jonp Posted January 24, 2014 Share Posted January 24, 2014 (edited) As far as takes go... Why not convert them from a unique hierarchy list to a dependency graph? Each take 'node' could have parent / child connections. You could then create an object-specific take and wire it into the parent render takes that need the specified changes, instead of having to duplicate changes across takes. I think this would go a little way towards making render-specific changes much easier to manage across multiple ROPs, etc. In general though there should be a way to have more wildcard-based methods of applying render time changes (shader assignments, etc.). Edited January 24, 2014 by jonp Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted January 26, 2014 Share Posted January 26, 2014 Align viewport camera to closest plane (XY,XZ,YZ) Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted January 27, 2014 Share Posted January 27, 2014 (edited) To use PySide instead of PyQt: change: from PyQt4 import QtCore from PyQt4 import QtGui to something like: try: from PyQt4 import QtCore from PyQt4 import QtGui except: from PySide import QtCore from PySide import QtGui in pyqt_houdini.py file (http://www.sidefx.com/docs/houdini13.0/hom/cookbook/pyqt/part1/) Edited January 27, 2014 by Alexey Vanzhula 1 Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted January 27, 2014 Share Posted January 27, 2014 Move pyqt_houdini.py file (http://www.sidefx.co...ook/pyqt/part1/) to standard python modules location Quote Link to comment Share on other sites More sharing options...
MarkBru Posted January 31, 2014 Share Posted January 31, 2014 new retime tools with spline interpolation based on id attribute would be great. and sourceinterpolation based on velocity attributes in the new popsource (this can be done easely by replacing the timeshift nodes inside the sourcenode with a pointwrangle with the code @P+=@v and @P-=@v, but it would be a lot easier with a checkbox). Vexpressions in all parameter fields would be awsome.... Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted February 1, 2014 Share Posted February 1, 2014 "ctrl + enter" for "Apply" button in all windows would be cool Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted February 1, 2014 Share Posted February 1, 2014 (edited) "ctrl + enter" for "Apply" button in all windows would be cool Any additional info on why this would be a good idea? Edited February 1, 2014 by mantragora Quote Link to comment Share on other sites More sharing options...
jordibares Posted February 1, 2014 Share Posted February 1, 2014 (edited) I would love Houdini to have DEM manipulation tools to generate geometry, stitch maps, etc… seems this is a constant source of nightmares every time I have to work on this field with crazy tools that are designed for GIS technicians. Edited February 1, 2014 by jordibares Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted February 1, 2014 Share Posted February 1, 2014 (edited) Any additional info on why this would be a good idea? There are some situations where it promotes acceleration, for example, of asset creation. If you need to edit (and rename also) many parameters (in "Type Properties" window) - you can view result earlier, because you fingers near the keys. Edit of string parameter also use ctrl+enter for update state. imho Edited February 1, 2014 by Alexey Vanzhula Quote Link to comment Share on other sites More sharing options...
sebkaine Posted February 13, 2014 Share Posted February 13, 2014 (edited) Some extra effort on the Houdini doc would be great for the VEX and HOU section. - Sort the VEX function by type / by context / by first alphabetical letter. - put 1 or 2 coded exemple in every VEX function same for HOU module - a good library of coded exemple in VEX and HOU I find that the ROP part of houdini is extremely powerfull and interesting , it is not a feature request, but the ability to lunch an application that would be compose of the ROP tree + OpenGL viewer only as a standalone app would be cool. the ability to execute agnostic code in this app in a cleaner way than the "shell" node would be interesting. this tool could be use a a scene builder , a render manager , a luncher for external app well an enhance ROP externalise as a standalone utilities could be great to build a pipeline without R&D effort. so you will have - houdini - image viewer - geometry viewer - houdini builder (ROP nodal tree that execute any code for scene assembling/render lunching etc...) with a tool like this we could store pymel code to build maya rig or lunch nuke rendering without having to open houdini and use a license ... this tool could also respect some sort of scene description convention beetween Maya/Houdini , for exemple take inspiration of pixar USD or use it. http://graphics.pixar.com/usd/ something in the mood of image engine gaffer, not only ligthing centric like katana. Cheers E Edited February 13, 2014 by sebkaine Quote Link to comment Share on other sites More sharing options...
altbighead Posted February 13, 2014 Share Posted February 13, 2014 zbrush style high poly in opengl viewport combine with vop sop for landscape and procedural modeling in real time. Quote Link to comment Share on other sites More sharing options...
