LaidlawFX Posted October 14, 2010 Author Share Posted October 14, 2010 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. Quote Link to comment Share on other sites More sharing options...
Magnus Pettersson Posted October 15, 2010 Share Posted October 15, 2010 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? ) * 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. Quote Link to comment Share on other sites More sharing options...
sanostol Posted October 18, 2010 Share Posted October 18, 2010 (edited) 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 January 16, 2011 by sanostol Quote Link to comment Share on other sites More sharing options...
theflu Posted October 25, 2010 Share Posted October 25, 2010 (edited) 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 October 29, 2010 by theflu Quote Link to comment Share on other sites More sharing options...
nutcracker Posted October 25, 2010 Share Posted October 25, 2010 better instancing. The current method of stuffing an ifd is way way way too slow, a supported mantra procedural would be great. Quote Link to comment Share on other sites More sharing options...
Ratman Posted October 25, 2010 Share Posted October 25, 2010 better instancing. The current method of stuffing an ifd is way way way too slow, a supported mantra procedural would be great. Pretty sure that's a Soho/Python issue right now. Quote Link to comment Share on other sites More sharing options...
nutcracker Posted October 25, 2010 Share Posted October 25, 2010 Pretty sure that's a Soho/Python issue right now. sure, maybe the Python munging will get quicker but still.. a supported mantra procedural would go a long long way Quote Link to comment Share on other sites More sharing options...
luoqiulin Posted November 10, 2010 Share Posted November 10, 2010 can the isooffset and particlefluidsurface node use mutithreads? at least show the porgress of how many percent has it cooked. Quote Link to comment Share on other sites More sharing options...
pbowmar Posted November 10, 2010 Share Posted November 10, 2010 I know Particle Fluid surface is threaded, though not perfectly so (some operations don't thread basically). Quote Link to comment Share on other sites More sharing options...
Akabane Posted November 14, 2010 Share Posted November 14, 2010 (edited) 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 November 14, 2010 by Akabane Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted November 18, 2010 Author Share Posted November 18, 2010 Export Selected into a hip Quote Link to comment Share on other sites More sharing options...
Leon Amion Posted November 21, 2010 Share Posted November 21, 2010 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. Quote Link to comment Share on other sites More sharing options...
evgen Posted January 15, 2011 Share Posted January 15, 2011 better instancing. The current method of stuffing an ifd is way way way too slow, a supported mantra procedural would be great. +1 ! Instancing and IFD generation are frighten me every time when iam trying to use point instance. Quote Link to comment Share on other sites More sharing options...
evgen Posted January 15, 2011 Share Posted January 15, 2011 -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 Quote Link to comment Share on other sites More sharing options...
Macha Posted January 15, 2011 Share Posted January 15, 2011 -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 (?) Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted January 15, 2011 Author Share Posted January 15, 2011 Bring back the speed on instancing from Houdini 8, the python control of 9 and later is worth it to many extents, but a switch of some sorts would be good, too. Quote Link to comment Share on other sites More sharing options...
sanostol Posted January 16, 2011 Share Posted January 16, 2011 (edited) 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 January 17, 2011 by sanostol Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted January 18, 2011 Author Share Posted January 18, 2011 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 Quote Link to comment Share on other sites More sharing options...
theflu Posted January 20, 2011 Share Posted January 20, 2011 (edited) - 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 January 20, 2011 by theflu Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted January 20, 2011 Author Share Posted January 20, 2011 - + the uv tools of modo lol, I would prefer the tools of UV layout, or Houdini to just play nicely with it. Quote Link to comment Share on other sites More sharing options...
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