jrgauthier Posted May 5, 2010 Share Posted May 5, 2010 Left, bottom, back viewport views as addition to standard Left, Top, Right. Just like MODO has. It's already in there... Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted May 5, 2010 Share Posted May 5, 2010 (edited) It's already in there... Now you tell me ?! thanks And my second post ? Is there magic button "SPEED" somewhere hidden in Houdini menu that I don't know too ? Edited May 5, 2010 by SWANN Quote Link to comment Share on other sites More sharing options...
evgen Posted May 15, 2010 Share Posted May 15, 2010 We need multi-core support. Speed is the base problem of houdini Quote Link to comment Share on other sites More sharing options...
Stalkerx777 Posted May 16, 2010 Share Posted May 16, 2010 (edited) We need multi-core support. Speed is the base problem of houdini Speed isn't actually a problem in houdini , it's payment for power,flexibility and freedom. Hard Coded "black box" node like in maya-> speed. I don't thin that sesi can drastically improve performance. Its fact. But the only hope is........GPU computing! Thats where we can get power + speed. Edited May 16, 2010 by Stalkerx777 Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted May 16, 2010 Share Posted May 16, 2010 Speed isn't actually a problem in houdini , it's payment for power,flexibility and freedom. Hard Coded "black box" node like in maya-> speed. I don't thin that sesi can drastically improve performance. Maybe I'm not geting something but is Softimage ICE not almost like Houdini ? I know that you get less freedom and it's more closed but I think if they could do it Houdini also can speed up. Problem is that everything in Houdini is slow. From viewport perfomance thru simulatons to rendering. Quote Link to comment Share on other sites More sharing options...
sanostol Posted May 16, 2010 Share Posted May 16, 2010 I'm not sure if GPU computing is the holy grail. it has a quite tight bottleneck. You only get speed if the stuff fits into the grafik ram. and why would houdini take advantage of gpu computing when it does not from multicore support. If You cannot divide a job for threading, gpu computing does not make that much sense, I think I think sesi is aware of the speed issue: http://www.sidefx.com/index.php?option=com_content&task=view&id=1464&Itemid=316 Martin Speed isn't actually a problem in houdini , it's payment for power,flexibility and freedom. Hard Coded "black box" node like in maya-> speed. I don't thin that sesi can drastically improve performance. Its fact. But the only hope is........GPU computing! Thats where we can get power + speed. Quote Link to comment Share on other sites More sharing options...
Leon Amion Posted May 16, 2010 Share Posted May 16, 2010 (edited) I think sesi is aware of the speed issue: http://www.sidefx.com/index.php?option=com_content&task=view&id=1464&Itemid=316 Martin Yeah, they are most likely aware of the speed Issue. If its a priority is a whole other story. Personally I have never chosen Houdini for its speed though I would really like it at this moment. Sorry for my dry sense of humour but I just made a slogan If Houdini where snappier I would be happier. Edited May 16, 2010 by SoulVector Quote Link to comment Share on other sites More sharing options...
LaidlawFX Posted May 24, 2010 Share Posted May 24, 2010 In the group sop I want to be able to select a edge loop, and be able to organize it via the sort sop. My best thoughts on how to do this would be to go in and select edge loops and then infer the points in order of the edge selection. So edge 1 begins at vertex 1, down the line around the edge loop selection. If it was done via edge loops as opposed to just maya's border edge selection, then I think it would open a world more of simple solutions(thought straight up Maya border edge selection would be nice). For one instance extruding around just the edge of a shape, or being able to create a path around an object with the add sop there after. Quote Link to comment Share on other sites More sharing options...
ykcosmo Posted May 24, 2010 Share Posted May 24, 2010 >.< Hot topic...I have only 1 wish, better GL viewport please... Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted May 25, 2010 Share Posted May 25, 2010 edge groups, and edge weights like in modo Quote Link to comment Share on other sites More sharing options...
Guest Swann Posted May 25, 2010 Share Posted May 25, 2010 and Speed . Quote Link to comment Share on other sites More sharing options...
bw5013 Posted May 26, 2010 Share Posted May 26, 2010 (edited) Faster OGL view-port. Better multi-threading... everywhere. IES light profiles! Better SSS! Edited May 29, 2010 by bw5013 Quote Link to comment Share on other sites More sharing options...
pushpathadam Posted June 7, 2010 Share Posted June 7, 2010 Just did my first project lighting inside houdini rather than a studio's inhouse lighting tool and what I would really love to see is a non realistic fully art-directable fallin and falloff control for the spot and point lights. Basically an artist can specify a distance from which a light starts contributing, to full contribution, and another pair for full contribution to zero. -Tom Quote Link to comment Share on other sites More sharing options...
malexander Posted June 16, 2010 Share Posted June 16, 2010 Basically an artist can specify a distance from which a light starts contributing, to full contribution, and another pair for full contribution to zero. H11 has this in the Light object now, the ability to use a ramp for falloff with start/end distance parameters. There's just a single ramp, though, not two with a middle distance (if I'm reading you right). Quote Link to comment Share on other sites More sharing options...
Marc Posted June 17, 2010 Share Posted June 17, 2010 Since v11 is now in beta, I'm going to unpin this thread. Feel free to still post in it though . Next up, Houdini 12 wishlist! . M Quote Link to comment Share on other sites More sharing options...
thinkinmonkey Posted July 15, 2010 Share Posted July 15, 2010 So is it late to ask a normal map texture node in VEX/SHOP like bump map has? A simple node like bump map but with the parameter to choose the kind of space (object/world/tanget). I'd really like to work with this one like I do for other applications (ZBrush, Blender, game engines and so on) Quote Link to comment Share on other sites More sharing options...
abvfx Posted July 15, 2010 Share Posted July 15, 2010 In Vop's or in Shops? Im pretty sure both have options. (i could be wrong) Quote Link to comment Share on other sites More sharing options...
thinkinmonkey Posted July 15, 2010 Share Posted July 15, 2010 phrenzy84: I read old internet pages and I was using this http://www.sidefx.com/exchange/info.php?fileid=561&versionid=561, that works with no problem. But just now I've discovered I can import normal map with bumpmap node in a VEX Displacement! I feel so dumb! Quote Link to comment Share on other sites More sharing options...
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