0rr Posted November 2, 2014 Share Posted November 2, 2014 If we are discussing parallism I just going to bring up flowgraph again https://www.threadingbuildingblocks.org/tutorial-intel-tbb-flow-graph I know sesi is already using tbb so I think houdini sops and flowgraph are a match made in heaven. Quote Link to comment Share on other sites More sharing options...
willow wafflebeard Posted November 3, 2014 Share Posted November 3, 2014 (edited) UDIM support not contradicting the wish.but you can try this thread, if you really need to. http://forums.odforce.net/topic/17358-mantra-surface-material-udim-tex/ promote "paramter behevior", do we really need the channel reference, if the parms is already plugged in?. Edited November 4, 2014 by willow wafflebeard Quote Link to comment Share on other sites More sharing options...
kev2 Posted November 10, 2014 Share Posted November 10, 2014 Wishing for news, rumors, leaks, whispers, teaser trailers for H14.... 4 Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted November 12, 2014 Author Share Posted November 12, 2014 Performance test to check hip file bloat. Say my file has gotten to 50mb for some reason, it be cool to see where all these wasted nodes are hanging out. Same style as the regular speed test, but red would highlight subnets, geometry nodes, or other areas of particular wasted space, like alembic trees. Quote Link to comment Share on other sites More sharing options...
willow wafflebeard Posted November 20, 2014 Share Posted November 20, 2014 image Thumbnail in VOPS?. 2 Quote Link to comment Share on other sites More sharing options...
willow wafflebeard Posted November 20, 2014 Share Posted November 20, 2014 (edited) not so sure about this correct me if im wrongin capturing using muscles, the "Capture Metaball SOP" sets a detail attribute called MetaCaptureRoot, which is used by "Mirror Capture SOP" to search for metaballs, example: MetaCaptureRoot = "../../muscle" MetaCaptureRegion = "R_brow1/muscle muscle" Mirro Capture Region = "../../muscle/R_brow1/muscle muscle" this means that since the root is a detail attribute, i am obligated to put my muscle nodes in one subnet or one path.so my recommendation is make the attribute MetaCaptureRoot a vertex or point attribute instead. Edited November 20, 2014 by willow wafflebeard Quote Link to comment Share on other sites More sharing options...
lisux Posted November 21, 2014 Share Posted November 21, 2014 promote "paramter behevior", do we really need the channel reference, if the parms is already plugged in?. +1Yes please remove that unnecessary channel reference. 1 Quote Link to comment Share on other sites More sharing options...
lisux Posted November 21, 2014 Share Posted November 21, 2014 image Thumbnail in VOPS?. +1 1 Quote Link to comment Share on other sites More sharing options...
edward Posted November 21, 2014 Share Posted November 21, 2014 Yes please remove that unnecessary channel reference. I think they are there to support the "pegs" workflow when the parameter inputs are collapsed. Then in that case, those channel references allows one to still modify those values without need to carefully click on the "peg". Quote Link to comment Share on other sites More sharing options...
avak Posted December 2, 2014 Share Posted December 2, 2014 (edited) From point of view of a lazy beginner same as me: a muscle based system same as maya a modeling tweak tool same as XSI when you press M on keyboard, ..very delicious. a new hair system to generate and simulate long hair a completely re-designed autorig system same as what "advance skeleton" scripts does in maya or biped in max do and an easy way for connection rig to motionbuilder and viseversa an easy way to spread render on a network a paintfx tool same as maya nothing else edit: and adding a way to archive a projects to a folder and collect all otl , textures, map , etc in one folder Same as maya and max,... Ok I thinks I close my mouth now Edited December 2, 2014 by avak Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted December 2, 2014 Share Posted December 2, 2014 From point of view of a lazy beginner same as me: a muscle based system same as maya a modeling tweak tool same as XSI when you press M on keyboard, ..very delicious. a new hair system to generate and simulate long hair a completely re-designed autorig system same as what "advance skeleton" scripts does in maya or biped in max do and an easy way for connection rig to motionbuilder and viseversa an easy way to spread render on a network a paintfx tool same as maya nothing else edit: and adding a way to archive a projects to a folder and collect all otl , textures, map , etc in one folder Same as maya and max,... Ok I thinks I close my mouth now I think there is a application that does most of those things already on the market. It even have name same as Maya 1 Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted December 2, 2014 Author Share Posted December 2, 2014 edit: and adding a way to archive a projects to a folder and collect all otl , textures, map , etc in one folder Same as maya and max,... This is the pre-flight option - Render - Preflight scene... a muscle based system same as maya Muscle could be better in an auto mode, I think the controls is all there you want, but it is not wrapped the same way. a modeling tweak tool same as XSI when you press M on keyboard, ..very delicious. The edit sop does need love, but there has been discussion and I believe work on this hoping for H14. a new hair system to generate and simulate long hair The hair system is actually great for fur, sucks for human I agree. Can't do Rapunzel off the shelf, which you should be able to do now. Another place where a better shelf or wrapper of the current tools would be better. a completely re-designed autorig system same as what "advance skeleton" scripts does in maya or biped in max do and an easy way for connection rig to motionbuilder and viseversa This like before has the tool set in houdini, but needs a better wrapper. an easy way to spread render on a network This is extremely easy, way easier than off the shelf maya, and max. As far as better default shaders and lightign setups, I've been complaining about that for years, that worth more lungs . Need to put a car model drop a shader and environment light and get a good production render fast, no tweaking. a paintfx tool same as maya You actually like that crap?! What's wrong with you, lmao? You need to be introduced to copy stamping/instancing it will be a whole new world for you... Quote Link to comment Share on other sites More sharing options...
