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Alexey Vanzhula

Houdini 18 Wishlist

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It would be fantastic if the developers taught Houdini to scroll through the lists with the mouse wheel while hovering, as it is implemented almost everywhere. It’s one thing when we choose from 4 chamfer modes, and it’s another if we choose the most appropriate font from the huge list of fonts.

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I wish that all the common functions in the different languages from vex to hscript to python and such where linked in the documents. So the matrix help could do a link to the other languages. See in : hscript, expression, vex, python, vops, etc...

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Invert options in Group Sop

Lots of selection presets - edges, points and prims. I am slowly collecting interesting ways to get selections but a list of them I can quickly jump through, the better. 

Extended Presets - organization, tool tips, color code, collapsible categories.

Group auto creation for all modeling operations.

Auto delete interface parameters that are no longer used. Or a “clean” command?

let me move more than 1 point at a time for a curve. 

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Rendering:

- +1 for some sort of improvements for Mantra

- Using the principled shader I don't like that much that the "Base color" influences the applied textures. In my opinion it shouldn't be a mix but the textures should override it.

 

Others:

- The possibility to modify the color of parameters label using a color palette. It would be easier to show which parameters are more important and need to be changed/have been changed

- I have recently discovered the power of COPs but while Houdini is the most stable program I know, with COPs crashes quite often.

- The possibility to decide in the preferences if, when we use the shelf tool, DOP networks or nodes are created in a new geometry node or inside the same SOP network.

- Improvements on the general look of volumes simulations. 

 

 

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Posted (edited)

these are more like small changes instead of a wish, im putting it here since i know devs love wishlist threads

--in linuxmint tessa cinnamon, middle click ladder causes crashes.
--implement the "cluster" attribute in pyrocluster workflow.
--have an compensate dopobject transform in sopmergefield and gasparticle to field
--clear caches using python
--cooperation between dop wrangles and copydata dop
--findattribvaluecount vop's output is "elemid", should it be "elmcount" ?
--primuv vop is labeled "Primitive Attribute" which i easily confused with importprim vop.
--"embed icon in operator" should not darken the icon, it doesnt if the extra file is done manually.

-- remake game of thrones finale... does sidefx have that kind of influence?

Edited by willow wafflebeard
to add a joke
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integration of mutual interaction for rigid bodies with vellum

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is it possiable to animate houdini riged character in houdini engine? i tried the simplemale hda in maya, the controler can't be selected or animated,the parameter is animaterable,but very slow.

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On 6/22/2019 at 7:28 PM, luoqiulin said:

is it possiable to animate houdini riged character in houdini engine? i tried the simplemale hda in maya, the controler can't be selected or animated,the parameter is animaterable,but very slow.

Houdini's handles are implemented on a per product basis. So Maya does not have them, but Unity does. They can be implemented, but there probably hasn't been a large request. Also Houdini supports more handles types than most 3D programs so there is a bit of picking and choosing on what you want to be integrated. Generally when it comes to Handles studios implement their own custom variety.

https://www.sidefx.com/docs/maya/

https://www.sidefx.com/docs/unity/_handles.html

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Posted (edited)

GPU mantra

GPU sparse smoke solver.  Like the one this guy made

Some love to the CHOPs animation tools, for non-animators (ie: spring, jiggle). Ways to make it easier to procedurally (group?)  effect only certain parts of the incoming data. More control and options to fine-tune when using spring, etc.

 

Edited by loudsubs
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Better tools for direct modeling like in Maya.

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Posted (edited)

- gpu rendering for mantra and bake texture rop

- split mantra render mode to render integrators like prman or render kernel like in octane

- build a mantra PBR integrator that can only run precompile shaders for faster rendering

- add a mantra post process node for custom LUT / Bloom / camera fx like in octane / maxwell

- ability to output uv snapshot with the bake texture rop directly

- new UI / interaction paradigm for manual task like modeling / uvlayout / sculpting / paint weight / blendshape / grooming / deformer

- nodal / inline code GLSL shader tool to control the shaders and lights in the openGL viewport 

- openGL viewport LUT to match Unreal / Unity display 

- controlable GLSL viewport postprocess grain / vignette / bloom / LUT 

- perfect matching beetween mantra render and openGL preview, translation of VEX noise to their GLSL counterpart

- display shader preview from external render engine in the shader palette 

- cops on steroid

 

Edited by sebkaine

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Siggraph comes near and some tiny information have been released. Did some one see that houdini will have a build for python 3.x? Have seen on vfx platform that python 3.x is set for 2020 but for 2019 preview builds could be relased. 

At the moment i play with some ML and python 3.x is manatory and to make a bridge to python 2.x is not so funny for learning. 

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Before I want to write down my wishes I have to say that I love sideFx and Houdini over all other major 3d packages.

I am quite sure sidefx is already working on it but Mantra GPU and more artistic friendly tools and gadgets for animating characters would be great (for example improved viewport performance).

In case Houdini will push mashine learning I am interested in solutions to upres simulations.

 

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