Houdini 14 Wishlist

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Been waiting 30 years for this.
Still, no dice here… :roll:

Traceback (most recent call last):
File “<stdin>”, line 1, in <module>
File “CPROGRA~1/SIDEEF~1/HOUDIN~1.547/houdini/python2.7libs\hou.py”, line 41689, in __getattr__
return _hou.HDAModule___getattr__(*args)
AttributeError: ‘module’ object has no attribute ‘main’

mandrake0
i just made it a bit better…. okey the code is very bad but it works and yes its even a 0.001 version :-)

and please don't take this any serious it was just for fun.

What works:
Polygon Mesh

What doesn't Work:
everything else :-)

EDIT:
Forgotten the OTL :-/
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let's guess how h14 will be
1 Big improve on mantra ,maybe gpu maybe support houini engine
2 Vdb based fluid,sand solver, snow solver
3 Big improve on fem and cloth
4 Crowd?
How do you think? Guess guess guess
https://vimeo.com/user3971456/videos [vimeo.com]
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I guess I'm late for the party, but I'll toss in my two cents, based on a recent project.

1. Search&Replace for spreadsheet views
2. Find as you type for all search/filter controls
3. Hierarchical material assignments for example for data tree view
4. Maybe expose manipulators to HDK finally (so we can have something akin to pixar presto on surface controls)?
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The ability to change the Maximum Inputs on nodes that currently has 4 inputs; like the dopnet, vopsop, etc. Lately I've been using them all up, and for convenience I use the expression ‘op:`opinputpath(“..”, 0)`’ inside to grab the inputs. But once I fill the 4 inputs up I have to write the full/relative paths for any additional inputs. A simple setting to let the user expand beyond the current maximum of 4 would be great.

It doesn't have to be visible parameter on the node itself, but kinda like how you can change the number of inputs in Type Properties of your OTLs.
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otl Permission Ability inside of Houdini sometimes is very useful.
Sometimes we wanna lock internal nodes (and Codes) of our custom assets.
Something like Copy Protected method in the Orbolt , But doing this inside Houdini , And this feature just lock internal network and users can copy our otls on any system :idea:
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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Joker386
otl Permission Ability inside of Houdini sometimes is very useful.
Sometimes we wanna lock internal nodes (and Codes) of our custom assets.
Something like Copy Protected method in the Orbolt , But doing this inside Houdini , And this feature just lock internal network and users can copy our otls on any system :idea:

I hope that too, but I doubt that, because of Orbolt.
If SESI implement this, Orbolt dies! :wink:
Feel The Knowledge, Kiss The Goat!!!
http://www.linkedin.com/in/alejandroecheverry [linkedin.com]
http://vimeo.com/lordpazuzu/videos [vimeo.com]
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alejandro
Joker386
otl Permission Ability inside of Houdini sometimes is very useful.
Sometimes we wanna lock internal nodes (and Codes) of our custom assets.
Something like Copy Protected method in the Orbolt , But doing this inside Houdini , And this feature just lock internal network and users can copy our otls on any system :idea:

I hope that too, but I doubt that, because of Orbolt.
If SESI implement this, Orbolt dies! :wink:

But Orbolt doesn't that exactly , because When we use Copy Protection feature , the peoples can't use my otls on another system , At least it's great if they add another feature for locking internal nodes (and codes) only , But users can copy them !

Sometimes it's not a useful otl for everyone , we don't want upload it in the orbolt , it's just a project for an employer , they should just use our project and render it , But we don't wanna they see our sources. (Unless they buy it !)

However I hope some day this feature will add to the Houdini
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
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attribute driven carve would be nice.
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Like all good 3d apps have some modeling tools. Houdini needs it.
My wishes are:
- Normal Axis orientation for a handle. One of the most usable things in modeling. During modeling.
Here is how it works in Blender: http://youtu.be/vuH2VAB5hGE [youtu.be]
It's very important for modeling.

