bonassus Posted April 6, 2021 Share Posted April 6, 2021 polyextrude still needs a reverse checkbox. So you can extrude negative and not have to drop a reverse node every time. 1 Link to comment Share on other sites More sharing options...
bonassus Posted May 30, 2021 Share Posted May 30, 2021 Can we have an input on the font sop? Link to comment Share on other sites More sharing options...
Whatsinaname Posted June 26, 2021 Share Posted June 26, 2021 They can do whatever they like, but: - fix that annoying memory leak. Having to re-start Houdini every hour because it doesn't release memory is no fun. (Yes, I am running Linux) - fix the viewport. Killing and re-opening the viewport every 15mins because it is displaying garbage (especially when working with packed geo) is a productivity killer. 1 Link to comment Share on other sites More sharing options...
RTHMan Posted June 27, 2021 Share Posted June 27, 2021 It would be awesome if Houdini would allow models to get high amounts of resolutions for sculpting like in Zbrush. 1 Link to comment Share on other sites More sharing options...
bunker Posted June 27, 2021 Share Posted June 27, 2021 On 30/05/2021 at 11:05 AM, bonassus said: Can we have an input on the font sop? you can create a subnet or an otl and add an input to that. Link to comment Share on other sites More sharing options...
bonassus Posted June 28, 2021 Share Posted June 28, 2021 1 hour ago, bunker said: you can create a subnet or an otl and add an input to that. I know. That’s not the same thing. Thanks. Link to comment Share on other sites More sharing options...
Nicholas Ralabate Posted June 29, 2021 Share Posted June 29, 2021 There needs to be an option for the "P" menu in the node graph to show up on the left side of the window instead of the right side, as most layouts have the viewport to the left of the nodegraph. Link to comment Share on other sites More sharing options...
Cihandro Posted June 30, 2021 Share Posted June 30, 2021 Feature Request: Can we have Houdini remember the last Window Size and location? I open Redshift and resize the Render View window, and when I close the window and open up again in a few minutes it is in the default location. Also, for pop up dialogs, they seem to open in most inconvenient places, like top right, and minimised, have to resize them, make a selection etc. Next time they are opened they are in the defaul position. This would be a great little time saver. 3 Link to comment Share on other sites More sharing options...
Ultraman Posted July 2, 2021 Share Posted July 2, 2021 Speed up Ocean Stuff - Foam - Evaluation - Spectrum Link to comment Share on other sites More sharing options...
vinyvince Posted July 2, 2021 Share Posted July 2, 2021 - When a process exceeds the max ram limit, Houdini doesn't crash, it just stops cooking. - More multithreaded and open CL nodes. If openCL can't succeed, houdini should not stop, but it should switch to CPU. - As always search option for wrangle preset and GPU GPU viewport performance.... The viewport should be able to scale better with data in viewport. - If Karma doesn't take off to the level of Eeve, Redshift or Clarisse, in term of performance but also easy to use, maybe sidefx should think to collaborate with a third party render for a tight integration. - Cop and Chops need update. - Two ways exchange data with Unreal. Yes, I could do a superlayout in unreal, now if this last one need more offline render , sim and additional process than unreal can't handle, I would like to get my current WIP unreal scene linked in Houdini. - More predictable bevel (inset) or polyexpand. Rework remesh, multithreaded Catmull-Clark subdivision. - No more random crash with UI and windows open and close... Very frustrating - Be ready to have more neural AI solution in houdini 19 or 20? Keep up the good work and innovation like Kinefx Link to comment Share on other sites More sharing options...
aha_jason Posted July 4, 2021 Share Posted July 4, 2021 -Flat interface similar to UE5. -Use unicode rules to name nodes and variables. -A hierarchical outline view formed according to the flow of nodes. -Use the hot key or according to the current node, the Mini parameter panel that appears at the corresponding position at any time. -An animation editor like UE5's Sequencer. -Better and stable kinefx. -Better view engine, similar to directx or vulkan. Link to comment Share on other sites More sharing options...
Ultraman Posted July 5, 2021 Share Posted July 5, 2021 Better Volume Quality in Viewport less value is clamping . :)) Link to comment Share on other sites More sharing options...
danielsweeney Posted July 5, 2021 Share Posted July 5, 2021 On 16/01/2021 at 5:12 PM, animatrix said: I created this as a camera lock indicator: This is cool. any pointer on reading for resources on how to manipulate houdini's interface like this? also did this bit of code ever get released anywhere? cheers Daniel Link to comment Share on other sites More sharing options...
