zarti Posted May 3, 2011 Share Posted May 3, 2011 > i wish H12 wd push edge padding of the baked images beyond their actual limit .. 3 pixels away from the uv shores wd be Great ! =) .. and wd spare jumping into other apps just for that . wd spare time and RAM . .cheers Quote Link to comment Share on other sites More sharing options...
zarti Posted May 8, 2011 Share Posted May 8, 2011 > more than one configurable Outputs on the Subnet nodes in SOP context . this wd add more functionality to those in modeling sessions like eg.: driving and reusing specific parts of internal data from a Subnet SOP out of it . .cheers Quote Link to comment Share on other sites More sharing options...
Macha Posted May 8, 2011 Share Posted May 8, 2011 > a more accurate Ramp Editor Window . ( a tiny button near the ramp parameters wd bring up a small window , similar to that of Hue-Editor in HueCurve COP . see attached pic .. ) .cheers +1 You can sort of work around it with a clumsy chop setup but it doesn't work with vex networks. A proper curve editor for ramps would be great. Quote Link to comment Share on other sites More sharing options...
houdini3dLegend Posted May 19, 2011 Share Posted May 19, 2011 it would be great if they could somehow implement CUDA here without any plugins needed.... Quote Link to comment Share on other sites More sharing options...
zarti Posted May 26, 2011 Share Posted May 26, 2011 > make collapsible every set of parameters for Extra Image Planes on mantra's panels . and when collapsed , few important infos might appear on those bars ; chan.name , quantize , pix.filter . .. having this option for any Multiparm Block wd be good , imo . .cheers Quote Link to comment Share on other sites More sharing options...
ffyanwei Posted June 2, 2011 Share Posted June 2, 2011 bullet and HOT please! Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted June 2, 2011 Author Share Posted June 2, 2011 bullet and HOT please! I complete understand the logistics of why SideFX doesn't want invest development time on this when it is developed in the community. BUT..................... soooo many people use and want these things all the time, SideFX need to seriously consider actually bring this into the fold. They have become so useful on a common need. Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted June 8, 2011 Share Posted June 8, 2011 Allow Multi-Selection in Tree View. Maybe there should be a toggle something like "allow multiselection". It would be nice, like in maya outliner.Now it's possible to multi-select in list view in network editor, but it would be nice to have such functionality in tree view. Quote Link to comment Share on other sites More sharing options...
symek Posted June 8, 2011 Share Posted June 8, 2011 (edited) Allow Multi-Selection in Tree View. Maybe there should be a toggle something like "allow multiselection". It would be nice, like in maya outliner.Now it's possible to multi-select in list view in network editor, but it would be nice to have such functionality in tree view. True. Also network view should not be an "excuse" for not extending other options, since it has nothing to do with a tree view for example. They serve different purposes. Network view is great for doing analytical work, while trees give you fast and overall view of an elements, quite hard to achieve in multiply nested networks. SESI should take a look on XSI tree views. The nicest thing there is a multi-perspective of a tree view. There is no reason tree should follow exact scene (basically what network shows you). Instead, Tree View could have an user defined Python scripts for parsing a scene (similar to what you have to do while you're programing hierarchical data model in Qt). So, if desired, user can choose to see only geometry groups with shaders applied to them as branches in a tree: /obj | |-->sphere | |-->upp(group) | | | |--> plastic_red(shop) |-->down(group) | |--> plastic_blue(shop) or, alternatively, nodes and its parameters with values varying across takes. sphere | |--> tx | |--> take1 |--> take2 Generally some basic perspectives provided by SESI could be extended by users if a parser was programmable. Of course drag'n'drop, chops effects, etc... Edited June 8, 2011 by SYmek Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted June 8, 2011 Author Share Posted June 8, 2011 On the output variables and properties tab in shop vops, make a version for ogl settings. I currently use the properties edit parameter interface and add all the ogl so I can manipulate them like vops... and side note make/add ogl vops so it works better at the vop context. Quote Link to comment Share on other sites More sharing options...
zarti Posted June 16, 2011 Share Posted June 16, 2011 > make collapsible every set of parameters for Extra Image Planes on mantra's panels . and when collapsed , few important infos might appear on those bars ; chan.name , quantize , pix.filter . .. having this option for any Multiparm Block wd be good , imo . might add also , > having the option to temporarily "disable" local overrides in material SOP nodes . sometimes this 'really hurts' ... .cheers Quote Link to comment Share on other sites More sharing options...
J.Santos Posted June 17, 2011 Share Posted June 17, 2011 If this was voted... I would also "vote on" better documentation... at all levels there is a certain lack of documentation and there are moments when you're reading the help and it talks about something that doesn't exist any more or that is not what you searched (or pressed the question mark) about... This with a couple more examples in the help would be awesome!!! Quote Link to comment Share on other sites More sharing options...
ali Posted June 23, 2011 Share Posted June 23, 2011 The ability to add parameters to several selected nodes. And multi-threading everywhere ) Quote Link to comment Share on other sites More sharing options...
Pazuzu Posted June 24, 2011 Share Posted June 24, 2011 (edited) Agree!! Capability to edit the parameter interface in multiple selections. More love to SPH and FLIP/PIC. Better memory management in DOP's. Mantra Point Procedurals. Better openGL performance. Edited June 24, 2011 by Pazuzu Quote Link to comment Share on other sites More sharing options...
theflu Posted June 27, 2011 Share Posted June 27, 2011 (edited) -sopcreateedit implemented as third input into the edit sop -fur optimized for pbr/raytraced shadows -vopnetworks on the object level Edited June 27, 2011 by theflu Quote Link to comment Share on other sites More sharing options...
syed Feroz Posted July 4, 2011 Share Posted July 4, 2011 It was so funny reading the responses in the first page ! lol Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted July 5, 2011 Author Share Posted July 5, 2011 I want to be able to swap my images in mplay around in-order to compare two different renders say frame 56 and 65, with out deleting everything in between. Drag and drop method preferable, and have it somewhere to reset the images back to their loaded/rendered in order. Quote Link to comment Share on other sites More sharing options...
digitallysane Posted July 6, 2011 Share Posted July 6, 2011 I want to be able to swap my images in mplay around in-order to compare two different renders say frame 56 and 65, with out deleting everything in between. Drag and drop method preferable, and have it somewhere to reset the images back to their loaded/rendered in order. The ability to shuffle the frames on timeline would be great indeed. For now, you can compare two images on non-adjacent frames using the Difference toolbar (Ctrl-D) and setting a specific frame or an offset there. You can also compare images in different sequences: http://www.sidefx.com/docs/houdini11.0/mplay/mplay_sequence_dialog Dragos Quote Link to comment Share on other sites More sharing options...
smaugthewyrm Posted July 6, 2011 Share Posted July 6, 2011 (edited) Hopefully this is priority 1 right now, and it will be in houdini 11.1 OpenCL hooks would be icing on the cake. for mac users, here is an opencl benchmark app. IF you have an opencl compliant vid card then it'll work nicely. use your terminal app to run it. then compare how long it took your cpu to do the work your video card did. nice. wouldn't it be tasty if houdini could tap some of that power? opencl.zip Edited July 6, 2011 by smaugthewyrm Quote Link to comment Share on other sites More sharing options...
wlaroussi Posted July 13, 2011 Share Posted July 13, 2011 Hi , Good and correct viewport display of shaders and UVs . Since version 6 or so houdini gives some wrong and/or inverted images on viewport display of textures , alpha .... It's time consumming to do it on houdini so many designers are using other package for this particular task . Quote Link to comment Share on other sites More sharing options...
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