- Individual origins. Every edge or every face can move/scale/rotate according its normal axys. Houdini has Pick axys - but it can only move. It would be cool to scale and rotate too.
Here is how it works in Blender.
http://youtu.be/C1nQWkVLVW4 [youtu.be]

3DMax, Modo, Maya have these features sure too.
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Decimation ( something better than the regular poly reduce in terms of detail preservation ) This could be huge for level design.

And I would love to see uv packing. Especially useful for quickly arranging uv sets after a “for each” node.

These two would make it soo much easier to create a set of geo which I could either use out of the box or send out to zbrush for further work. There are times when it is just nice to start in Houdini do some procedural stuff, and then export for further work elsewhere.

as far as the pick axis modes from the post above, I would recommend looking at modo. It has by far the most extensive set of tools to manipulate the axis of any individual or group of elements. These tools would be super with houdini.
-m-k-
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RFE: HDA friendly VEX enhancements

Currently VEX particularly Wrangle nodes have so many syntactic baggage, that it makes it a lot harder to develop smart digital assets. The easiest way is to dynamically generate VEX code using Python but that's not recommended by SESI.

We should be able to read any attribute without specifying the type. For example:

@value

could be an int, float, vector, matrix, etc. Since the attribute type is known before the Wrangle node, it should work.
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | animatrix2k7.gumroad.com
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RFE: 3ds Max Perspective Match

https://www.youtube.com/watch?v=rswNzZoVLh8 [youtube.com]

A very useful tool to quickly setup basic camera matching.


RFE: All extended editors to switch to Visual Studio caliber editor control for unification and powerful functionality

Writing one from scratch is a full time job that would take years. The best 3rd party editor control I used is this one:
http://www.actiprosoftware.com/products/controls/windowsforms/syntaxeditor [actiprosoftware.com]

http://www.actiprosoftware.com/products/controls/windowsforms/syntaxeditor/editing [actiprosoftware.com]

They have Winforms and WPF version. Winforms should be relatively easier to add than WPF I think and to preserve cross platform support. I am not really sure though.











Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | animatrix2k7.gumroad.com
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small request, but potent!

Give us middle mouse button(scroll wheel) to translate, rotate or scale from anywhere in the viewport after selection of objects or components are active, so that we don't always have to select the gizmo to move objects or selections.
Werner Ziemerink
Head of 3D
www.luma.co.za
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RFE: Ability to cycle menu item parameters using MMB

The value ladder works for numerical parameters which is good. But we should also have the ability to switch menu elements of a menu parameter using MMB without a value ladder. So using MMB and moving the mouse would change the next or the previous menu element depending on where you move your mouse.
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | animatrix2k7.gumroad.com
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I would like for particles to appear in the viewport on the Mac Mini. Currently, in R13 they do not.

https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35048 [sidefx.com]
Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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Enivob
I would like for particles to appear in the viewport on the Mac Mini. Currently, in R13 they do not.

https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=35048 [sidefx.com]

i have seen that the H14 will support the Intel GPU. somewhere in the forum there was a post from the developer why it wasn't working nicely with osx and some other stuff….

but here it's the post from the changement and the new requirements list:
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=30927 [sidefx.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=2680&Itemid=390 [sidefx.com]
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RFE: Falloff SOP

To create a point attribute whose values depend on how far they are from the input points for a given radius.

The falloff center should be defined by any point or coordinate, not just physical points that exist in the geometry. For example you should be able to specify the falloff locations using a point cloud input that has nothing to do with the first input.

So it should support groups, point clouds (2nd input) or just a coordinate parameter say when you want to specify falloff from the origin or the center of the geometry which doesn't necessarily have a physical point at that location.



I made a version that only supports physical points:
https://www.orbolt.com/asset/animatrix::falloff::1.00 [orbolt.com]
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | animatrix2k7.gumroad.com
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AttribShape SOP does this in qLib
daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
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That's pretty cool. It only doesn't have the point cloud method if I am not missing anything.
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | animatrix2k7.gumroad.com
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it has built in shapes (box/sphere/cylinder) and optional volume 2nd input.
Also it allows you to use it to “compose” the resulting attrib with sequential attribShape nodes.
daniel bukovec | senior fx td | weta digital
qLib -- http://qlab.github.io/qLib/ [qlab.github.io]
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