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Solaris and Karma » Material Linker - Remove Material from list?
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- Leozard
- 18 posts
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Still the same in version 20.5.550. I think they need to improve that UI. Just add a little X to the right of each list item to remove it from the list
Houdini Lounge » Help please
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- Leozard
- 18 posts
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Houdini Lounge » Animation and expression badges on nodes
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- Leozard
- 18 posts
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I think we all agree there are workarounds - typical Houdini style; albeit tedious ones; but also we should agree it will be an improvement and not an impediment to the software for something of the sort to be implemented. Houdini has this reputation of making easy things hard especially for newcomers to the software.
Creating an HDA you can, then soon enough you get to start doing UI/UX work when keys accumulate of all the parameters and you have to promote them; and things like these become overhead 9That you as animator don't need to bother with especially with tight deadlines)that would be solved by my suggestion. Case in point, when doing motion graphics with MOPS nodes, you get to key lots of stuff on many different nodes - falloffs, modifiers, etc. A quick indicator of where those keys are PLUS a little window to the side in the current context you are working in of a list pane that would collect all such parameters can be a huge time saver
Creating an HDA you can, then soon enough you get to start doing UI/UX work when keys accumulate of all the parameters and you have to promote them; and things like these become overhead 9That you as animator don't need to bother with especially with tight deadlines)that would be solved by my suggestion. Case in point, when doing motion graphics with MOPS nodes, you get to key lots of stuff on many different nodes - falloffs, modifiers, etc. A quick indicator of where those keys are PLUS a little window to the side in the current context you are working in of a list pane that would collect all such parameters can be a huge time saver
Houdini Lounge » Animation and expression badges on nodes
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- Leozard
- 18 posts
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I did a little bit of googling but still wonder if I missed something. Does Houdini not have a Node badge to show for example if a node has animated parameters, or parameter expressions? Because many times you need to animate many parameters on different nodes in a sop network for example. Coming back to the file later to hunt which nodes had animation can be painstaking and very inefficient. Likewise for parameter expressions. For now the only way I can help myself is manually color code nodes, which is easy to forget but is also not real solution. I know that nodes that have the time dependent badge in that little clock but it's not the same thing. since it just appears in all downstream nodes anyway
I just made a little mockup of what that may look like A for animation, E for expression...for example
I just made a little mockup of what that may look like A for animation, E for expression...for example
Edited by Leozard - March 18, 2025 22:05:27
Houdini Lounge » The hotkey system is broken in Houdini 20.5
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- Leozard
- 18 posts
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The way I see how UI/UX things are in Houdini right now, I think they are working on overhauling it. As usual, they won't talk about it here. But the writing is all over the wall.
Solaris and Karma » Using name attribute / group in MaterialX for masking
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- Leozard
- 18 posts
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I also just discovered that "Output as Integer Attribute" toggle this week. Saved me on another occasion
Solaris and Karma » Transparency showing up in the Normal AOV. Is that normal?
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- Leozard
- 18 posts
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Hi.
I have a sky text on material assigned a mesh. The material has transparency on it via the blue channel of the sky texture connected to transmission slot of the mtlxsurface unlit shader . But looking at the normal AOV pass I can still see the transparency, same with depth and cryptomatte. Is that normal?
Is the AOV not suppose to just read raw geometry normals(Maybe with a displacement map prepass if chosen so)?
I have a sky text on material assigned a mesh. The material has transparency on it via the blue channel of the sky texture connected to transmission slot of the mtlxsurface unlit shader . But looking at the normal AOV pass I can still see the transparency, same with depth and cryptomatte. Is that normal?
Is the AOV not suppose to just read raw geometry normals(Maybe with a displacement map prepass if chosen so)?
Edited by Leozard - Sept. 25, 2024 13:56:56
Solaris and Karma » Problem when rendering normal map
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- Leozard
- 18 posts
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Solaris and Karma » Render curves as flat ribbons with Karma XPU
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- Leozard
- 18 posts
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Solaris and Karma » Render curves as flat ribbons with Karma XPU
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- Leozard
- 18 posts
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I was wondering, is it a known limitation that Karma XPU cannot render curves as flat ribbons?