avak Posted December 2, 2014 Share Posted December 2, 2014 (edited) edit: and adding a way to archive a projects to a folder and collect all otl , textures, map , etc in one folder Same as maya and max,... This is the pre-flight option - Render - Preflight scene... a muscle based system same as maya Muscle could be better in an auto mode, I think the controls is all there you want, but it is not wrapped the same way. a modeling tweak tool same as XSI when you press M on keyboard, ..very delicious. The edit sop does need love, but there has been discussion and I believe work on this hoping for H14. a new hair system to generate and simulate long hair The hair system is actually great for fur, sucks for human I agree. Can't do Rapunzel off the shelf, which you should be able to do now. Another place where a better shelf or wrapper of the current tools would be better. a completely re-designed autorig system same as what "advance skeleton" scripts does in maya or biped in max do and an easy way for connection rig to motionbuilder and viseversa This like before has the tool set in houdini, but needs a better wrapper. an easy way to spread render on a network This is extremely easy, way easier than off the shelf maya, and max. As far as better default shaders and lightign setups, I've been complaining about that for years, that worth more lungs . Need to put a car model drop a shader and environment light and get a good production render fast, no tweaking. a paintfx tool same as maya You actually like that crap?! What's wrong with you, lmao? You need to be introduced to copy stamping/instancing it will be a whole new world for you... Thanks for putting some direction for me to look at, Oh so paintFX is a crap?!..good I haven't wasted my time to learn it. Lsystem is very good and deep but at least we can have some ready to use presets in Lsys node to have a starting points for making trees with leaves and branches and fruits and other plants and the last one and I promise to shut my mouth next: adding a GPU renderer engine same as furryball plugin for maya, really it will become an amazing feature for houdini. who will say no to it. Edited December 2, 2014 by avak Quote Link to comment Share on other sites More sharing options...
Guest tar Posted December 2, 2014 Share Posted December 2, 2014 (edited) Oh so paintFX is a crap?!..good I haven't wasted my time to learn it. Seems like you're are requesting things that you don't have any experience with. I'm guessing you've no production rendering experience with furryball then too? Edited December 2, 2014 by tar Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted December 2, 2014 Author Share Posted December 2, 2014 Seems like you're are requesting things that you don't have any experience with. I'm guessing you've no production rendering experience with furryball then too? lmao... Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted December 2, 2014 Share Posted December 2, 2014 (edited) Seems like you're are requesting things that you don't have any experience with. I'm guessing you've no production rendering experience with furryball then too? He never said that he got any Maya experience too Edited December 2, 2014 by mantragora Quote Link to comment Share on other sites More sharing options...
freaq Posted December 2, 2014 Share Posted December 2, 2014 (edited) hey be nice people, he does have a point it would be nice to have some presets tat are helpfulsimilarly how the pyro shelf works for example. that maya has it does not immediately mean it's bad. ontopic, I like the image thumbnail in Vops but would suggest putting it everywhere,same with a file sop, maybe render a quick viewport snapshot and display that on there, would be extremely helpful Edited December 2, 2014 by freaq Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted December 2, 2014 Author Share Posted December 2, 2014 Oh I agree, but the comedic timing when I read it was nice. Back to crashing software packages WHOO!!! I agree with freaq on the thumbnail UI front. PyQT is nice as an option as the only real alternate to making those menus, but Houdini needs more of that artist oriented UI by default, like an updated color picker. A color wheel please!!! I live in a world where a 16x16 grid of color, 36 colors, is very 1990's. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted December 2, 2014 Share Posted December 2, 2014 (edited) sure* - but how much more value does it have then saying 'take the best features of other products, make Houdini all faster and cheaper.' Whom would say no to that? *related to the off-topic Edited December 2, 2014 by tar Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted December 2, 2014 Author Share Posted December 2, 2014 Difference between a bug/RFE to SESI and a public forum wishlist... people learning the ropes , ranting , and trolling Seriously I want Bifrost in Houdini it looks so cool 1 Quote Link to comment Share on other sites More sharing options...
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