VCC.exe Vop operator compile. How to do it in H12?

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In H11 there was special key “-m” for compile vop operator from VFL file
How to do the same operation in H12? in vcc.exe's help for compile there is no this key.
Thanks
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UPD:

Tuesday, May 31, 2011
Houdini 12.0.280: The new vcc no longer accepts the -m, -M, -p or -P options for producing VOP scripts from VEX input.


Damn, it is very bad, if we cant to do VOP type from vfl!
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vcc11 (the H11 VEX compiler) is still available for the H12 release, so if you really need to use this option you can revert to using the old compiler. I'm curious why you need this though - the normal workflow would be creating a VOP containing the code, putting it in a network (shader), and then generating the .vfl from that.

Andrew
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Well, I have a complex vex code in VFL file with a lot of interface elements (pragmas) which hard to repeat in VOP fast and it contains a lot of my own functions also.
So its better for me to compile my vfl directly to VEX builder Type as it was in old compiler with -m flag. Its simpler, faster and more clear.
Andrew, as I understand, you suggest to make full shader from VOP as i understand. But I need to get Vex Builder type.
Seems to me that I need to use old h11 compiler for that, but why this ability was removed from h12?
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andrewc
vcc11 (the H11 VEX compiler) is still available for the H12 release, so if you really need to use this option you can revert to using the old compiler. I'm curious why you need this though - the normal workflow would be creating a VOP containing the code, putting it in a network (shader), and then generating the .vfl from that.
Andrew

This is very handy workflow, when you write a code in an external text editor. You write a shader or operator, compile normally & test, then split a code into a bricks which can be easily assembled in Vops. Basically this is the easiest way to create custom Vops from a source code.

Thankfully old compiler is still around
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