Here is the open source projects on github. You'll need the three layers of code to use the geometry cache.
https://github.com/trinix1975/open-vfx-framework [github.com]
https://github.com/trinix1975/open-vfx-houdini [github.com]
https://github.com/trinix1975/open-vfx-houdini-rop [github.com]
Found 74 posts.
Search results Show results as topic list.
Technical Discussion » Universal Geometry Cache and Open VFX Framework
- francoisd
- 137 posts
- Offline
Technical Discussion » Universal Geometry Cache and Open VFX Framework
- francoisd
- 137 posts
- Offline
Hi,
I've created ROP nodes like a geometry cache, alembic and Mantra that build the paths based on which context (scene) we're in. They are customizable for each studio unique folder structure.
https://vimeo.com/555416760 [vimeo.com]
But then I realized that many pipeline tools could be created with the same concept so they can be used by all studios. For that reason I designed my Rop node tools on top of a framework that I'm going to make open source. I'm calling it Open VFX Framework, on which Open VFX Houdini is built and on which Open VFX Houdini Rop is built.
The idea is that we'll be able to create an Open VFX Maya and Open VFX Nuke for example on which we'll be able to create publishers, publish readers, shot/asset browswer, element library browser and all pipeline tools that a studio need.
Before I make it open source I'd like to have a few people who would try the geometry cache at their own studio (or at home as a freelancer) so I can be sure it covers all types of folder structures.
Message me directly if you are interested in giving it a try and I'll add you to the private github repository.
Thanks
Francois
I've created ROP nodes like a geometry cache, alembic and Mantra that build the paths based on which context (scene) we're in. They are customizable for each studio unique folder structure.
https://vimeo.com/555416760 [vimeo.com]
But then I realized that many pipeline tools could be created with the same concept so they can be used by all studios. For that reason I designed my Rop node tools on top of a framework that I'm going to make open source. I'm calling it Open VFX Framework, on which Open VFX Houdini is built and on which Open VFX Houdini Rop is built.
The idea is that we'll be able to create an Open VFX Maya and Open VFX Nuke for example on which we'll be able to create publishers, publish readers, shot/asset browswer, element library browser and all pipeline tools that a studio need.
Before I make it open source I'd like to have a few people who would try the geometry cache at their own studio (or at home as a freelancer) so I can be sure it covers all types of folder structures.
Message me directly if you are interested in giving it a try and I'll add you to the private github repository.
Thanks
Francois
Edited by francoisd - Jan. 14, 2023 17:35:44
Technical Discussion » Using custom ROP HDA in other contexts
- francoisd
- 137 posts
- Offline
Ha, I'm trying to find this information too. I didn't think about using the HDK for this. Thanks, good to know. Although I'm not sure I want to go this route.
I guess we're out of luck then but let me know if you had any updates on this.
Francois
I guess we're out of luck then but let me know if you had any updates on this.
Francois
PDG/TOPs » Terminal command on Windows
- francoisd
- 137 posts
- Offline
Hi,
If I run “echo aaaaa” in Linux with a Generic Generator Top it works but not in Windows. Here's the message it gives me. I tried on two different computers so I start suspecting it's a bug. Has anyone else had this issue?
If I run “echo aaaaa” in Linux with a Generic Generator Top it works but not in Windows. Here's the message it gives me. I tried on two different computers so I start suspecting it's a bug. Has anyone else had this issue?
Traceback (most recent call last):
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.532/houdini/pdg/types\schedulers\local.py", line 63, in spawn
proc = start_async(item_command, output_file, job_env, extra)
File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.532/houdini/pdg/types\schedulers\local.py", line 1109, in start_async
creationflags=creationflags)
File "C:\PROGRA~1\SIDEEF~1\HOUDIN~1.532\python27\lib\subprocess.py", line 394, in __init__
errread, errwrite)
File "C:\PROGRA~1\SIDEEF~1\HOUDIN~1.532\python27\lib\subprocess.py", line 644, in _execute_child
startupinfo)
WindowsError: [Error 2] The system cannot find the file specified
Houdini Jobs » CG sup role in New York
- francoisd
- 137 posts
- Offline
Hi,
I'm transferring a job description for a CG supervisor role at Alkemy X in New York City. All FX, Lighting and Character FX is done in Houdini. We have an extensive set of Houdini tools that is still growing. Cool place to work!
Please don't hesitate to contact Jonathan if you have any questions or interest.
coolvfxjobs@alkemy-x.com
Thanks
Francois
Job Description
The CG Supervisor works closely with the VFX Supervisor to identify potential strategies, assess technical options and evaluate production schedules. Participates as a leader and hands-on contributor through all stages of Pre and Post Production.
