Just to be precise, I'm talking about py3 support in solaris part.
Is there any way to get demo of RS with this feature?
I'm seeing demo available version is only for 3.0.36, but Houdini 18.5.499 is supported only starting from 3.0.39. Will plugin for 3.0.39 work with 3.0.36?
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3rd Party » Redshift3D support for Houdini 18.5
- mlesin
- 176 posts
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3rd Party » Redshift3D support for Houdini 18.5
- mlesin
- 176 posts
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3rd Party » Redshift3D support for Houdini 18.5
- mlesin
- 176 posts
- Offline
3rd Party » Redshift3D support for Houdini 18.5
- mlesin
- 176 posts
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3rd Party » Redshift3D support for Houdini 18.5
- mlesin
- 176 posts
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Is there any progress on py3 support? Our studio is already moved to py3 build and there is no way back now
Technical Discussion » [SOLVED] cvex_bsdf doesn't work for me
- mlesin
- 176 posts
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Technical Discussion » [SOLVED] cvex_bsdf doesn't work for me
- mlesin
- 176 posts
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I'm trying create henyeygreenstein phase bsdf using cvex_bsdf() without any luck…
henyeygreenstein_eval and henyeygreenstein_sample functions avialable in houdini/vex/CVex directory in both compiled and vfl form, they already imported as shoptypes in standard houdini/otls/OPlibShopVMantra.otl
but this construction in surface shader:
$f = cvex_bsdf(“henyeygreenstein_eval”, “henyeygreenstein_sample”, “label”, “”, “phase”, 0.5);
doesn't work. No errors, just rendering black image.
If i change it to this (which i dont know where coming from):
$f = henyeygreenstein(0.5,“label”,“”);
Everything works as expected.
Please provide any working example of cvex_bsdf usage!
henyeygreenstein_eval and henyeygreenstein_sample functions avialable in houdini/vex/CVex directory in both compiled and vfl form, they already imported as shoptypes in standard houdini/otls/OPlibShopVMantra.otl
but this construction in surface shader:
$f = cvex_bsdf(“henyeygreenstein_eval”, “henyeygreenstein_sample”, “label”, “”, “phase”, 0.5);
doesn't work. No errors, just rendering black image.
If i change it to this (which i dont know where coming from):
$f = henyeygreenstein(0.5,“label”,“”);
Everything works as expected.
Please provide any working example of cvex_bsdf usage!
Edited by - May 4, 2014 15:37:38
Technical Discussion » VEX: raytrace-diced point position
- mlesin
- 176 posts
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I'm using micropolygonal renderer with shading quality=2 and ray shading quality=0 (to avoid micropolygons in raytrace) I like the results exept i have to set very high bias values.
They can be avoided easily if I only knew the corresponding point position (P) on my geometry copy diced for raytrace.
I've tried sample_geometry and it does work if I have two copies of geometry at SOP level, sampling one another using parametric distribution. Is there any way to sample it themself? Or maybe some undocumented rayP global variable?
They can be avoided easily if I only knew the corresponding point position (P) on my geometry copy diced for raytrace.
I've tried sample_geometry and it does work if I have two copies of geometry at SOP level, sampling one another using parametric distribution. Is there any way to sample it themself? Or maybe some undocumented rayP global variable?
Technical Discussion » Renderman Light Linking Problem
Technical Discussion » [workaround] How to get lightlinking working in RIB
- mlesin
- 176 posts
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I've found that lightlinking doesn't work in prman.
