hi,
i think point snap atm is a bit a broken in H13. which is a shame since it will confuse new people so much.
what you can do is actually display the markers (points) and when you do so you should be able to snap to the points. sometimes making a new scene view can help too. (ctrl t)
sidefx needs to fix it.
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Technical Discussion » Unable to Point Snap in houdini 13
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Technical Discussion » Why persp1/no cam indicates is change color gray?
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Houdini Lounge » How about a MODELING module for Houdini?
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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 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.
Houdini Lounge » How about a MODELING module for Houdini?
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imo procedural can never replace destructive modeling.
Sometimes it just makes more sense to work in a destructive way.
For an artist procedural modeling seems like an overkill. i dont need the procedural for every single step when modeling something quick. Once you get into complex models it just seems to get overblown and you start to delete history and lock nodes.
I am also more a technical artist so for me houdini is great but i can see that people get scared away by the way houdini works in modeling.
Still new to houdini here, so oldschool houdini users might have a different opinion about this. I hope there will be more people giving their opinion.
Sometimes it just makes more sense to work in a destructive way.
For an artist procedural modeling seems like an overkill. i dont need the procedural for every single step when modeling something quick. Once you get into complex models it just seems to get overblown and you start to delete history and lock nodes.
I am also more a technical artist so for me houdini is great but i can see that people get scared away by the way houdini works in modeling.
Still new to houdini here, so oldschool houdini users might have a different opinion about this. I hope there will be more people giving their opinion.
SI Users » project "Houdini, a great modeler"
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pusat
https://www.orbolt.com/asset/animatrix::slideEdges::1.00 [orbolt.com]
https://www.orbolt.com/asset/animatrix::selectEdgeRing::1.00 [orbolt.com]
SESI is more than welcome to add any of my tools to Houdini freely
You know I love you ♥
some inputs why i think it would be better to have them in the core app:
for slide edge i would like to have this within the edit sop/softtransform etc. like the peak/sculpt is. dropping a node to slide some points seems overkill to me when i model. for procedural stuff sure this is perfect.
for ring selection its the same, i'd like to have it like loop selection (L). not an actual node but hey for now this sure does its job.
thank you again.
SI Users » project "Houdini, a great modeler"
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Netvudu
Hi,
very good suggestions so far, and I agree with most of it, but as a seasoned Houdini user I would cry in terror if the “Primitive” name was changed for “Polygon” as suggested in 1.03 (albeit in small fonts ).
i agree. do not change the namings of anything!! thank you ♥
here some stuff that i encountered working on some project last night that where kind of annoying:
-scaling tool: if you are in orthographic views it doesnt work. you cant scale seperate X and Z from the top view for example. its useless to use scale in ortho views. or am i doing it wrong??
- snapping to points, snapping in general: It just seems to be buggy. sometimes it works great and suddenly it stops working. Sometimes you have to display the points manually to make them snap to them. also when you template something i cant snap to the points most the time. once i go in the display settings and activate the markers flag for templated geometry it works, soemtimes it doesnt. it just feels like luck. and i dont know why.
-polyknit: same issue here sometimes it wont register and snap on the points and its impossible to use the tool. especially when you have some selection while doing the polyknit. sometimes it just keeps selection from previous sop and those points do not snap at all.
features i missed:
- transform, rotation etc (interaction):
I always missed a 45° snapping while holding ctrl, shift or alt. it would be nice to have snapping for rotation, transform etc. so it snaps to 0.1 units when transform. its very handy for doing 90° rotations etc. quickly without manually entering the value in the properties.
thats it so far. gonna try find some more tonight
Houdini Lounge » How about a MODELING module for Houdini?
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I think people misunderstand the concept behinde this.
houdini wouldnt lose any procedural workflow at all.
all it needs is a polymodel sop which can do all the poly operations (extrude, bevel, edge collapse etc. ) in one node. wasnt this the case back in the days?
something similar to the edit sop… i think thats why there is an edit sop after all which handles peak and transform, softtransform etc. all in one node in a linear fashion.
why even have an edit sop if you throw away the idea of having a sop to do poly operations in one sop?
if you just wanna wack out some models fast such sop would really help.