Edited by Leozard - Aug. 21, 2024 17:36:02
Houdini Lounge » Houdini 20.5 is out for grab!
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- Leozard
- 18 posts
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The new clip sop is faaaast. WOW!
The labs team needs to update their Box Clip sop, to use this new clip sop instead along with its options like the fact that it has filling included
The labs team needs to update their Box Clip sop, to use this new clip sop instead along with its options like the fact that it has filling included
Houdini Lounge » 20.5 sneak peek is here!
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- Leozard
- 18 posts
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Blessed be that day many years ago when I decided to ditch Maya for Houdini.
Blessed be the fact that I saved many hours not learning substance designer and can now invest that into Copernicus
Blessed be SESI.
Blessed be Copernicus and 3d interop
Blessed be MPM.
Blessed be the fact that I saved many hours not learning substance designer and can now invest that into Copernicus
Blessed be SESI.
Blessed be Copernicus and 3d interop
Blessed be MPM.
Houdini Indie and Apprentice » Vex typeid seems to be a mystery
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- Leozard
- 18 posts
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Houdini Indie and Apprentice » Vex typeid seems to be a mystery
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- Leozard
- 18 posts
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Wow. Thanks Viklc. Would be nice to have that first function into some library(Like Python modules) that could be called in any wrangle node.
And your list of mapped ids seems to be exhaustive.
And your list of mapped ids seems to be exhaustive.
Houdini Indie and Apprentice » Vex typeid seems to be a mystery
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- Leozard
- 18 posts
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So I was in a situation where I had the verify the data type of some values using a printf statement. So, for the first time, I come across the typeid() function. Which returns integer numbers instead of words like float, integer, vector 2, etc. So I searched google to find out if there is correspondence list somewhere which can tell me what number corresponds to what datatype. Scarcely do I find anything. I was almost troubled, like: no one is ever checking the return type of vex values; Is there another way"
Sidefx help docs also seldom mention it. So question is: am I missing something?
Anyway I went on to create my little vex snippet to tell what what IDs are what. Basically
vector myvar;
printf(%s,typeid(myvar)); which returns 3
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vector myvar;
printf(%s,typeid(myvar)); which returns 13
Or
int myvar;
printf(%s,typeid(myvar)); which returns 0
------------------------------------------------
int myvar;
printf(%s,typeid(myvar)); which returns 10
or
float myvar;
printf(%s,typeid(myvar)); which returns 1
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int myvar;
printf(%s,typeid(myvar)); which returns 11
and so on...
As you can see, there is a pattern where if the Id of a type is n, the array of that that same type will be 1n
Sidefx help docs also seldom mention it. So question is: am I missing something?
Anyway I went on to create my little vex snippet to tell what what IDs are what. Basically
vector myvar;
printf(%s,typeid(myvar)); which returns 3
------------------------------------------------
vector myvar;
printf(%s,typeid(myvar)); which returns 13
Or
int myvar;
printf(%s,typeid(myvar)); which returns 0
------------------------------------------------
int myvar;
printf(%s,typeid(myvar)); which returns 10
or
float myvar;
printf(%s,typeid(myvar)); which returns 1
------------------------------------------------
int myvar;
printf(%s,typeid(myvar)); which returns 11
and so on...
As you can see, there is a pattern where if the Id of a type is n, the array of that that same type will be 1n
Edited by Leozard - March 12, 2024 14:28:12
Houdini Lounge » Matte from spot light cone
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- Leozard
- 18 posts
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Hello Jsmack
Thanks for replying. I'll try researching the illunimance loop thing. Never heard of it
Thanks for replying. I'll try researching the illunimance loop thing. Never heard of it
Houdini Lounge » Matte from spot light cone
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- Leozard
- 18 posts
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Houdini Lounge » Matte from spot light cone
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- Leozard
- 18 posts
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Hello.
I am trying to create a matte based on the intersection of the surface being rendered with spot light. Such that only areas within the cone of the light are white, and the rest of the image is black. Please see image attached. Anyone have an idea how I can achieve this please?
Thanks
I am trying to create a matte based on the intersection of the surface being rendered with spot light. Such that only areas within the cone of the light are white, and the rest of the image is black. Please see image attached. Anyone have an idea how I can achieve this please?
Thanks
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