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  • 2 weeks later...

change user perf dir name to .houdini

 

Assuming you meant preference 

 

You can change the HOME variable on startup.

But I would advise against hiding it behind a .

Users are particular about their preferences and presets. If they care enough about their pref they just echo $HOME. 

You should modify the HOUDINI_PATH variable and edit it if you want to edit or manipulate the prefs folder for production.

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Assuming you meant preference 

 

You can change the HOME variable on startup.

But I would advise against hiding it behind a .

Users are particular about their preferences and presets. If they care enough about their pref they just echo $HOME. 

You should modify the HOUDINI_PATH variable and edit it if you want to edit or manipulate the prefs folder for production.

i do know i can change it, i assumed its cleaner to have it hidden in, like most softwares do for their config files.

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Assuming you meant preference

You can change the HOME variable on startup.

A better idea is to set HOUDINI_USER_PREF_DIR

 

$ hconfig -h HOUDINI_USER_PREF_DIR
HOUDINI_USER_PREF_DIR
    The directory to store user preference files. The value of this variable
    must include the substring __HVER__, which will be replaced at run time
    with the current MAJOR.MINOR version string. On Windows and Linux, this
    defaults to the expanded value of $HOME/houdini__HVER__. On Mac OSX, it
    will also use this default if the directory exists, else it uses the
    expanded value of $HOME/Library/Preferences/houdini/__HVER__.
 

 

Houdini 13.5.126: Mon Mar 31 14:55:01 EDT 2014

    The user preferences directory can now be overridden via the

    HOUDINI_USER_PREF_DIR environment variable. Within Houdini, one can also

    use this to query the current preferences directory.

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Edit SOP:

1. Editing geometry with preserving of UVs

2. Soft radius for primitives mode

3. Optionally constraint points to neighbours when sliding

4. When edit items positions in tweak mode, viewport notifications flicker now. Remove flickering

5. Speedup sensitivity in tweak mode

6. Activate slide on surface with modifier heotkey, but not literal

7. Move mirror parms to the top toolbar

8. Activate multi snapping with modifier (modifiers combination) hotkeys

9. Cycle through align handle modes with mouse scroll and some modifiers

10. Cycle TRS with mouse scroll and some modifiers

Edited by Alexey Vanzhula
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i do know i can change it, i assumed its cleaner to have it hidden in, like most softwares do for their config files.

Maya, & 3ds Max, have their preferences available in the same location, what software packages are you thinking? Also what type of preference are you thinking?

It's not a program like firefox, or word.

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A better idea is to set HOUDINI_PREF_DIR

 

$ hconfig -h HOUDINI_USER_PREF_DIR
HOUDINI_USER_PREF_DIR
    The directory to store user preference files. The value of this variable
    must include the substring __HVER__, which will be replaced at run time
    with the current MAJOR.MINOR version string. On Windows and Linux, this
    defaults to the expanded value of $HOME/houdini__HVER__. On Mac OSX, it
    will also use this default if the directory exists, else it uses the
    expanded value of $HOME/Library/Preferences/houdini/__HVER__.
 

 

 

 

Thanks!

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Unify all the BSDF and consider sss as a F and not a Ce. In order to be able to get a clean addition of BSDF in outpout.

And be able to ditch the fake_albedo tricks.

 

i think h15 wraps up Ce (and maybe other stuff) along with the F into what are called "layers" for layered shading.  i haven't gotten it yet, but reading up on the docs, that seems like how they're handling the ability to do layers.

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i think h15 wraps up Ce (and maybe other stuff) along with the F into what are called "layers" for layered shading.  i haven't gotten it yet, but reading up on the docs, that seems like how they're handling the ability to do layers.

while that's true, it's still not replacement for true SSS brdf

+1 for brdf SSS component (which allows for independent SSS AOV, per-light SSS and GI on SSS)

as well would like to see correct transmission attenuation and spectral dispersion

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Guest mantragora

Invest in better microphones for people that record Masterclass or/and any other tutorials. Masterclass - Loops is example of really shitty sound quality.

  • Like 2
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With the H15 Loops Masterclass being so good, I would like to see an 'M' button next to the '?' help button. That would bring up a masterclass for each node where the Developers downloads their knowledge to your brain :)

Edited by tar
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while that's true, it's still not replacement for true SSS brdf

+1 for brdf SSS component (which allows for independent SSS AOV, per-light SSS and GI on SSS)

as well would like to see correct transmission attenuation and spectral dispersion

 

+1 for

- correct transmission attenuation

- spectral dispersion

 

Some bidirectionnal path tracing research to get nice caustics without photon maps like RIS vcm would be interesting, but i'm not sure about which technics would be

the most elegant to achieve this in mantra ?

 

 

EDIT:

- unify all the shading models call methods. ggx is still call with a cvex function

		f = cvex_bsdf(
			       "oplib:/Shop/ggx_eval?Shop/ggx_eval",
			       "oplib:/Shop/ggx_sample?Shop/ggx_sample",
			       "label", label,
			       "aniso", 1,
			       "ng", tnNg,
			       "nn", tnN,
			       "xg", select(flip, tanv, tanu),
			       "yg", select(flip, tanu, tanv),
			       "F0", F0,
			       "alphax", (float)alphax,
			       "alphay", (float)alphay,
			       "alphaG", (float)alphaG,
			       "masking", masking,
			       "fresblend", fresblend,
			       "eta", eta,
			       "thinfilm", thinfilm);
            }

while other models are all call from clean vex call :

blinn(flippedN, uexp, "label", label);
phonglobe(flippedN, tnR, uexp, "label", label);
ashikhmin(flippedN, uexp, vexp, tanu, tanv, "label", label);
...

choose one path and conform all calls to this path would be more elegant ? so either having

- clean ggx() vex calls like all other shading models

or 

- go cvex for all other models 

Edited by sebkaine
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I'd like to see a H15.5 that address quite a few of the remaining modelling tools. The new ones are super shinny!  

 

It would also hit my prediction that in two years, from ~Apr 2014, Houdini would be very competitive in these areas  B)

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I'd be very interested to see where SESI can take this, too. They've had this precursor for years: http://www.sidefx.com/docs/houdini15.0/nodes/chop/blendpose

 

Among the things you're talking about, it would be great to see this functionality outside of CHOPs - in Python and/or VEX, now that it has arrays as such. Perhaps Edward would like to port it over, as a little bonus! ;)

 

 

 

6-12 Months from now when H15 is actually out, im guessing this thread will be the default. 

 

So i guess if i make a suggestion im resigned to the fact i know it wont be in the next version. I'll bite.

 

Pose Space Deformers. Or a BCS (Blendshape Combination System) much like the one developed by daniel Pook Kolb. - http://www.stargrav.com/bcs.php

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