mawi Posted February 17, 2014 Share Posted February 17, 2014 Vex geometry procedural that allows us to create any geometry at rendertime using a cvex shader. Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted February 24, 2014 Share Posted February 24, 2014 It is queryPrimAtPixel func in hou.GeometryViewport. SESI, please, give us queryPointAtPixel and queryEdgeAtPixel 1 Quote Link to comment Share on other sites More sharing options...
freaq Posted February 26, 2014 Share Posted February 26, 2014 It is queryPrimAtPixel func in hou.GeometryViewport. SESI, please, give us queryPointAtPixel and queryEdgeAtPixel I agree I want to be able to sample the 3D location of my mouseclick with a simple command. also preferable not constantly casting rays untill the moment of the click or while not pressed use the depth buffer or something (if that is available) as an approximate value Quote Link to comment Share on other sites More sharing options...
bandini Posted February 27, 2014 Share Posted February 27, 2014 I badly want a cloth solver that works and is stable and FAST! I am not liking the FEM implementation at all for cloth. Let me have ngons and bad topology and all that without killing the solver. Maya ncloth isn't so picky about the incoming geo, and works pretty damn well for most things I need. I feel like every major release has a revision to cloth, and it seems to only get marginally better, or sometimes moves backwards (as is the case in R13). FEM for sims and softbodies... seems ok, but the simulation speed makes it unusable for the typical projects I work on. I wonder why they haven't implemented bullet cloth or some other open source cloth library... 3 Quote Link to comment Share on other sites More sharing options...
freaq Posted February 27, 2014 Share Posted February 27, 2014 basically GPU computing: gpu's are incredibly fast if utilized for the proper functions:GPU particles (plenty of demo's) GPU cloth (like marvellous designer has shown) GPU PBR (brigade/arion/octane) GPU bullet (already available to be used) option to execute Vex to GPU??? it's already an SIMD language... also please fix the join sop, it is incredibly buggy at times :/ 2 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted February 28, 2014 Share Posted February 28, 2014 (edited) basically GPU computing: gpu's are incredibly fast if utilized for the proper functions: GPU particles (plenty of demo's) GPU cloth (like marvellous designer has shown) GPU PBR (brigade/arion/octane) GPU bullet (already available to be used) option to execute Vex to GPU??? it's already an SIMD language... also please fix the join sop, it is incredibly buggy at times :/ GPU rendering? checkout this from the Octane forums: We are delighted to share the unveiling of the “The Boy and His Robot”, allegedly the first live-action movie with visual effects that are entirely rendered by GPUs. Trailer https://www.youtube.com/user/tbahrmovie https://render.otoy.com/forum/viewforum.php?f=7&sid=76d085ea3a3e37f27025c88c4c2015ad Edited February 28, 2014 by tar Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted February 28, 2014 Share Posted February 28, 2014 I badly want a cloth solver that works and is stable and FAST! I am not liking the FEM implementation at all for cloth. Let me have ngons and bad topology and all that without killing the solver. Maya ncloth isn't so picky about the incoming geo, and works pretty damn well for most things I need. I feel like every major release has a revision to cloth, and it seems to only get marginally better, or sometimes moves backwards (as is the case in R13). FEM for sims and softbodies... seems ok, but the simulation speed makes it unusable for the typical projects I work on. I wonder why they haven't implemented bullet cloth or some other open source cloth library... Totally agree!! FEM for cloth is not an option! Its slow comparing to H12 cloth solver and MUCH slower than nCloth. Quote Link to comment Share on other sites More sharing options...
edward Posted March 4, 2014 Share Posted March 4, 2014 it seems to only get marginally better, or sometimes moves backwards (as is the case in R13). If you have a performance regression, please submit your file to SideFX. Performance improvements are continuously worked on but the developers don't necessarily know the exact situations that you're using it in. 1 Quote Link to comment Share on other sites More sharing options...
bandini Posted March 4, 2014 Share Posted March 4, 2014 If you have a performance regression, please submit your file to SideFX. Performance improvements are continuously worked on but the developers don't necessarily know the exact situations that you're using it in. Thanks Edward. I will in the future. I don't have access to old files anymore, but I will start submitting bugs or errors when I find them. It's one of those things I always mean to do, but never get around to doing it. I recently submitted one about missing tearable cloth, which has been logged. In general, though, I have found self-collision to be the biggest slow-down and error causing variable in the FEM cloth solver. Very easy to make the cloth explode with lots of irregular geo. Not even talking about ngons here, but sometimes long, skinny tri's, which are not always avoidable. Unfortunately, without self collision, cloth isn't good for much for me except waving flags and very basic cloth-like deformations. I may have time this week to submit a file. Will have to see how my week goes. Quote Link to comment Share on other sites More sharing options...
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