30 of them

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- navigate in interactive preview renderer!

i know there are other priorities, as its an fx package mainly.. but

i think ->

- would be so dope if the modeling was somewhat close to NEX for maya.

just a few tools, but those work great

( with a lot "subtool" control on modifiers)

- + the uv tools of modo

:)

Edited by theflu
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