animatrix Posted July 6, 2021 Share Posted July 6, 2021 12 hours ago, danielsweeney said: This is cool. any pointer on reading for resources on how to manipulate houdini's interface like this? also did this bit of code ever get released anywhere? cheers Daniel Hi, It's not actually modifying the Houdini interface, it's a hack I just create 4 lines in Qt that outline the Houdini viewport. Qt support in Houdini is pretty limited so you can't just do things like this: viewport.qtWidget().bounds() You need to go through all available widgets in the entire app and filter by type, etc like this: https://www.sidefx.com/forum/topic/70782/?page=1#post-301055 I didn't post it publicly only on Patreon and the previous Houdini beta. I can post this part here but it might require some tweaks because it involves using a scene callback to check if the camera is locked, etc. Link to comment Share on other sites More sharing options...
danielsweeney Posted July 6, 2021 Share Posted July 6, 2021 I would defo be up for seeing the code. and I am sure some other people would be too. Scene Callbacks - what do you mean by this? can you elaborate? didn't know you could check if things have been pressed or are active in the interface? cheers for the reply Link to comment Share on other sites More sharing options...
animatrix Posted July 7, 2021 Share Posted July 7, 2021 It's something like this: class SimpleWidget(QtWidgets.QWidget): def __init__(self, parent, x, y, w, h): QtWidgets.QWidget.__init__(self, parent, QtGui.Qt.WindowStaysOnTopHint) self.initialize(x, y, w, h) def initialize(self, x, y, w, h): self.setGeometry(x, y, w, h) self.setMask(QtGui.QRegion(0, 0, w, h)) p = self.palette() p.setColor(QtGui.QPalette.Window, QtGui.Qt.red) self.setPalette(p) def drawViewportOutline(thickness): if hasattr(hou.session, "viewportOutlineWindows"): for w in hou.session.viewportOutlineWindows: w.close() hou.session.viewportOutlineWindows = [] p = hou.session.overlayviewpos s = hou.session.overlayviewsize w = s.width() - thickness h = s.height() - thickness outlineWindows = [] w1 = SimpleWidget(hou.ui.mainQtWindow(), p.x(), p.y(), thickness, h) w1.setParent(hou.qt.floatingPanelWindow(None), QtGui.Qt.Window) outlineWindows.append(w1) w1.show() w2 = SimpleWidget(hou.ui.mainQtWindow(), p.x(), p.y(), w, thickness) w2.setParent(hou.qt.floatingPanelWindow(None), QtGui.Qt.Window) outlineWindows.append(w2) w2.show() w3 = SimpleWidget(hou.ui.mainQtWindow(), p.x() + w, p.y(), thickness, h) w3.setParent(hou.qt.floatingPanelWindow(None), QtGui.Qt.Window) outlineWindows.append(w3) w3.show() w4 = SimpleWidget(hou.ui.mainQtWindow(), p.x(), p.y() + h, w, thickness) w4.setParent(hou.qt.floatingPanelWindow(None), QtGui.Qt.Window) outlineWindows.append(w4) w4.show() hou.session.viewportOutlineWindows = outlineWindows def drawViewportOutline(): # Draw red outline if viewport is camera-locked sceneviewer = hou.ui.paneTabOfType(hou.paneTabType.SceneViewer) currentViewport = sceneviewer.curViewport() if hasattr(hou.session, "viewportOutlineWindows"): if currentViewport.isCameraLockedToView() and currentViewport.camera(): if len(hou.session.viewportOutlineWindows) == 0: drawViewportOutline(2) else: if len(hou.session.viewportOutlineWindows) > 0: for w in hou.session.viewportOutlineWindows: w.close() hou.session.viewportOutlineWindows = [] hou.ui.addEventLoopCallback(drawViewportOutline) The callback function is described here: https://www.sidefx.com/docs/houdini/hom/hou/ui.html Register a Python callback to be called whenever Houdini’s event loop is idle. This callback is called approximately every 50ms, unless Houdini is busy processing events. Basically you can do anything in this function and that means if you can query if the viewport is set to a camera and it's locked then you can toggle the viewport outline. 2 1 Link to comment Share on other sites More sharing options...
XTT Posted July 26, 2021 Share Posted July 26, 2021 (edited) Boldly say a point, is it possible to use the Terrain module to turn into a sculpting module to compare Zbrush. Edited July 26, 2021 by XTT Link to comment Share on other sites More sharing options...
sebkaine Posted August 23, 2021 Share Posted August 23, 2021 SESI should take the power back on Houdini Engine for C4D and ship it directly with the houdini installer, with full support of all the feature : geo / curves / points / volumes. Link to comment Share on other sites More sharing options...
Ultraman Posted August 23, 2021 Share Posted August 23, 2021 (edited) Make Particle Fluid Surface OpenCl Node For Flip Stuff - currently is super slow Edited August 23, 2021 by Ultraman Link to comment Share on other sites More sharing options...
dleonhardt Posted August 23, 2021 Share Posted August 23, 2021 9 hours ago, sebkaine said: SESI should take the power back on Houdini Engine for C4D and ship it directly with the houdini installer, with full support of all the feature : geo / curves / points / volumes. And proper implementation of UI elements like ramps and multi-parms. Link to comment Share on other sites More sharing options...
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