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Houdini 13 Wishlist


LaidlawFX

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With the appearance of some cool plugins (BulletSOP and SimSOM, for example), I wonder if there is still sometimes the need to recompile a plugin for a specific houdini build. I had this issue very often with the HOT tool on houdini 11, now plugins seem to work for several builds. Did sidefx change something here? If it is a coincidence I would say it is on my wishlist for future.

- It would be great to have a way to load,unload or deactivate a plugin without restarting houdini.

- A even more unified simulation environment. Particle in DOPS still lack of some features and speed, and they could benefit from a bullet collision model

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Any image format works as a GL texture map, and there is a display option to enable or disable mipmapping. Are you having an issue with this?

Yar, here is default mandril.rat on a sphere. Can't see it on linux - open suse, and windows 8.

Scratch head where did the upload button go.... lol... ok took me a little while found the upload button

Sphere...UV Texture - Polar Coordinates, Vertex... Material sop... Shopnet... constant gallery, $HFS/houdini/pic/Mandril.rat... in material sop /obj/sphere/shopnet1/constant

.

Mandril.hip

Edited by LaidlawFX
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I didn't realize the list was this long, but these are the nodes with out icons... maybe by v14 they can get icons, but it would be cool. Maybe an icon contest? Have some free labor, idk, or else that is only what billion dollar studios do... it's gona be a while before that one gets ironed out.

Plus I know there is another similar list with docs, you don't realize you want them until you need them.

12.1.122

Sops

AttribCast

AttribFade-Subnet

ClothRefine -subnet

ConvertVolume

ExplodedView -Subnet

PolyDoctor

TimeWarp -Subnet

VolumeAnalysis

VolumeBlur

VolumeBreak

VolumeCompress

VolumeFeather

VolumeFromAttrib

VolumeMerge

VolumeReduce

VolumeReduce

VolumeResample

VolumeSDF

VolumeVelocity

VolumeVisualization

VoronoiFracture - subnet

VoronoiFracturePoint -subnet

VoronoiSplit

VortexForceAttribute - subnet

OBjects

None-Yeah!

Shop

BasicFlame

BasicLiquid

FluidFire

SpriteFog

Ramp... this ones need to be upgraded in formatt

Vops - also these share too many contexts, like vopsop, volumevop, etc.

Albedo

AntiAliasedFlowNoise

AntiAliasedRampParameter

Atan2

Bias

BurlapPattern

Checkered

ColorCorrection

ColorTransform

Composite

ComputeTangent

ConserveEnergy - Soo important

Contour

Cosine

Crackle

CurlNoise

CurlNoise2D

CVEXShader

DampenedNoise

Decal

DelayedLoadProcedural

DensityToOpacity

DirectLighting - kind of useful

DualAntiAliasedRamp

DualRest

DualRestSolver

EigenValues

FieldName

FieldParameter

FilterPulseTrain

FilterWidth

FitRangeUnclamped

FlowNoise

Foamy

FromNDC

FurGuideGlobalVariables

FurGuideOutputVariablesandParameters

FurProcedural

FurSkinGlobalVariables

FurSkinOuputVariablesandParameters

Fuzzy

Gain

GatherLoop

GetAttribute

GetBlurP

GetPrimitiveID

Glass

HairDiffuse

HairModel

HairNormal

HairSpecular

Image3DIsoTextureProcedural

Image3DVolumeProcedural

IndirectLigthing - Another Oh so important one

InstanceWithHscriptProcedural

IntegerToVector

IsFinite

isNAN

JitteredHairNormal

Lamberts

Limits

Logarithm

Matrix3toMatrix4

Matrix4toMatrix3

NeighbourCountFromFIle

NeighbourFromFile

NormalFalloff

OrenNayer

PhysicallyBasedDiffuse

PhysicallyBasedHair(PrimaryReflection)

PhysicallyBasedHair(SecondaryReflection)

PhysicallyBasedHair(Transmission)

PhysicallyBasedPhaseFunction

PhysicallyBasedSpecular

PointCloudImportByIndex

PointCloudNumFound

PointCloudWrite

PointInstanceProcedural

Properties

PyroBlackBody

PyroColorCorrect

PyroColorModel

PyroColorVolume

PyroColorDensity

PyroDisplace

PyroField

PyroFieldTweaks

PyroFieldNoise-op

PyroNoise

PyroNoiseSpace

PyroShade

RampFilter

RenderState

RunExternalProgramProcedural

Sine

SoftClip

SpecularSheen

SpriteProcedural

SurfaceColor

SwitchLightingBSDF

SwizzleVector

SwizzleVector4

Tangent

Trace

Transpose

TypeConvert

TypeConvertImplementation

TypedTwoWaySwitch

TypedTwoWaySwitchImp

UnifiedNoise

UVPosition

UVcoords

VectorCast

VEXVolumeProcedural

VolumeGradientFromFile

VolumeIndexFromFile

VolumeIndexToPositionFromFile

VolumeResolutionFromFile

VolumeSampleFromFile

VolumeVopGlobalParameters

VolumeVopOutput

VOPForceGlobal

VOPForceOutput

Woven

Cop2

VOPCop2Filter

VOPCop2Generator

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That's a pretty long list man. I couldn't help but notice a couple VOPs that has no help anywhere:

TypeConvert

TypeConvertImplementation

TypedTwoWaySwitch

TypedTwoWaySwitchImp

Anyone knows what these are supposed to do? Perhaps operators that are intended to be hidden/obsolete?

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That's a pretty long list man. I couldn't help but notice a couple VOPs that has no help anywhere:

TypeConvert

TypeConvertImplementation

TypedTwoWaySwitch

TypedTwoWaySwitchImp

Anyone knows what these are supposed to do? Perhaps operators that are intended to be hidden/obsolete?

My uneducated guess is that they're intended to be for use by Pyro only. But of course, these were created before we had the ability to hide nodes within the HDA.

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I don't know if other apps have this but Cinema 4D have preview of your animation path in viewport that you can modify also in viewport. Something like follow path where you can modify curve but Cinema does it also for normal keyframe animation. You don't have to go to ChannelEditor to tweak movement.

Looks like 12.5 is also about things that didn't manage to get into 12.0. New viewport is getting back into its shape with this realize too. Interesting comeback is a render hook allowing to modify and/or replace built-in OGL renderer. There is an example in HDK of custom decorator which does exactly that: renders object path in a viewport showing also a path vector and shades path according to object speed.

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I think the oglRop needs some love, it should behave the same as the flipbook tool from the viewport, for example background image, motionblur, Cameramask and MaskOverlay, it would be very handy to just run some different sims and playblasting them, right after they are finished.

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In the documentation for vops show some imagery.

All the noise patterns and their distinguishing features. Filter Pulse train, there are dozens of nodes that can have one to one rendered patterns on grids.

Some like Conserve energy may be a little weird, but if you A B a simple example with and with out it. It'll make it click alot.

Fresnel sis soo easy to show, it's not a pattern but a render would show wonders. Maybe a little graphic diagram.

When the help docs are useful then people will use them.

Don't have the programmers make the pictures and worry about prettying it up, higher a real graphic designer maybe a couple of them. Programmer just need to add the useful info.

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