Mike_A With the UVFlatten SOP active the operations toolbar has a "Rectify groups of Quads" button. Shift click on the UV island. I think that may do what you want.
Hey, thanks.
I tried that before, but it switched to vertice selection. But somehow nothing happened when I selected the vertices.
Just tried it again and selected some polygons instead of vertices and it works.
With very primitive 3D AI already popping up here and there, it looks like suddenly AI is moving very fast towards 3D as well. I really hope we’ll soon be able to make use of this new tech in Houdini.
In combination with "Gaussian Splatting", Real Time Radiance Field rendering and Houdini beeing the best environment for particle sim and managing point clouds, combining this tech with AI in Houdini would create so many new and exiting possibilities.
Other than that, I think it would be great if AI could be used to enhance the workflow and GUI. It could filter Operators based on the selection and be smart enough to suggest Ops named differently then the search term, especially with the silly naming of some Ops in Houdini. But currently Houdini is giving me bopkus when using the LMB over an Edge, Poly or Point.
And for mere mortals like myself that have a blind spot for scripting and coding, it would be a big relief if it would be possible to use prompts instead of having to write Vex or Python code for simple tasks.
dreamblk I think the Delay is due to AI and integrating it into the core program. They probably floated the h20 stuff just to let you know it is coming at some point. Houdini has a large learning curve. If AI can drop that curve it would make sense to integrate it.
Yess, finally ! Just add a "make nice" prompt and Bob’s your uncle ;-)
... what would be really helpful for modeling in Houdini is a RMB context sensitive dropdown menu.
The RMB can speed up workflow a lot, not only for modeling. But it seems completely ignored in Houdini, it gives the same options no matter what is currently selected.
Happened several times that Houdini overwrites the default current Desktop when it is crashing.
So when the Desktop is customized I'm suddenly stuck with a customized Desktop whenever I start Houdini, until I run a repair, or manually overwrite the Desktop in the install folder with one from a previous Houdini version.
Hardly seems like a feature, so I suspect this is a bug ?
Is there a way to disable Houdini overwriting the default Desktop on a crash ?
In this case there's a single FBX with lot of different types of objects, the sphere's are just an example I used to simplify explaining the issue.
But even without an imported FBX it would be great to have a way to merge multiple plain vanilla Geo nodes into a single one with the click of a button. And not having to manually add them one by one, and to be honest I'm surprised stuff like this is not easier in a node based app like Houdini .
But it sounds like you are planning on developing a tool or script ? But you don't have to do that for me, I was just trying to figure if there's a way to circumvent the strange limitations of Houdini without having to learn how to write scripts.
I solved it with Bundles now, but it would be much nicer to be able to just select some Geo nodes and merge the embedded SOP's into a new Geo node.
It's a very basic problem actually, what I have is some Geo nodes with geometry as in the image I attached before, and what I like to automate somehow is what's in the image I attached now.
Well, it's a very basic problem to be honest, and I'm amazed it's still an issue in Houdini.
It's just an FBX with a lot of geo nodes or objects that I need to render with Redshift, but I need to clean the material override properties somehow for the Redshift material to have an effect.
And because strangely enough one can't edit or even select multiple SOP's simultaneously in Houdini it's an issue I run into a lot.
Every time I need to edit multiple SOP's for any reason at all I run into this and most of the time I bite the bullet and edit them one at a time manually.
But that goes for any SOP, for instance; it's often not smart to transform an object at the Geo level because you'll run into problems later on, so it's better to add a transform node.
But that will cause the same problem if one needs to edit multiple Transform SOPs at the same time...you can't
I'm trying to wrap my head around the Parameter Spreadsheet because I need to edit multiple objects from an imported FBX. But as usual the Docs are useless, I can't seem to find much info about it and things are far from intuitive.
Is it even possible to add a "clean" node to 150 objects in the Parameter Spreadsheet, and edit the attributes to be removed ?
Or am I knocking at the wrong door ??
If anyone could shed some light on this I'd be very grateful.