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Technical Discussion » Don't upgrade to NVIDIA driver 496.x- roll back if you did
- katana13
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For info, on the nvidia geforce experience application, select the driver tab. If you click on the triple dot, we can choose to install driver called "studio driver" instead of the "game ready" driver (496.xx I don't remember). This studio driver is currently in 472.47 and it seems to be optimized for houdini 19, Vray 5, ...
Houdini Lounge » No geometry in viewport
- katana13
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For info, on the nvidia geforce experience application, select the driver tab. If you click on the triple dot, we can choose to install driver called studio driver instead of the "game ready" driver (496.xx I don't remember). This studio driver is currently in 472.47 and it seems to be optimized for houdini 19, Vray 5, ...
Edited by katana13 - Nov. 13, 2021 06:10:27
SI Users » project "Houdini, a great modeler"
- katana13
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Constantin X
Hi all,
I might be a bit old skool, but i think i need only few tools to model - cut/knife; extrude; weld points(can be extended to polys too); bevel; create poly. From this perspective my list of changes is:
- knife - can we update this tool to have the possibility to have multiple cuts; so i can control the number and distribution of cuts and also a manual mode with loop and single cuts at leas?
- weld points - can we have an interactive weld SELECTED points tool, so i can weld at least 2 and as many as i want welded where i click/point with mouse or at middle ;
- create polygon tool - from what i see this is missing totally
This is what i observed so far to be in deficit, but maybe someone else pointed this already. So sorry if this where already asked for/discussed. I also did not had time to dive into curves modeling, but they look quite powerful. And a bit out of topic, anyone started to take a look at shading(and maybe merge it with UV)?
Thanks,
Constantin
Hi Constantin,
For the “create polygon tool”, you can use the curve tool (polygon mode). It's not very natural but it works!!
SI Users » project "Houdini, a great modeler"
- katana13
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To transform a component (points, edge, primitive, ..) according to local space of an another component (points, edge, primitive) seems important. This other component may or may not belong to the same object. It seemed to me that it missed some features in Houdini but I'm not 100% sure. What do you think?
NB: This behavior is valid for other types of components's selection.
NB: This behavior is valid for other types of components's selection.
SI Users » project "Houdini, a great modeler"
- katana13
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SI Users » project "Houdini, a great modeler"
- katana13
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twodOn your website, could you talk about the tool “Add / edit polygon” (press N) to create a polygon or triangle interactively from scratch?
You can do this with the curve tool - click the Closed toggle while drawing a polgon curve.
Ok, Thank you very much
SI Users » project "Houdini, a great modeler"
- katana13
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Hi McNistor,
On your website, could you talk about the tool “Add / edit polygon” (press N) to create a polygon or triangle interactively from scratch? I think it would make a good extension to the “polyknit” tool that seems to require a starting geometry.
Perhaps, the polyextrude houdini tool should create a line instead select adjacent polygons. What do you think?
On your website, could you talk about the tool “Add / edit polygon” (press N) to create a polygon or triangle interactively from scratch? I think it would make a good extension to the “polyknit” tool that seems to require a starting geometry.
Perhaps, the polyextrude houdini tool should create a line instead select adjacent polygons. What do you think?
SI Users » project "Houdini, a great modeler"
- katana13
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pezetkoMcNistor
edit: the suggestion would be to have the parent (box_object1 in this case) selected as “primary” (orange). This would apply for any other object within the tree.
For select inputs, again the orange one should be the parent of the tree.
+1 for this
(Don't know about benefits of current state. I misunderstood your question. Thanks for clarification)
katana13:
Don't know if disappearing is normal, but it behaves same there.
Workaround for handle aligment is select both hadle points and also knot point and scale them all at once uniformly to zero then scale them up in just one axis and finally rotate them to desired orientation.
Ok!!! thank you.
SI Users » Project "Houdini, a great scripter"
- katana13
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MartybNz
I would conclude that this topic ‘Make Houdini a great Scripter’ is complete
Yes
SI Users » project "Houdini, a great modeler"
- katana13
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pezetko
Select output command on box_object1 selects all children and parent. You can check that in Parameter view there is writen number of objects that are selected.
The orange one is the last one that was selected (it's similar highlight way of last selected node as in Maya) All the yellows are selected too.
Branch selection in XSI is a little bit different, with branch selection in XSI you didn't get direct access to children. So to perform some operation on children in branch you have to convert branch selection to explicit children selection.
