sebkaine Posted December 8, 2015 Share Posted December 8, 2015 the instance obj node and the instance sop are two different things. the instance sop making use of packed primitives, which are easier to handle as using only the one instance shape in the instance obj.. see attached hipfile Many Thanks for your help Sebastian ! Quote Link to comment Share on other sites More sharing options...
willow wafflebeard Posted December 11, 2015 Share Posted December 11, 2015 better collision for concave geometry in bullet.VHACD support Quote Link to comment Share on other sites More sharing options...
sebkaine Posted December 17, 2015 Share Posted December 17, 2015 (edited) A first class Transmission Model to replace the cheap Phong / Cone Model by default in the mantra shader. GGX looks to now work in transmision mode but it is not use in the mantra shader. The GGX transmission looks to only work with the fresnel mask which is annoying. Getting this by default in the mantra shader would be cool : https://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.pdf Also the Principle Shader is the disney 2012 BSDF without Transmission and without SSS which is quite limitating. Implement the new 2015 model would be great : http://blog.selfshadow.com/publications/s2015-shading-course/burley/s2015_pbs_disney_bsdf_notes.pdf Edited December 17, 2015 by sebkaine Quote Link to comment Share on other sites More sharing options...
niallh Posted January 17, 2016 Share Posted January 17, 2016 Pixelux's actual DMM Solver integrated into Houdini. Quote Link to comment Share on other sites More sharing options...
Diego A Grimaldi Posted January 19, 2016 Share Posted January 19, 2016 Being able to DELETE BY BOUNDING OBJ or BOUNDING VOLUME (Points Only would be OK) like you can do in the GROUP SOP, but just do it in one step in the DELETE SOP. 4 Quote Link to comment Share on other sites More sharing options...
nosferatu_037 Posted January 19, 2016 Share Posted January 19, 2016 (edited) Being able to DELETE BY BOUNDING OBJ or BOUNDING VOLUME (Points Only would be OK) like you can do in the GROUP SOP, but just do it in one step in the DELETE SOP. Just use an attrib wrangle sop, the code for that shouldnt be longer than two three lines and make a preset out of it. Edited January 19, 2016 by nosferatu_037 Quote Link to comment Share on other sites More sharing options...
jmpr Posted January 19, 2016 Share Posted January 19, 2016 This should work fine vector uv; int prim; float dist = xyzdist(1,@P,prim,uv); vector pos = primuv(1,"P",prim,uv); vector N = primuv(1,"N",prim,uv); vector closest = pos -@P; float dot = dot(normalize(closest),normalize(N)); if(dot >= 0){ removepoint(0,@ptnum); } 4 Quote Link to comment Share on other sites More sharing options...
nosferatu_037 Posted January 20, 2016 Share Posted January 20, 2016 Jens to the rescue! Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted January 21, 2016 Author Share Posted January 21, 2016 Use Carve library for boolean operations Quote Link to comment Share on other sites More sharing options...
Atom Posted January 25, 2016 Share Posted January 25, 2016 A hexadecimal representation of color in the color picker. Then we could simply copy and paste colors from other apps or within Houdini itself with one keystroke. 1 Quote Link to comment Share on other sites More sharing options...
fathom Posted January 25, 2016 Share Posted January 25, 2016 Use Carve library for boolean operations yes, real booleans would be great. Quote Link to comment Share on other sites More sharing options...
Alexey Vanzhula Posted January 26, 2016 Author Share Posted January 26, 2016 Revamp basic NURBS operations. It would be good to have stable Round SOP and Surfsect SOP Quote Link to comment Share on other sites More sharing options...
fathom Posted January 26, 2016 Share Posted January 26, 2016 add "bgeogz" and "bgeosc" to the standard file types. using the extension to identify file types is pretty common in pipelines so having formats with .'s in them is kind of annoying. i know this can be added with the geo formats file, but that's a nuisance to maintain. Quote Link to comment Share on other sites More sharing options...
teratera Posted January 27, 2016 Share Posted January 27, 2016 A little more sophisticated sky model. Quote Link to comment Share on other sites More sharing options...
Atom Posted January 28, 2016 Share Posted January 28, 2016 UV Box projection type. We have Sphere, Cylinder and Toriod but no basic cube projection type. Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted January 28, 2016 Share Posted January 28, 2016 UV Box projection type. We have Sphere, Cylinder and Toriod but no basic cube projection type. This would be easier if it were under the UV Texture or UV Project node, and acted like maya's UV projection of a grid, rather than having a separate unique node with UV Unwrap. Quote Link to comment Share on other sites More sharing options...
Atom Posted January 29, 2016 Share Posted January 29, 2016 More mapping options on the Environment Map feature of the Skylight. The help does not even tell us what kind of map goes in that slot? Is it equatorial, angular, spherical, cross-box? So add a drop down that supports all those mapping styles for the sky. Quote Link to comment Share on other sites More sharing options...
jkunz07 Posted January 29, 2016 Share Posted January 29, 2016 add "bgeogz" and "bgeosc" to the standard file types. using the extension to identify file types is pretty common in pipelines so having formats with .'s in them is kind of annoying. i know this can be added with the geo formats file, but that's a nuisance to maintain. This was added today I believe, according to the journal Quote Link to comment Share on other sites More sharing options...
fathom Posted January 30, 2016 Share Posted January 30, 2016 yeah, i submitted an rfe. guess it was an easy one. Quote Link to comment Share on other sites More sharing options...
tinyparticle Posted February 16, 2016 Share Posted February 16, 2016 It would be great to have some aspects of Katana in Houdini. Like for examples takes could be node based so we could move them between hip files. Quote Link to comment Share on other sites More sharing options...
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