Guest tar Posted August 22, 2015 Share Posted August 22, 2015 Improving the stability over the H16+ releases- using the metrics gathered by the crash and anonymous usage statistics. It's probably too early for H15 to be effectively using it thus far. Quote Link to comment Share on other sites More sharing options...
acey195 Posted August 25, 2015 Share Posted August 25, 2015 Adding Node names (with path would be nice) to the generated crashlog in the case of a crash. ... +0xdbbb2e1b [OP_Node::internalCookInput] +0xdbbb31a9 [OP_Node::lockInputs] +0xd74cb62a [SOP_Node::lockInputs] +0xd67540d6 [SOP_Texture::cookMySop] +0xd74c3be1 [SOP_Node::cookMe] +0xdbbb2069 [OP_Node::cook] would ideally become something like: ... +0xdbbb2e1b [OP_Node::internalCookInput]//<-- Node: obj/geo1/remesh1 +0xdbbb31a9 [OP_Node::lockInputs]//<-- Node: obj/geo1/remesh1 +0xd74cb62a [SOP_Node::lockInputs]//<-- Node: obj/geo1/remesh1 +0xd67540d6 [SOP_Texture::cookMySop]//<-- Node: obj/geo1/remesh1 +0xd74c3be1 [SOP_Node::cookMe]//<-- Node: obj/geo1/remesh1 +0xdbbb2069 [OP_Node::cook]//<-- Node: obj/geo1/remesh1 If we would actually know which node it tried to cook last, we could improve the stability on our side Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted August 25, 2015 Author Share Posted August 25, 2015 At the moment hou.SceneViewer.enterCurrentNodeState() kill undo queue. It would be good to fix this behavior Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted August 25, 2015 Share Posted August 25, 2015 At the moment hou.SceneViewer.enterCurrentNodeState() kill undo queue. It would be good to fix this behavior If you consider this a bug, log it, instead of adding it to Wishlist. Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted August 26, 2015 Author Share Posted August 26, 2015 (edited) If you consider this a bug, log it, instead of adding it to Wishlist. I`m not sure it is a bug but tool system behavior Edited August 26, 2015 by Alexey Vanzhula Quote Link to comment Share on other sites More sharing options...
treebucks Posted August 27, 2015 Share Posted August 27, 2015 (edited) I want english measurements using feet with fractions or feet with inches. just like it's done with lightwave. when you type 1 ' and 4 ", it will show in the object transformation. right now you can only do feet with decimal. i need to go to a google unit conversion webpage so i can get the right decimal measurement. Edited August 27, 2015 by treebucks 1 Quote Link to comment Share on other sites More sharing options...
michael Posted August 27, 2015 Share Posted August 27, 2015 I want english measurements using feet with fractions or feet with inches. just like it's done with lightwave. when you type 1 ' and 4 ", it will show in the object transformation. right now you can only do feet with decimal. i need to go to a google unit conversion webpage so i can get the right decimal measurement. forgive the sassy tone of the article: http://www.zmescience.com/other/map-of-countries-officially-not-using-the-metric-system/ and I think it would only add opportunity for error to have to type the ' and " ...I know I'd make mistakes 100's of times a day.... 1 Quote Link to comment Share on other sites More sharing options...
jordibares Posted August 27, 2015 Share Posted August 27, 2015 Everything said I think 1 Quote Link to comment Share on other sites More sharing options...
tinyparticle Posted August 28, 2015 Share Posted August 28, 2015 Everything said I think This was hilarious Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted August 28, 2015 Share Posted August 28, 2015 Improve node snapping to the grid. Right now when you put a new node, after it lands, you have to move it slightly to snap it to the closest location. Quote Link to comment Share on other sites More sharing options...
treebucks Posted August 28, 2015 Share Posted August 28, 2015 houdini should be able to create a polygon from 4 points. at the moment you can create a polygon from 4 edges. why not from 4 points? Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted August 28, 2015 Share Posted August 28, 2015 houdini should be able to create a polygon from 4 points. at the moment you can create a polygon from 4 edges. why not from 4 points? AddSOP set to By Group? PolyKnitSOP? CreatePolygonSOP? Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted August 28, 2015 Author Share Posted August 28, 2015 (edited) AddSOP set to By Group? PolyKnitSOP? CreatePolygonSOP? + AttribWrangleSOP ) Edited August 28, 2015 by Alexey Vanzhula Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted August 28, 2015 Share Posted August 28, 2015 Improve node snapping to the grid. Right now when you put a new node, after it lands, you have to move it slightly to snap it to the closest location. In the network view press d, go to Grid and Snapping and you can adjust Grid Spacing, Grid Snap Gravity, Snap to Related Tiles, Horizontal Snap Gravity and Vertical Snap Gravity, also the display of the grid and where to snap onto the grid, middle side etc. Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted August 28, 2015 Share Posted August 28, 2015 Nope, doesn't work, no matter what I change. Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted August 28, 2015 Share Posted August 28, 2015 Nope, doesn't work, no matter what I change. The defaults work all the time for me, except in shop/vops, which is how I originally came across the issue. I don't even know how you could be doing that? I would file a bug with your computer setup. I do use lines as opposed to dots, and always have snap to related tiles off, if that helps. The biggest issue I have is that when you blast something in the scene view pane every node shifts in the network pane, so you have to ctrl x, xtrl z, and ctrl v to make sure you stuff doesn't drift off the grid. In addition you can create your own custom grid allocations if you want too, but I don't know of any known documentation, it was a standalone sesi class a while back. Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted August 28, 2015 Share Posted August 28, 2015 In addition you can create your own custom grid allocations if you want too, but I don't know of any known documentation, it was a standalone sesi class a while back. Hmm... any working examples you can share? Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted August 28, 2015 Share Posted August 28, 2015 Hmm... any working examples you can share? Nah it was the beginning of when I started learning python, my notes were copious of useless things. Somebody else may have it kicking about. Quote Link to comment Share on other sites More sharing options...
treebucks Posted August 29, 2015 Share Posted August 29, 2015 a render plugin from kerkythea, luxrender and mitsuba Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted August 29, 2015 Author Share Posted August 29, 2015 (edited) a render plugin from kerkythea, luxrender and mitsuba Or Thea render It is good unbiased(biased) that use GPU. Imho it is more modern than kerkethea and many of other unbiased-like renderers Edited August 29, 2015 by Alexey Vanzhula Quote Link to comment Share on other sites More sharing options...
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