After a bit of investigations, i found that after the following changes in RIBsettings.py it starts working again :
(Note this is a workaround, it may be quite slow for lots of lights, but it's working)
That piece of code:
# And, last but not least, output illumination statements
for light in obj.objectList(“objlist:unlightmask”, now):
handle = light.getData(“ri_handle0”)
if handle != None:
Ri.Illuminate(handle, 0)
has to be replaced with the following:
# And, last but not least, output illumination statements
unlightlist =
for light in obj.objectList(“objlist:light”, now):
found = False
for mlight in obj.objectList(“objlist:lightmask”, now):
if light.getName(True)==mlight.getName(True):
found = True
continue
if not found:
unlightlist.append(light)
for light in unlightlist:
handle = light.getData(“ri_handle”)
if handle != None:
Ri.Illuminate(handle, 0)
There is two things I've found:
1. obj.objectList(“objlist:unlightmask”, now) returns empty list all the times
2. probably mistyped “ri_handle0” instead of “ri_handle” in light.getData() call
After a bit of investigations, i found that after the following changes in RIBsettings.py it starts working again :
(Note this is a workaround, it may be quite slow for lots of lights, but it's working)
That piece of code:
# And, last but not least, output illumination statements
for light in obj.objectList(“objlist:unlightmask”, now):
handle = light.getData(“ri_handle0”)
if handle != None:
Ri.Illuminate(handle, 0)
has to be replaced with the following:
# And, last but not least, output illumination statements
unlightlist =
for light in obj.objectList(“objlist:light”, now):
found = False
for mlight in obj.objectList(“objlist:lightmask”, now):
if light.getName(True)==mlight.getName(True):
found = True
continue
if not found:
unlightlist.append(light)
for light in unlightlist:
handle = light.getData(“ri_handle”)
if handle != None:
Ri.Illuminate(handle, 0)
There is two things I've found:
1. obj.objectList(“objlist:unlightmask”, now) returns empty list all the times
2. probably mistyped “ri_handle0” instead of “ri_handle” in light.getData() call
Technical Discussion » custom user option in rib
- mlesin
- 176 posts
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Technical Discussion » custom user option in rib
- mlesin
- 176 posts
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Is there any way to add custom, user defined option into a RIB, without modifying contents of /houdini/soho/*.py files?
I want to add scene-specific option, like
Option “user” “unform string mode”
There is a nice thing implemented with User Attributes, but i can't find the same for User Options, and even no PreFrame Include or (even better) PreFrame custom text to be put into RIB…
I want to add scene-specific option, like
Option “user” “unform string mode”
There is a nice thing implemented with User Attributes, but i can't find the same for User Options, and even no PreFrame Include or (even better) PreFrame custom text to be put into RIB…
Technical Discussion » Editing one asset inside another asset
- mlesin
- 176 posts
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rafalIMHO that could be quite difficult when I want to edit 3rd or 4th level asset in that hierarchy…
One way to avoid such conflicts, is for the artist working on the ‘child’ asset B to create a separate instance of it outside the parent asset A. Then unlocking and modifying that new instance of the asset B does not infringe on the asset A in any way.
Technical Discussion » Editing one asset inside another asset
- mlesin
- 176 posts
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In fact, the reason of appearance of that topic is lying in case of loosing a data when two guys are unlocking one parent asset but only one of them doing actual changes in that parent asset. Then both of them are saving that parent asset, the other one can do so just because he may not remember if he did any changes in that asset, overriding changes done by first one.
The best solution IMHO for that case would be some kind of built-in version control with a detection of such conflict situations and asking user to resolve it somehow, like creating other copy of asset with differences highlighted or something like that.
At least a warning about asset you gonna save was already saved by anyone else since your last unlock would help a lot.
And then, there will be no need to talk about unlocking assets in locked assets IMHO
The best solution IMHO for that case would be some kind of built-in version control with a detection of such conflict situations and asking user to resolve it somehow, like creating other copy of asset with differences highlighted or something like that.
At least a warning about asset you gonna save was already saved by anyone else since your last unlock would help a lot.
And then, there will be no need to talk about unlocking assets in locked assets IMHO
Technical Discussion » Editing one asset inside another asset
- mlesin
- 176 posts
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I see it was done this way for a storage of modified assets, thanks for detailed exlpaination, mtucker.
I understand it may not fit current implementation, but for my logic it's not good to store modified(unlocked) asset B inside locked asset A.
As for me - saving of modified assets is needed for storing intermediate results, but not result that will be used in a production environment, so I see only one good place for storing them - is current hip file.
BTW, the other thing related to fixing bugs in assets already used - I can't add new parameter to asset without saving it - imagine I have not working asset yet, but I need a new parameter, when I add it - I'm storing not working asset to anyone who uses it… So the only way to workaround this is to make asset Embedded, which is equal to store asset in a hip file.
So why not to store all modified assets in hip file automatically, even for parameters change, and only store them back to .otl when we hit Save Operator?
I understand it may not fit current implementation, but for my logic it's not good to store modified(unlocked) asset B inside locked asset A.
As for me - saving of modified assets is needed for storing intermediate results, but not result that will be used in a production environment, so I see only one good place for storing them - is current hip file.
BTW, the other thing related to fixing bugs in assets already used - I can't add new parameter to asset without saving it - imagine I have not working asset yet, but I need a new parameter, when I add it - I'm storing not working asset to anyone who uses it… So the only way to workaround this is to make asset Embedded, which is equal to store asset in a hip file.