In Houdini 3d curve object is difficult not to untie bezier handels.
Try this:
1. Lunch curve tool from shelf.
2. Pick 4 points in the viewport.
3. Go inside curve_object1 node and change primitive type on curve SOP to bezier.
4. Change method to breakpoints.
Now with the Y tool (Show handle) you can move the knot points.
If you change to selection tool and choose select points ('S', then ‘2’ key) you can see that each knot point have its bezier handles. To modify them and keep them in same tangent aligment select both handles and knot point and rotate them.
To untie (break) them select just one handle and move (translate) it.
Edit: seems that MartyNz was faster
That's works. Very cool!!!!!! Thank you very much!!! Why didn't I see it?
It lacks the ability to view the manipulators with segments. When I select a point to move it with the gizmo (T), is it normal that all points of the curve disappear?
It would be nice to interactivly align handles without having to re-initialize the translation's parameters of the edit sop.
SI Users » project "Houdini, a great modeler"
- katana13
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McNistorkatana13
Hi,
McNistor or MartybNz, to avoid duplication, could you introduce curves' management and its manipulators in Softimage? For example, for the moment, it is impossible to “break” the curve in houdini.
katana13, this thread is created for modeling and viewport interaction only. Animation is a different subject and I wish to keep it out of this thread.pezetko
There si ghosting. With that you can isolate current object from the ones that are outside. Default shortcut is Space+Y (or just Y if you are in View Tool)
http://www.youtube.com/watch?v=uSfd-1JmCqM [youtube.com]
For something more like XSI isolate selection tool:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=29072 [sidefx.com]
This is what you probably want:
http://pastebin.com/YiCC0kSB [pastebin.com]
I'm not talking about animation curves. I speak curves for modeling in Softimage. from 1 min 15s , http://www.youtube.com/watch?v=tPFLeuQIhpU. [youtube.com] Break handles = about 3 min 50
Edited by - March 10, 2014 05:50:56
SI Users » project "Houdini, a great modeler"
- katana13
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McNistorMartybNz
The only part I picked up was that the selection changes when you go from Primitive, to Points and back again. That is a good point that I hope is added to the main page.
“selection memory” has been on the page I've created for a while now which goes to show katana13 didn't honor my request of reading there before making improvements suggestions. It begs the question how many are really reading that page before posting on this thread.MartybNz
Section 1.02 Hierarchical selection On the page: http://mcnistor.com/h_improve.html [mcnistor.com]
1 & 2. Is this the same as now using Select Input/ Output under the RMB?
Ah, yes it is. At least on the surface. Also a quick way to do this in viewport via shortcut would be very useful. Is it currently possible to do it?
Hi,
McNistor or MartybNz, to avoid duplication, could you introduce curves' management and its manipulators in Softimage? For example, for the moment, it is impossible to “break” the curve in houdini.
SI Users » Project "Houdini, a great scripter"
- katana13
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My intention was not to denigrate or offend houdini users . I think Houdini is very good ! ! . I am not a professional and I don't play with houdini all day. It is therefore possible that I'm missing a lot of things very well . Moreover , reading the comments, I learned many things. I don't use houdini's scripting all day to get a clear assessment of its performance, good point,… This is why the mechanism Softimage just seemed easier. Again, this was not my intention to denigrate or offend houdini users .
I want to help Houdini to expand its community. For now, Maya is less in terms of proceduralism . But the Bifrost project is near . As everyone knows, money is the sinews of war . The large base of Maya's artists provides an income and opportunities for recruitment sidefx has perhaps not . Good ideas are everywhere, even among competitors.
Finally, I do not know how to propose something that sounds good without having to undergo an outcry . I 'm open to suggestions.
I want to help Houdini to expand its community. For now, Maya is less in terms of proceduralism . But the Bifrost project is near . As everyone knows, money is the sinews of war . The large base of Maya's artists provides an income and opportunities for recruitment sidefx has perhaps not . Good ideas are everywhere, even among competitors.
Finally, I do not know how to propose something that sounds good without having to undergo an outcry . I 'm open to suggestions.
SI Users » project "Houdini, a great modeler"
- katana13
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MartybNz
Thanks Katana- can you also write out how those steps work compared to Houdini? There is quite a bit of unfamiliar info there for us Houdinites to compare to.
Thanks!
I'm not sure to understand your question, but it seems I was not clear.
