LaidlawFX Posted April 25, 2018 Author Share Posted April 25, 2018 33 minutes ago, mifth said: I attached my wrap tool example if someone is interested. "uv_wrap" node has some parameters. Check it. ) temp_wrap1.hiplc You can post these on the tools thread. Quote Link to comment Share on other sites More sharing options...
seifdune Posted April 26, 2018 Share Posted April 26, 2018 On 20/04/2018 at 12:41 PM, mifth said: Hello! I have Wrap deform and mirror Pose tools. I can share here. Do you need? Yah please i need them Quote Link to comment Share on other sites More sharing options...
vhalldez Posted April 28, 2018 Share Posted April 28, 2018 1- Mantra faster and with less noises, by GPU. 2- Informations of render progression while wait it finish, time left for examplo..i know its possible with verbose, but i mean something more intuitive and easy. 3- More interaction with Operation System, example on the pick file window, able to chose thumpmails bigger, possibility to delete and rename folders and files..Drag and drop inages over fields of selection etc. 4- A Cloth better...Cloth with forces, winds for example have a terrible result in Houdini. 5- Mplay with more export file formats, h264 mainly. 6- Handles for manipulate bezier curve. 7- A native PathDeform sop (deform geometry by a curve). a native Target Weld node (fuse a point to another, preserving the position of this another point) 8- Viewport showing more materials nodes, actually just is possible to see the result in progressive render. 9- possibility of increase size node on network. 10- KeyShot for create nodes. 11- CopVop, or bring some vop nodes for Cop context... all kind of noises, Ramps, Rainbow Sop for example 12- A node for extract curves from selected edges. 13- A Brush node on Cop, with pencil, erase, smoorth etc 14- An ortogrhafic view on viewport. 15- Cumulative acts in modeling SOP, like Edit SOP, but for polysplit, polybevel, polyextrude, etc. 16- A clever way to see the memory and process request by each node of the scene, identifying and stoping automaticly nodes that promote crashes.. already have one, but it is limitate, we most to 'record" before.. Quote Link to comment Share on other sites More sharing options...
MENOZ Posted April 30, 2018 Share Posted April 30, 2018 (edited) Quote 10- KeyShot for create nodes. what's that? Quote 11- CopVop, or bring some vop nodes for Cop context... all kind of noises, Ramps, Rainbow Sop for example there are 2 nodes in cop to do vop operations, is this what you are looking for? http://www.sidefx.com/docs/houdini/nodes/cop2/vopcop2gen.html http://www.sidefx.com/docs/houdini/nodes/cop2/vopcop2filter.html Quote 12- A node for extract curves from selected edges. you can do it easily with a couple of nodes, or i think there is a tool in the game shelf that is being developed, that does that. Quote 14- An ortogrhafic view on viewport. space + o toggles perspective and ortho Edited April 30, 2018 by MENOZ Quote Link to comment Share on other sites More sharing options...
vhalldez Posted May 1, 2018 Share Posted May 1, 2018 5 hours ago, MENOZ said: you can do it easily with a couple of nodes, or i think there is a tool in the game shelf that is being developed, that does that. Is enouth just add a Group field on Convertline Sop, the edges selected turns lines, and the rest (non selected) would be deleted. 5 hours ago, MENOZ said: what's that? I mean, for example..do you hit Ctrl+Shift+F1 and adds a Vector To Float on network..nodes that u use a lot of times should be created by keys direcly Quote Link to comment Share on other sites More sharing options...
MENOZ Posted May 3, 2018 Share Posted May 3, 2018 i would love that when you load an alembic file it put the point where the pivot was, not only on the centroid or at the origin Quote Link to comment Share on other sites More sharing options...
Fyastarta Posted May 13, 2018 Share Posted May 13, 2018 I pray for SESI to expand the functionality of the TopoBuild node from just retopo to a full modeling tool, like Cinema 4D's Polygon Pen tool. 1 Quote Link to comment Share on other sites More sharing options...
sub Posted May 14, 2018 Share Posted May 14, 2018 - Faster ( i.e multithreaded) loading of scenefiles (not cooking) - bigger files sometimes take ages to load - multithread everything ( i know ,it´s on the way, but just to be sure ) Quote Link to comment Share on other sites More sharing options...
Octo Posted May 16, 2018 Share Posted May 16, 2018 On 5/1/2018 at 2:12 AM, vhalldez said: Is enouth just add a Group field on Convertline Sop, the edges selected turns lines, and the rest (non selected) would be deleted. Check out the Dissolve sop Quote Link to comment Share on other sites More sharing options...
sebkaine Posted May 18, 2018 Share Posted May 18, 2018 (edited) - hexadecimal color input in the color picker - gltf 2.0 import / export - better typo font / svg support for motion design - some love on the traditional deformer likes twist deform / wire deform to make them more straightforward / user friendly ( i still do twist in VOP in H ... ) - a visual preview of the shaders coming from external render engine in the shader palette ( octane / redshift / arnold / prman ) Edited May 18, 2018 by sebkaine 3 1 Quote Link to comment Share on other sites More sharing options...
