Wolfwood Posted January 12, 2004 Share Posted January 12, 2004 an area that I'd like to see some major improvements to is the whole OTL creation workflow...currently it's very clumsy and difficult to work with... if $USER=arctor enable difficult OTL creation mode else enable easy OTL creation mode endif jim. Quote Link to comment Share on other sites More sharing options...
michael Posted January 12, 2004 Author Share Posted January 12, 2004 ha ha very funny.... although I suspect there is some truth to this... Quote Link to comment Share on other sites More sharing options...
meshsmooth Posted January 30, 2004 Share Posted January 30, 2004 i just thought of a feture we need in max they have Ctrl to add to selections and Alt to subtract from selections. max toggels selection when Ctrl clicking and adds when dragging a selection box... I am sorry but shift being used to toggle selections is just a little short for me. I have Keys assigned to switching from adding and subtracting from selections. But come on Gimmi Gimmi ! Ctrl, Shift, Alt, dont mind what one just gimmi one to add and one to subtract when i hold it down. Quote Link to comment Share on other sites More sharing options...
digitallysane Posted January 30, 2004 Share Posted January 30, 2004 1. I'd really like to see CHOPs more integrated. I'm thinking of a kind of Fetch CHOP which wouldn't sample the fcurves when imported. And to have a kind of "channel editor pane" in the CHOP viewer which allows you to edit those "imported" (or, better said, instantiated) fcurves in place. I know you can open a floating window for that, but I want it in the CHOP viewer. In tandem with that, a "temporary bypass of CHOPnet" hotkey would be wonderful. When you keep it pressed, you can key your initial, imported fcurves. 2. CHOPs viewport manipulators should be available when the CHOPnet is embedded in an OTL, like the 3D viewport manipulators are. 3. Wren should render in SWF (Flash) format. Since it already does PostScript, I think it would not be very hard to implement SWF, which is a public format. Also, a way to customize the vector shading (with gradients, shadows), instead of the simple and primitive output you get from Wren now. One can already do that in Maya 5, plugins are available for all the other major packages, so I think Houdini should provide this as well. Dragos Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted January 30, 2004 Share Posted January 30, 2004 If talk has gone about SWF it would be possible to realize support of other interesting vector format - SVG. Though all this does not concerns to making of digital effects. Still as it seems to me it would be very good to expand the interface capabilities. For example, there would be no superfluous a capability of a grouping of radiobuttons in groups or any accommodation of interface elements (as in a picture, checkboxes in one line). It would allow to develop more convenient tools. Quote Link to comment Share on other sites More sharing options...
Guest buffer Posted January 30, 2004 Share Posted January 30, 2004 I would like to see the following things in the next Houdini Gold release: 1) Improved Documentation: I know all the videos out there, but no video is a true replacement of good documentations. Look at XSI's for example. Whenever we press the ? button for an optile the window should not only display the help but should at least give an example and a mini tutorial as to hot to use that optile. Currently there are many optiles whose help is not very descriptive. That is to say, the nodes itself should be very heavily documented. The pdf'should be updated and all the old houdini tutorials should return updated to the latest version (on side fx's website). I think Sidefx is not paying too much attention to its docs division. (My own personal openion) 2)The API should be more accessible. The Apprentice edition should have the HDK and proper documentation. ..Will do for now... Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted January 30, 2004 Share Posted January 30, 2004 Yes, second remark is very urgent. Quote Link to comment Share on other sites More sharing options...
digitallysane Posted January 30, 2004 Share Posted January 30, 2004 4. And Halo should have a real, "one-stop" color corrector, with primary and secondary (unlimited) corrections, curves, levels, capable of working in RGB, YUV, HSL, CMY. Dragos Quote Link to comment Share on other sites More sharing options...
Guest Guest Posted February 9, 2004 Share Posted February 9, 2004 not sure if this is doable already. but for the sequence blend sop i wouldnt mind seeing a way of being able to control the tangency and placement of morphs. and when each morph is triggered. say i have 3 morphs plugged in for closing an eye. and if i want the middle morph to be closer to the 100% morph. and adjust the progress curve for it. infact a whole set driven key setup that is separate from time, would be nice other than this, i wouldnt mind seeing just further improved docs and tutorials. as someone said earlier in this thread, a mini tutorial on using the node when you press the ? button would be great. areas id like to see further covered would be,( since a lot of the basic stuff has been covered in the past tutorials) adding soft dynamics to a character. giving notes on using it effectively. since the pop docs cover 99% particle stuff and not geometry deformation tools, id like to see that developed further, and how to avoid common mistakes/ troubleshoot problems. a simpler way of adding expressions. like for example. right clicking to bring up a menu or something, and being able to choose an expression. it would automatically be entered with default parameters. beside each expression could be a button with a questionmark that would bring up the help docs on using the expression. just some random thoughts. Quote Link to comment Share on other sites More sharing options...
