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Some differences are to be expected, because there is the new Cloth Object 2.0 in Houdini 16.

However, you found a genuine bug: The default for "Bend Stiffness" was left at zero in this new object.

This would give you a very wrinkly look.

This must be changed into some reasonable nonzero default value.

 

About the cloth solver being a subnet: This is worth it, just for the reason alone that it allows cloth-specific solver defaults.

In addition, the interface of the cloth solver asset is much easier to look at than the interface inside of it.

 

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  • 2 weeks later...

Indeed, it's saved as user data.

But you can run this script in 123.py or 456.py

import hou

def init_rounded_wirestyle():
    """ Set wire style for all Network Editors"""
    n = hou.paneTabType.NetworkEditor
    i = 0
    while True:
        editor = hou.ui.paneTabOfType(n, i)
        i = i+1
        # iterate over all editors
        if not editor:
            break
    
        # switch wiring style
        wire_style = editor.pwd().userData('wirestyle')
        if wire_style != 'rounded':
           editor.pwd().setUserData('wirestyle', 'rounded')
        
        # just in case
        if i>100:
            break

# fix for running this after UI load (not ideal)
hou.ui.addEventLoopCallback(init_rounded_wirestyle)
Edited by pezetko
Added (hacky) fix for late UI initialization.
  • Like 1
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11 hours ago, pezetko said:

Indeed, it's saved as user data.

But you can run this script in 123.py or 456.py


import hou

def init_rounded_wirestyle():
    """ Set wire style for all Network Editors"""
    n = hou.paneTabType.NetworkEditor
    i = 0
    while True:
        editor = hou.ui.paneTabOfType(n, i)
        i = i+1
        # iterate over all editors
        if not editor:
            break
    
        # switch wiring style
        wire_style = editor.pwd().userData('wirestyle')
        if wire_style != 'rounded':
           editor.pwd().setUserData('wirestyle', 'rounded')
        
        # just in case
        if i>100:
            break


init_rounded_wirestyle()

Thanks, works well from shelf, but as I see 123/456.py runs before UI load and can't find variables (put the script in $HOME /houdinix.y/scripts/).

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  • 4 weeks later...
On 02/02/2017 at 5:06 AM, marty said:

If bug #58084 'stuck viewport geo' gets fixed, that would be worth the upgrade price alone :)

 

So I have a work around without creating a New Scene tab! You have to navigate back to the stuck geo node, in my test-case a DOP object, and toggle the display flag on it. So really it's never stuck, it just doesn't respect the scene level display flag I guess.

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14 hours ago, marty said:

So I have a work around without creating a New Scene tab! You have to navigate back to the stuck geo node, in my test-case a DOP object, and toggle the display flag on it. So really it's never stuck, it just doesn't respect the scene level display flag I guess.

Yeah this is the fundamental issue, as it does no clear the view ports *buffer/cache. *(There is a post where I was corrected on this term, but for brevity sake I'll use it again).

The issue has been to make this issue repeatable where you can actually submit it as a reproducible bug, they can fix.

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1 hour ago, LaidlawFX said:

Yeah this is the fundamental issue, as it does no clear the view ports *buffer/cache. *(There is a post where I was corrected on this term, but for brevity sake I'll use it again).

The issue has been to make this issue repeatable where you can actually submit it as a reproducible bug, they can fix.

they have reproducible bugs already - bug #58084. :

 

1. Location Particles shelf tool
2. dive into location ParticlesSop and add a Solver
3. dive into it and add mergeSOP to the PrevFrame & Input_1
4. scrub the timebar wackly around and dive back to Scene level
5. turn off the display flag on the location_particles.
6 Particle should be stuck

 

EDIT:

The SopSolver is the main culprit and it does look like some work is being done to it:

Houdini 16.0.575 Improved the ability for the sceneviewer to properly update when viewing the inside of a subnetwork inside of a SOP Solver.

 

Edited by tar
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On 4/14/2017 at 7:18 AM, marty said:

So I have a work around without creating a New Scene tab! You have to navigate back to the stuck geo node, in my test-case a DOP object, and toggle the display flag on it. So really it's never stuck, it just doesn't respect the scene level display flag I guess.

It happens to me all the time in soplevel though, and sometimes it's hard to know which node is stuck. But yes I've also noticed this seems to help.

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