Strob Posted May 26, 2018 Share Posted May 26, 2018 -Soft selection for faces edit -make the shortcuts supported on international keyboards -3D paint bitmap textures in viewport -mantra GPU -accelerate mantra CPU (make it smarter with variance-based adaptive sampling, adaptive lights, scene analysis, denoising intelligently by element, more like V-Ray). Quote Link to comment Share on other sites More sharing options...
Wooshum Posted May 27, 2018 Share Posted May 27, 2018 On 7/20/2017 at 11:09 AM, Wooshum said: A full implementation of a weighted straight skeleton operation similar to the one developed by Tom Kelly: https://github.com/twak/campskeleton http://theses.gla.ac.uk/4975/ Roofs, procedural building models, etc. At a SOP level this would be epic, PolyExpand2D with way more functionality Just wanted to add another research paper to bump up the argument for a weighted straight skeleton implementation. http://peterwonka.net/Publications/pdfs/2011.TOG.Kelly.ProceduralExtrusions.TechreportVersion.final.pdf Covers the process that Tom Kelly and Peter Wonka developed for procedural extrusions using input guide curves: 2 Quote Link to comment Share on other sites More sharing options...
tinyparticle Posted June 3, 2018 Share Posted June 3, 2018 Mantra GPU rendering is the only feature I wish. 1 Quote Link to comment Share on other sites More sharing options...
jordibares Posted June 6, 2018 Share Posted June 6, 2018 (edited) Point Cloud tools optimised for large datasets (400 million points upwards) - I have a 2.2 billion points dataset so take a guess the time for of the PointCloudISO - Filtering (outlier removal, Feature estimation, registration) - Normal estimation - Point cloud sampling (RMLS) - Region segmentation (detectin of planes like floor, walls, etc..) - Model fitting may be? Edited June 6, 2018 by jordibares 2 Quote Link to comment Share on other sites More sharing options...
Amruth_Desaraju Posted June 21, 2018 Share Posted June 21, 2018 I want a separate tool similar to Maya Quote Link to comment Share on other sites More sharing options...
Njordy Posted June 21, 2018 Share Posted June 21, 2018 12 hours ago, Amruth_Desaraju said: I want a separate tool similar to Maya Doesn't Split accomplish pretty much the same? Quote Link to comment Share on other sites More sharing options...
Mandrake0 Posted June 22, 2018 Share Posted June 22, 2018 On 6.6.2018 at 3:55 PM, jordibares said: Point Cloud tools optimised for large datasets (400 million points upwards) - I have a 2.2 billion points dataset so take a guess the time for of the PointCloudISO - Filtering (outlier removal, Feature estimation, registration) - Normal estimation - Point cloud sampling (RMLS) - Region segmentation (detectin of planes like floor, walls, etc..) - Model fitting may be? Does it make sense to implement PCL (http://pointclouds.org)? Or is it already implemented in the background? Quote Link to comment Share on other sites More sharing options...
sasbom Posted June 22, 2018 Share Posted June 22, 2018 I'm not smart or advanced enough to make good suggestions, but I'd really like for there to be a print function for wranglers, in a little error bar I'm used to doing a lot of smoke testing in this way, and I don't like having to make a special parameter dedicated to smoke testing. Also, just having a function to make a simple message pop up would be great. It's the little things ::)) Quote Link to comment Share on other sites More sharing options...
acey195 Posted June 25, 2018 Share Posted June 25, 2018 On 22-6-2018 at 11:04 PM, sasbom said: I'm not smart or advanced enough to make good suggestions, but I'd really like for there to be a print function for wranglers, in a little error bar I'm used to doing a lot of smoke testing in this way, and I don't like having to make a special parameter dedicated to smoke testing. Also, just having a function to make a simple message pop up would be great. It's the little things ::)) its there in the documentation :http://www.sidefx.com/docs/houdini/vex/functions/index.html just use ctrl+f on that page and you'll find: http://www.sidefx.com/docs/houdini/vex/functions/printf.html it will print it out to the console Quote Link to comment Share on other sites More sharing options...
sasbom Posted June 27, 2018 Share Posted June 27, 2018 On 6/25/2018 at 7:39 AM, acey195 said: its there in the documentation :http://www.sidefx.com/docs/houdini/vex/functions/index.html just use ctrl+f on that page and you'll find: http://www.sidefx.com/docs/houdini/vex/functions/printf.html it will print it out to the console holy guacamoly thanks a million. This is great! Now, and sorry for being a ultra-noob here,where can I see this console? I've tried looking for something like that but I can't find it :c Quote Link to comment Share on other sites More sharing options...
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