halfdan Posted October 2, 2015 Share Posted October 2, 2015 i'd like a python obj node akin to the python sop where you can do coding without having to create a full-fledged digital asset. Then you'll be happy with H15 ;-) Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted October 2, 2015 Author Share Posted October 2, 2015 (edited) Then you'll be happy with H15 ;-) Did you mean Python Script Object? I hoped it will be something like scriptjobs in Maya. Shit We need event system in Houdini Edited October 2, 2015 by Alexey Vanzhula Quote Link to comment Share on other sites More sharing options...
dedeks3000 Posted October 2, 2015 Share Posted October 2, 2015 Did you mean Python Script Object? I hoped it will be something like scriptjobs in Maya. Shit We need event system in Houdini I hope the two !!! Quote Link to comment Share on other sites More sharing options...
willow wafflebeard Posted October 15, 2015 Share Posted October 15, 2015 change user perf dir name to .houdini add support for creases in obj/fbx Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted October 15, 2015 Share Posted October 15, 2015 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. Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted October 16, 2015 Share Posted October 16, 2015 Switch Windows Houdini version to vc14 (VS2015) compiler. 1 Quote Link to comment Share on other sites More sharing options...
willow wafflebeard Posted October 16, 2015 Share Posted October 16, 2015 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. Quote Link to comment Share on other sites More sharing options...
edward Posted October 16, 2015 Share Posted October 16, 2015 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. Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted October 16, 2015 Author Share Posted October 16, 2015 (edited) 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 October 16, 2015 by Alexey Vanzhula Quote Link to comment Share on other sites More sharing options...
sebkaine Posted October 16, 2015 Share Posted October 16, 2015 (edited) 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. Edited October 16, 2015 by sebkaine 1 Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted October 16, 2015 Share Posted October 16, 2015 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. Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted October 16, 2015 Share Posted October 16, 2015 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! Quote Link to comment Share on other sites More sharing options...
fathom Posted October 16, 2015 Share Posted October 16, 2015 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. Quote Link to comment Share on other sites More sharing options...
anim Posted October 16, 2015 Share Posted October 16, 2015 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 Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted October 16, 2015 Share Posted October 16, 2015 Invest in better microphones for people that record Masterclass or/and any other tutorials. Masterclass - Loops is example of really shitty sound quality. 2 Quote Link to comment Share on other sites More sharing options...
Guest tar Posted October 17, 2015 Share Posted October 17, 2015 (edited) 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 October 17, 2015 by tar Quote Link to comment Share on other sites More sharing options...
sebkaine Posted October 17, 2015 Share Posted October 17, 2015 (edited) 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 October 18, 2015 by sebkaine Quote Link to comment Share on other sites More sharing options...
fathom Posted October 17, 2015 Share Posted October 17, 2015 i'd like to see the ability to override more obj-level parms from within sops. even if it's only detail-level parms that have an effect. right now, these things are all very hit-or-miss whether they pick up. Quote Link to comment Share on other sites More sharing options...
Guest tar Posted October 19, 2015 Share Posted October 19, 2015 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 Quote Link to comment Share on other sites More sharing options...
Jason Posted October 25, 2015 Share Posted October 25, 2015 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 Quote Link to comment Share on other sites More sharing options...
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