Qualifications
Duties and Responsibilities:
Work with the VFX Supervisor, Leads and Heads of Departments to define the creative and technical approach for the show
Identify areas of R&D required for the show
Work with Production to manage the day to day running of the team
Work with Production to evaluate artist schedules ensuring they are realistic and achievable
Hold rounds with all members of the team on a regular basis
Attend dailies sessions with the team to give feedback/approvals
Meet with the Leads on the show on a regular basis to identify inefficiencies or technical problems with the toolset and pipeline, and put in place a plan of action to resolve such issues
Work with Producers on bid preparation and ensure the budget is being followed when work is awarded.
Requirements:
A minimum of 5 years of CG leadership with experience in, but not limited to, Maya, Houdini, Mantra, Redshift, Arnold, and Nuke on live action episodic television, feature film, and commercial productions.
Experience in Mari, Substance, Syntheyes and 3D Equalizer is ideal
Experience in Python is also a plus.
Strong working knowledge of 3D software packages, tool and pipelines
Excellent problem solving skills
An experienced and honed creative eye
Knowledge of the entire production process, including stage and location shooting is preferred
Ability to successfully delegate, mentor and manage people and projects
Ability to understand client approval process
Must have a sense of strong team dynamics and a positive morale generating style
Additional Information
All your information will be kept confidential according to EEO guidelines.
I'm transferring a job description for a CG supervisor role at Alkemy X in New York City. All FX, Lighting and Character FX is done in Houdini. We have an extensive set of Houdini tools that is still growing. Cool place to work!
Please don't hesitate to contact Jonathan if you have any questions or interest.
coolvfxjobs@alkemy-x.com
Thanks
Francois
Job Description
The CG Supervisor works closely with the VFX Supervisor to identify potential strategies, assess technical options and evaluate production schedules. Participates as a leader and hands-on contributor through all stages of Pre and Post Production.
Qualifications
Duties and Responsibilities:
Work with the VFX Supervisor, Leads and Heads of Departments to define the creative and technical approach for the show
Identify areas of R&D required for the show
Work with Production to manage the day to day running of the team
Work with Production to evaluate artist schedules ensuring they are realistic and achievable
Hold rounds with all members of the team on a regular basis
Attend dailies sessions with the team to give feedback/approvals
Meet with the Leads on the show on a regular basis to identify inefficiencies or technical problems with the toolset and pipeline, and put in place a plan of action to resolve such issues
Work with Producers on bid preparation and ensure the budget is being followed when work is awarded.
Requirements:
A minimum of 5 years of CG leadership with experience in, but not limited to, Maya, Houdini, Mantra, Redshift, Arnold, and Nuke on live action episodic television, feature film, and commercial productions.
Experience in Mari, Substance, Syntheyes and 3D Equalizer is ideal
Experience in Python is also a plus.
Strong working knowledge of 3D software packages, tool and pipelines
Excellent problem solving skills
An experienced and honed creative eye
Knowledge of the entire production process, including stage and location shooting is preferred
Ability to successfully delegate, mentor and manage people and projects
Ability to understand client approval process
Must have a sense of strong team dynamics and a positive morale generating style
Additional Information
All your information will be kept confidential according to EEO guidelines.
Edited by francoisd - June 26, 2019 08:01:39
Technical Discussion » StyleSheet on QLineEdit, QComboBox and QCheckBox
- francoisd
- 137 posts
- Offline
I've found a workaround. If I set the missing style outside of my code it works. This is what I've put in my 123.py script.
style = QtWidgets.QStyleFactory.create('Fusion') QtWidgets.qApp.setStyle(style)
Technical Discussion » StyleSheet on QLineEdit, QComboBox and QCheckBox
- francoisd
- 137 posts
- Offline
I've made a bit of progress I think. I've noticed H17 doesn't have a style. However, if I run the following in H16 I get the style “fusion”
In the attempt of forcing the style to be the same, if I try to set the style to Fusion it crashes in both versions.
import PySide2; print PySide2.QtWidgets.QApplication.instance().style().objectName()
In the attempt of forcing the style to be the same, if I try to set the style to Fusion it crashes in both versions.
import PySide2; PySide2.QtWidgets.QApplication.instance().setStyle(PySide2.QtWidgets.QStyleFactory.create('Fusion'))
Technical Discussion » StyleSheet on QLineEdit, QComboBox and QCheckBox
- francoisd
- 137 posts
- Offline
Hi,
If you run this code in the Python Source Editor on H16.5 and H17 you get two different results. In H16.5 the style sheet is applied properly but in H17 the background stays unchanged in the non working examples. I looked at PySide2.__version__ and PySide2.QtCore.__version__ for both Houdini versions and they are the same.