3__ Posted February 10, 2004 Share Posted February 10, 2004 oh goody, a wishlist: better triangulation of polys (triangles with edges as similar in length as possible). a global extrude option that extrudes a selection of adjacent faces along their normals while keeping them connected and preserving their angular relationship. this one would save a lot of time & edit sops... edge/face/poly read/write access in vops, Eg: face_normal, barycentric co-ords, edge length, edge direction, edge/face verts as an array, etc... vertex/edge/face/poly create, copy and delete in vops. edge chamfering with division/width parameters (or divisions in polybevel). an option for middle click info on SOPs could contain all local parameters (as can be listed in the graph editor with the channel and parameter chooser). fast 2D tracking in halo. h4.1 style viewers in halo (better functionality) on top of, or instead of cells within a single viewer. prisms:ice style input range offsets + blend function-curve in all binary COPs. a cube-based camera match tool. a more accessible and comprehensive generic scripting interface (maxscript is the best example i've seen). in sub-object select mode: ctrl+click=replace select mode (instead of shift), alt+click=remove select mode. a display ortho grids hotkey. generic colour settings gui (especially for viewport bg colour, grid colour object selection colour etc...) fast, less flakey viewport texture visualisation. a fast raytracing renderer. with the re-implementation of the coarse-to-fine passes from prisms, and the full detail spiral spot-check feature. that was a huge time saver. ... or vray/brazil support! an ultra=fast scanline renderer. on todays hardware a good scanline renderer can increase the number of previews by several more per day, that means several more qualitative iterations of your work. a single .chm helpfile. um, I should get bask to work now... -cpb Quote Link to comment Share on other sites More sharing options...
mark Posted February 10, 2004 Share Posted February 10, 2004 maybe its dreaming but a 3d paint tool inside houdini would be so cool !! comprehensive docs like xsi would be great. but not their interface or vb script also a mind-meld SOP so i can download the contents of all the forum regulars brains Quote Link to comment Share on other sites More sharing options...
3__ Posted February 10, 2004 Share Posted February 10, 2004 oh, and also (for chops): clean audio waveform playback with large waves and with the frame marker on. -cpb Quote Link to comment Share on other sites More sharing options...
digitallysane Posted February 10, 2004 Share Posted February 10, 2004 And a much faster Subdivide SOP, or a Geometry Approximation SOP which allows the display of a simplified subdivided wireframe (Maya ?). This should also be available when "render as subdivision surfaces" is checked at the object level. Dragos Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted March 23, 2004 Share Posted March 23, 2004 Here are some ideas for the modeling-tools: Mesh Surgery for C4D by Paul Everett And here some sample-movies. I have try MeshSurgery and it is really nice! Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted March 24, 2004 Share Posted March 24, 2004 It would be good if two polygons might have one common cusped edge. It seems to me is quite logical. Quote Link to comment Share on other sites More sharing options...
puma.snyder Posted March 25, 2004 Share Posted March 25, 2004 1. Support for openFX plugins in the compositor http://www.uemedia.net/CPC/vfxpro/article_6637.shtml 2. Multiple outputs for digital assets/subnets 3. A otl/hip viewer (similar to the touch web plugin) which displays an otl or a hip file inside the integrated browser (and standard browsers) and allows (for otls) to change the parameters. Quote Link to comment Share on other sites More sharing options...
kemijo Posted March 25, 2004 Share Posted March 25, 2004 And a much faster Subdivide SOP, or a Geometry Approximation SOP which allows the display of a simplified subdivided wireframe (Maya ?). This should also be available when "render as subdivision surfaces" is checked at the object level.Dragos A faster SubdivideSOP would definitely be needed, as everyone else seems to have very fast smoothed polys now. Maya's subdivision surfaces have a simplified subdivided wireframe, but it's hiearchy based and only works on Subdivision surfaces. I'd like to see it on regular smoothed/subdivided/apparoximated polys, a la XSI and Lightwave. Quote Link to comment Share on other sites More sharing options...
deecue Posted March 25, 2004 Share Posted March 25, 2004 when i render out a flipbook, i would like to be able to cancel it and have it open the frames it has already generated rather than aborting the whole thing.. it gets annoying when i'll send 200 frames to preview, but by 100 i get impatient and just want to cancel and see what i have without losing it all.. Quote Link to comment Share on other sites More sharing options...
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