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Houdini 20 Wishlist

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What I always wish for.

We need talking characters. I want to be able to supply a voice-over file, along with a script, and have a face rig speak the lines. Expressions and blinking would be great too.

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On 2021-10-09 at 1:44 AM, animatrix said:

Overlay network editor would be nice to have built-in in H19 or 20 :)

I have been using it for more than 2 years in production, so the video I initially uploaded is severely outdated. Will update once H19 is released.

 

Why hasn`t this been implemented yet ?
Imagine Houdini 20
Dual Monitor Full Screen
with an internal Floating web and file browser.

Infact imagine Houdini OS, pedal to the metal. boot into houdini. This is the future.
 

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On 2022-01-29 at 2:08 AM, tricecold said:

Why hasn`t this been implemented yet ?
Imagine Houdini 20
Dual Monitor Full Screen
with an internal Floating web and file browser.

Infact imagine Houdini OS, pedal to the metal. boot into houdini. This is the future.
 

Thanks Tim! That's the dream :)

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A quick one to add to the list

 

- When a node cook using OpenCL to compute the data, if GPU does not enough RAM to output the result, Houdini should automatically switch to CPU and not block the all process

- If Houdini is getting close to a certain selected RAM threshold, i could have an option to stop, continue or disk swap but not constant crash

- Revamped and faster COP

- If a loop could be multithreaded, houdini should recognize and handles the compile under the hood

 

________________________________________________________________

Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts

 http://fr.linkedin.com/in/vincentthomas

 

 

Edited by vinyvince
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We have a default biped, actually a few. What about the same for vehicles? A default, car character/rig, and semi-truck with a trailer.

Use those new vehicle assets in a self tool for the Crowd simulator that demonstrates traffic, lanes, and stop-lights.

Edited by Atom
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For groom/hair :
- Replace the "recache stroke" on the guide groom who is been deleted by H19
-  Have more option in sort SOP to re order points who come from a group like "root". With that, we can import curve with bad num point and convert them in a guide. It's user friendly

For VEX :
- Have a window that opens while we write and that will offer us vocabulary based on what has already been written. A bit like "Atom" for python

For ROP/LOP : 
- As mentioned above, having an XPU that is no longer in beta
- Often depending on the rendering engine you have to promote attributes or groups so that third-party software can read them.
Maybe it would be interesting to have export presets depending on the software/engine
- For karma, having an AOV that tells us which rendering areas have the most noise/flickering and in which AOV the problems lie.
Clarisse has this kind of thing that allows us to precisely target her object and that her AOV generates noise and flickering

For DOP :
- With Embergen I tell myself that we can push the calculation times of smoke/fire simulations even further.
Houdini allows us to have a lot of control over our simulations, but it remains relatively long. While Embergen is a toy over which we have little control but which is in real time.
So improving the calculation times in Houdini to get closer to real time does not seem impossible to me?
- In the same way as the SOP pyrosolver, have a sop RBDsolver which contains the simulation of RBD, debris and smoke
- Make cloth simulations a bit more user-friendly. For the moment a lot of production remains on Maya or Marvelous because it is easier to use and above all the sups know the Ncloth. Making the cloth more "simple" to use will allow a transition between the two software

Modeling :
- integrate a "sculpt" module a bit like blender

Extra : 
- The ability to make 2D and make it almost real time.
Currently I also do FX2D, and I use Houdini simulations. I would like to avoid leaving the software to go to Toonboom or Adobe Animate.
So if we can have the grease-pencil of Blender in Houdini version it would be crazy

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Some common sense ideas that occurred to me after having tried every 3D software. I don't have many gripes with Houdini's UX. But these just seem way too obvious.

-an infinite scroll drag like in Blender for all panes (viewport, spreadsheet, network editor). We already have it on parameter sliders. Why isn't it everywhere? Especially the network editor.

-Anytime you type code anywhere in Houdini, there should be some kind of auto-fill suggestions option that gives you potential keywords/reserved words.

-The ability to destructively edit geometry. Is it really that hard to add a non-procedural component to the toolset? Or at least make an optional toolset or something that has zero risk of interfering with the established core functions?

 

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- Something stupid, but i will relly like that when i add note and sticker , and add node in between nodes, when node are offsetting down to give place to the new nodes added, the nodes follow too!

On complex setup like i have with few thoushand of nodes, it get quickly irritating to repositions all the times the node. I guess i should just turnoff that auto move down stuff..

 

-- More seriously , basic Python viewer state feature should come natively in Houdini. No need to learn and implement your own every time. And fast and direct way to see the result in Solaris in real time with too much extra steps.

If Sidefx doesn't do this, it might lose a large part of the game market who will switch to Blender...

- More OpenCL accelerated nodes. When a node is getting opencl erreur, we should have way to switch to CPU , or at least message error i could filter in a switch but not have Houdini crash

- Going to repeat this one , but lot's of feature are passing by COP , even substance and the old thing needs a speed boost and major upgrade.

 

________________________________________________________________

Vincent Thomas   (VFX and Art since 1998)
Senior Env and Lighting  artist & Houdini generalist & Creative Concepts

 http://fr.linkedin.com/in/vincentthomas

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Posted (edited)

For VEX it would be cool to have an additional (but optional) argument taken when creating channel parameters to specify the default value. 

For example, when creating a channel float parameter in VEX you can type something like chf("my_float", 1) and that would create the parameter with 1 as its default value, rather than 0. 

Edited by Ziyad

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Posted (edited)

would be nice to see a more streamlined way of controlling random time offsets with point attributes. point attributes don't really work with timeshift unless in a for loop, but it doesn't work very efficiently and is really slow. CGwiki has a page about time offsets in for loops. Of course chops works, but point attribute + timeshift seems like it could be way easier.

Edited by ejr32123

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