I also had a look at QPalette but I didn't see any difference between the two versions that could explain the problem.
I'd like to understand how to fix this but if this turns out to be a bug, any workaround like I've found for the QLineEdit is welcome.
Sorry, I had formatting issue that I fixed by specifying to the forum it's Python code.
#######################################################
##########################################
Thanks
Francois
If you run this code in the Python Source Editor on H16.5 and H17 you get two different results. In H16.5 the style sheet is applied properly but in H17 the background stays unchanged in the non working examples. I looked at PySide2.__version__ and PySide2.QtCore.__version__ for both Houdini versions and they are the same.
I also had a look at QPalette but I didn't see any difference between the two versions that could explain the problem.
I'd like to understand how to fix this but if this turns out to be a bug, any workaround like I've found for the QLineEdit is welcome.
Sorry, I had formatting issue that I fixed by specifying to the forum it's Python code.
#######################################################
from PySide2 import QtCore from PySide2 import QtWidgets from PySide2 import QtGui import hou class TestDialog(QtWidgets.QDialog): def __init__(self): QtWidgets.QDialog.__init__(self, None) vbox = QtWidgets.QVBoxLayout() # unchanged input field # Notice how this one has the standard white in H16 but is somehow # inheriting a black color in H17 field = QtWidgets.QLineEdit() vbox.addWidget(field) # working input field # We have to specify a border to force the color to apply working_field = QtWidgets.QLineEdit() working_field.setStyleSheet('* {background-color: red; border: 0px;}'); vbox.addWidget(working_field) # non working input field non_working_field = QtWidgets.QLineEdit() non_working_field.setStyleSheet('* {background-color: red;}'); vbox.addWidget(non_working_field) # working combo # Works when it's not an editable combo box working_combo = QtWidgets.QComboBox() working_combo.insertItems(0, ['aaaa', 'bbbb', 'cccc']) working_combo.setStyleSheet('* {background: green; border: 0px;}') vbox.addWidget(working_combo) # non working combo non_working_combo = QtWidgets.QComboBox() non_working_combo.setEditable(True) non_working_combo.insertItems(0, ['aaaa', 'bbbb', 'cccc']) non_working_combo.setStyleSheet('* {background: green; border: 0px;}') vbox.addWidget(non_working_combo) # non working check box non_working_checkbox = QtWidgets.QCheckBox() non_working_checkbox.setStyleSheet('* {background: green; }') vbox.addWidget(non_working_checkbox) # Uncomment the next code line to inherit the Houdini style sheet. # However the issue is still there #self.setParent(hou.qt.mainWindow(), QtCore.Qt.Window) self.setLayout(vbox) dialog = TestDialog() dialog.show()
Thanks
Francois
Edited by francoisd - Feb. 3, 2019 19:47:47
Technical Discussion » Shortcut not initialized on contextual menus
- francoisd
- 137 posts
- Offline
Hi,
If I create a menu entry on a parameter in PARMmenu.xml and assign a shortcut to it, the shortcut won't work until I first right-click on the menu to make it visible.
Once it's visible my shortcut works as expected as long as the session is on.
I've submitted the bug but I'm afraid it won't be resolved soon so I was wondering if anyone had an idea on how to force the loading of a parameter menu when Houdini is launched.
Thanks for the help.
Francois
If I create a menu entry on a parameter in PARMmenu.xml and assign a shortcut to it, the shortcut won't work until I first right-click on the menu to make it visible.
Once it's visible my shortcut works as expected as long as the session is on.
I've submitted the bug but I'm afraid it won't be resolved soon so I was wondering if anyone had an idea on how to force the loading of a parameter menu when Houdini is launched.
Thanks for the help.
Francois
Houdini Indie and Apprentice » Simple light object instancing
- francoisd
- 137 posts
- Offline
Enivob
I don't think you can instance lights in Houdini.
For the record, you can instance light in Houdini. Here is an example file and things to keep in mind.
-You need Full Point Instancing. Fast Point Instancing won't work.
-Even thought the Instance Object parameter is called “instancepath” the attribute you have to create per point is “instance”.
-You need to make sure your object containing all the instances is visible to Mantra as an object but you don't need to put it in the candidate lights. For example my workflow involves to not use Candidate Objects, I use Force Objects instead. For this reason I have to write my instance node there.
-You generally want to exclude the single light be instance from the center of the world by writing its name in “Exclude Lights”.