For example, in houdini:
1.drop a box and select “polygon Mesh”
2. in the object parameter interface, put rz = 45 , select the box (S)
3. press 4
4. all primitives are selected.(Softimage nothing : Ok it's not very important)
5.select 1 primitive on the top of the cube.
6.Press “T”
8. Houdini drops a “edit sop”. First difference with softimage : no move, no scale, no rotation = no operator
7.The selection disappears (not fun). Now, it's the same as softimage object transform.
8. The houdini pivot parameter (edit sop) has the same value as translation value in softimage. Maybe, it's not important, I don't know.
9.RMB on the handle -> “align handle” : No option for local transformation. Second difference, in softimage, we will have had a local option to align the y axis of houdini gizmo with the normal of the primitive. But “edit sop” has now a “edit local space” parameter, but it does nothing with primitive selection.
10.RMB on the handle -> “align handle” -> “world”. Ok, it's like softimage.
11.RMB on the handle -> “align handle” -> “object”. Ok, it's like softimage
Third difference, when you select 1 primitive, then press 2, press 4, press 2,… The selection grows. In softimage, point, edge and primitive selection are independent. If you want grows something or convert a selection, you need to do it explicitly.
The modeling part of houdini is a little obscure for me to do a good comparison. So, I wanted to show what Softimage can do. But, like McNistor says, maybe I should delete the world and object part.
SI Users » project "Houdini, a great modeler"
- katana13
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McNistorkatana13
System of component selection in softimage. I will finish it later!!!
I don't think offering a Softimage tutorial would help.
tbh I don't understand what you're doing/explaining in there - 9 transformation options?).
If you don't put things in light of Houdini's current tools, you're just wasting your time.
For example why do you show these people (Houdini users) “Global” mode? There is already an equivalent mode in Houdini called “world”.
If you're spitting out raw info without pre digesting it with a bit of Houdini saliva for Houdini users you're just going to get ignored by most.
And again, please make sure you have read my page http://mcnistor.com/h_improve.html [mcnistor.com] in order to avoid repetition.
Effectively, I could delete the global part. With your technic, less work. I will update, tomorrow night.
SI Users » project "Houdini, a great modeler"
- katana13
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System of component selection in softimage. I will finish it later!!!
Edited by - March 10, 2014 02:33:52
SI Users » Project "Houdini, a great scripter"
- katana13
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It will be nice to have the softimage script editor behaviour in houdini. Scripting will be simpler for casual programmer.
SI Users » project "Houdini, a great modeler"
- katana13
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It will be nice to have the softimage selection behaviour in houdini.
Edited by - March 9, 2014 14:24:00
Houdini Lounge » How about a MODELING module for Houdini?
- katana13
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Doudini
hey juice! cool to see you answer.
i have to say if i think deeper about it you're right. It kind of would be a fenced off thing which none of the sop is. adn therefor its really not the “houdini way”. the edit sop actually only modify points therefor its not really destructive.
so i agree it might be better to focus on the tools themself and show some more love to them.
I agree with you. Some nodes only need to extend their functionnalities like “polyextrude” which is only compatible with primitive. After that, we only need a selection-sensitive Gui (RMB menu) which will drop nodes with the good configuration.
For modeling, the biggest drawbacks is the gizmo management. Houdini like world transformation but local transformation is very poor at the sop context (oriented to normal, centered pivot to Center of Mass of selection,…)
SI Users » project "Houdini, a great modeler"
- katana13
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The keyboard mapping of softimage is very nice. The keyboard mapping show commands available (command box) for a selected editor (group box). Commands shown are color coded with a drag and drop concept.
If no modifiers (Alt or/and Shift or/and Ctrl) are selected, the mapping shows only commands without these modifiers.
If modifiers (Alt or/and Shift or/and Ctrl) are selected, the mapping shows only commands with these modifiers.
You can also generate a html file for displaying all the keys regrouped by editor(group box) and create your own keyboard mapping.
To improve it, we could add a textbox to construct a sequence of keys. For exemple, in Blender software to translate along x direction, we can type T then X then numerical value.
If no modifiers (Alt or/and Shift or/and Ctrl) are selected, the mapping shows only commands without these modifiers.
If modifiers (Alt or/and Shift or/and Ctrl) are selected, the mapping shows only commands with these modifiers.
You can also generate a html file for displaying all the keys regrouped by editor(group box) and create your own keyboard mapping.
To improve it, we could add a textbox to construct a sequence of keys. For exemple, in Blender software to translate along x direction, we can type T then X then numerical value.
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