So why not to store all modified assets in hip file automatically, even for parameters change, and only store them back to .otl when we hit Save Operator?
Technical Discussion » Editing one asset inside another asset
- mlesin
- 176 posts
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I don't see the point there, because if I can change contents of that internal asset by creating it separately, why I can't do so directly in place?
Assuming each asset as a “blackbox”, I don't change contents of parent asset by editing of child one.
For example, if I am fixing a bug in a hand rig asset which is inside character asset, I don't edit a character directly - so why should I open it for edit?
These character assets opened for edit just in case to edit internal assets cause sometimes losing of changes in multiuser environment, when one changes that character asset, saving changes, and the other one, who opened character asset just to make changes in other internal asset saving changes in main character (overriding the actual changes made by other user) just because it can't remember if he actually edited this main character asset or not.
If he would be allowed to edit internal asset without opening parent asset to edit, it would be much clearer, because he will open this parent asset for edit only when he actually wants to change it's contents.
Assuming each asset as a “blackbox”, I don't change contents of parent asset by editing of child one.
For example, if I am fixing a bug in a hand rig asset which is inside character asset, I don't edit a character directly - so why should I open it for edit?
These character assets opened for edit just in case to edit internal assets cause sometimes losing of changes in multiuser environment, when one changes that character asset, saving changes, and the other one, who opened character asset just to make changes in other internal asset saving changes in main character (overriding the actual changes made by other user) just because it can't remember if he actually edited this main character asset or not.
If he would be allowed to edit internal asset without opening parent asset to edit, it would be much clearer, because he will open this parent asset for edit only when he actually wants to change it's contents.
Technical Discussion » Editing one asset inside another asset
- mlesin
- 176 posts
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I have two assets, one inside another.
Is there any ideological reason not to allow to edit contents of “internal” asset without making “parent” asset editable?
I understand I can't change values of input parameters of internal asset in this case, but it's not always needed.
If it would be possible it will help to prevent any accidental edits of parent asset when you don't want to.
It's especially important when you have many assets inside each other and want to edit bottom one “in place”. You have to open for edit all it's parent assets…
Is there any ideological reason not to allow to edit contents of “internal” asset without making “parent” asset editable?
I understand I can't change values of input parameters of internal asset in this case, but it's not always needed.
If it would be possible it will help to prevent any accidental edits of parent asset when you don't want to.
It's especially important when you have many assets inside each other and want to edit bottom one “in place”. You have to open for edit all it's parent assets…
Houdini Lounge » Houdini tools
- mlesin
- 176 posts
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I think it'd be nice to provide more images/videos showing the tools in action to better show what these tools are doing.
This would avoid unnecessary installations if they aren't needed and will help not to miss something important. Visual info always better for artists
P.S. I found only one video on your page - in contact section, is it all these videos you've talked so much in Home and FAQ pages?
This would avoid unnecessary installations if they aren't needed and will help not to miss something important. Visual info always better for artists
P.S. I found only one video on your page - in contact section, is it all these videos you've talked so much in Home and FAQ pages?
Technical Discussion » RMan display with 3delight
- mlesin
- 176 posts
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subdivxHeh, looks like 3delight also doesn't like that deepshadow declaration syntax in a RIB http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=6823 [sidefx.com]
3DL ERROR P1107: : user parameter ‘volumeinterpretation’ has an unknown type
Technical Discussion » BUG: Generation of DeepShadows for 64 bit PRMan
- mlesin
- 176 posts
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I've just tried and looks like I have the same problem here, on 8.2.30 32bit and prman 13.0.4 64bit.
I found that prman crashes when I have both that string and complex subdivision model in RIB - on simple polygons it's work =\
But anyway, if I generate rib file first and fix all “volumeinterpretation” strings to “string volumeinterpretation”, it starts to work perfectly in all cases.
I think houdini violates RIB syntax rules here, because it declares custom variable of unknown type. But I'll ask Pixar support about that strange behavior anyway - segfault isn't the best way to say you have error in RIB
I found that prman crashes when I have both that string and complex subdivision model in RIB - on simple polygons it's work =\
But anyway, if I generate rib file first and fix all “volumeinterpretation” strings to “string volumeinterpretation”, it starts to work perfectly in all cases.
I think houdini violates RIB syntax rules here, because it declares custom variable of unknown type. But I'll ask Pixar support about that strange behavior anyway - segfault isn't the best way to say you have error in RIB
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