Work in Progress » Hurricane on Saturn
- francoisd
- 137 posts
- Offline
The reason why the asset was not included was because it was for sale on Orbolt but oh well, I decided to give it. I think I sold only one in two years.
I usually make one hda per otl to better manage the versioning but since these tools are all meant to be used together it's all in the same otl.
So here it is
Francois
I usually make one hda per otl to better manage the versioning but since these tools are all meant to be used together it's all in the same otl.
So here it is
Francois
Work in Progress » Hurricane on Saturn
- francoisd
- 137 posts
- Offline
This is in answer to a question on the mailing list asking how to achieve this kind of effect, see image attached.
I've made an quick test but I recommend for doing the real shot to have two sets of volumes because in the image we see two distinct level of density. Or one could make sure there is a nice contrasted level of density.
Also you could have a ramp that controls the variation based on the radius. This way you could decide where a ring becomes very dense.
I key to keep details even when the whole spiral has spun quite a lot is to add those small vorticle spin themselfves also deformed by the main spiral.
Let me know if you need more info/documentation in the hip file.
Francois
I've made an quick test but I recommend for doing the real shot to have two sets of volumes because in the image we see two distinct level of density. Or one could make sure there is a nice contrasted level of density.
Also you could have a ramp that controls the variation based on the radius. This way you could decide where a ring becomes very dense.
I key to keep details even when the whole spiral has spun quite a lot is to add those small vorticle spin themselfves also deformed by the main spiral.
Let me know if you need more info/documentation in the hip file.
Francois
Technical Discussion » Edge artifact rendering smoke
- francoisd
- 137 posts
- Offline
Technical Discussion » Edge artifact rendering smoke
- francoisd
- 137 posts
- Offline
Houdini Lounge » Viscous flip fluid with bounce
- francoisd
- 137 posts
- Offline
I saw that thread but I didn't think it'd be related. Now that I look at it more carefully, it makes sense that what I see as bouncing may actually be more like getting back a bit to its previous shape.
I'll give that a try.
Thanks
I'll give that a try.
Thanks
Houdini Lounge » Viscous flip fluid with bounce
- francoisd
- 137 posts
- Offline
Hi guys,
Is there a way to make a flip fluid bounce when it's very viscous. I'm doing soap foam and for now I can make it work when it's not too viscous and when I make the bounce over 1 but it's not a cheat that gives the visual result that I'm looking for.
Thanks
Francois
Is there a way to make a flip fluid bounce when it's very viscous. I'm doing soap foam and for now I can make it work when it's not too viscous and when I make the bounce over 1 but it's not a cheat that gives the visual result that I'm looking for.
Thanks
Francois
SI Users » Modelling and some consideration
- francoisd
- 137 posts
- Offline
I find the price totally reasonable for what I get, amazing improvements every year and great support. Although now hopefully they're gonna get part of the XSI market and will be able to lower their price. But for sure I wouldn't agree to pay less to go more to something like Autodesk products and support.
Francois
Francois
The Orbolt Smart 3D Asset Store » Protected vop type asset
- francoisd
- 137 posts
- Offline
That's fine actually I'm doing it with vop collapsed into a subnet then converted to a HDA because I have to use a ramp parameter and the other way didn't allow it.
Do you know if this mechanism already prevent the user from diving inside the HDA?
Thanks
Do you know if this mechanism already prevent the user from diving inside the HDA?
Thanks
The Orbolt Smart 3D Asset Store » Protected vop type asset
- francoisd
- 137 posts
- Offline
I'd like to know if there's a plan to implement that and when would that be?
I'm referring to hide the code written in an asset created from “File - New Operator Type - VEX Builder Type” on a protected asset.
Thanks
François
I'm referring to hide the code written in an asset created from “File - New Operator Type - VEX Builder Type” on a protected asset.
Thanks
François
The Orbolt Smart 3D Asset Store » Version major and minor
- francoisd
- 137 posts
- Offline
Hi Adam,
in this case we probably want to include the major version number part of the asset name because if we don't then how are we gonna call the next major release? Or I could do without and just add v2 in the name if I ever need to do a major upgrade.
However, to find my way between my dev versions and what's pushed to Orbolt I guess I'll have to do my minors in the file name on my computer and rename them to a non-version name before I release it and assume what version is which based on the date only.
Francois
in this case we probably want to include the major version number part of the asset name because if we don't then how are we gonna call the next major release? Or I could do without and just add v2 in the name if I ever need to do a major upgrade.
However, to find my way between my dev versions and what's pushed to Orbolt I guess I'll have to do my minors in the file name on my computer and rename them to a non-version name before I release it and assume what version is which based on the date only.
Francois
-
- Quick Links