Its just that most modelers wont use a procedural approach most the time.
houdini wouldnt lose any procedural workflow at all.
all it needs is a polymodel sop which can do all the poly operations (extrude, bevel, edge collapse etc. ) in one node. wasnt this the case back in the days?
something similar to the edit sop… i think thats why there is an edit sop after all which handles peak and transform, softtransform etc. all in one node in a linear fashion.
why even have an edit sop if you throw away the idea of having a sop to do poly operations in one sop?
if you just wanna wack out some models fast such sop would really help.
Its just that most modelers wont use a procedural approach most the time.
SI Users » project "Houdini, a great modeler"
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i'm so excited about whats hapening. I also hope modeling and interactivity in the viewport gets some improvements now.
i'm using houdini as my main modeling tool beside some 3dcoat for sculpting. i'm only a generalist but what i learned is that most modeling approaches from other apps can somehow be achieved in houdini. But I think we all can agree that a few stuff needs to be done more artist friendly.
Also you need to customize a lot and make your own presets and some assets depending on what you do. the qlib and the tools from animatrix help a lot. i thik some of those tools should be in the main houdini package. also basic stuff like polybridge, edge slide, ring selection are missing. The sculpt sop needs more love too imo. it works but its not really artist friendly and compared to Modo cant match.
I must also say i'm pretty new to Houdini. I'm a Student and been learning every day for over a year now. It was really hard to get into but also worth it. Houdini is my favorite Software now. If I find the time I put together a List with all the things i encountered that i thought could be done more easier/artist friendly.
cheers!
i'm using houdini as my main modeling tool beside some 3dcoat for sculpting. i'm only a generalist but what i learned is that most modeling approaches from other apps can somehow be achieved in houdini. But I think we all can agree that a few stuff needs to be done more artist friendly.
Also you need to customize a lot and make your own presets and some assets depending on what you do. the qlib and the tools from animatrix help a lot. i thik some of those tools should be in the main houdini package. also basic stuff like polybridge, edge slide, ring selection are missing. The sculpt sop needs more love too imo. it works but its not really artist friendly and compared to Modo cant match.
I must also say i'm pretty new to Houdini. I'm a Student and been learning every day for over a year now. It was really hard to get into but also worth it. Houdini is my favorite Software now. If I find the time I put together a List with all the things i encountered that i thought could be done more easier/artist friendly.
cheers!
Technical Discussion » URGENT! am I crazy? not able to select a single polygon
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you call the TAB menu in the viewport or in the network view??
you have to make sure your mouse hovers over the viewport and use the menu from there. it should work.
you have to make sure your mouse hovers over the viewport and use the menu from there. it should work.
Houdini Lounge » Dose mantra exe slower than insede Houdini app?
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i notice this too.
the render with preview is slower and the render view tab when in an active render it seems a portion of cpu is used nonstop until you kill the render or switch the tabs. ??
the render with preview is slower and the render view tab when in an active render it seems a portion of cpu is used nonstop until you kill the render or switch the tabs. ??
Technical Discussion » Houdini and Maya question/s?
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Work in Progress » Procedural Fire Escape
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thats some very nice work! looking really good and clean
hope to see more from you. you have a great portfolio!
hope to see more from you. you have a great portfolio!
Houdini Learning Materials » Rendering Passes cant read in Photoshop
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I still can't get this to work correctly atm.
But…
I just figured out if I seperate the passes in Different Files and also put “C” as the Channel Name, it reads in correctly as exr.
btw: Tif doesnt seem to be working if i choose “differnt files”. it says its the wrong file format.
But…
I just figured out if I seperate the passes in Different Files and also put “C” as the Channel Name, it reads in correctly as exr.
btw: Tif doesnt seem to be working if i choose “differnt files”. it says its the wrong file format.
Houdini Learning Materials » Rendering Passes cant read in Photoshop
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Thanks! i was looking into something like that. it seems i didnt see that checkbox in the Mantra ROP…
I will try it out asap and report back if it works.
I will try it out asap and report back if it works.
Houdini Learning Materials » Rendering Passes cant read in Photoshop
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Hello!
I'm currently working on a Project where I render custom passes. I've set everything up to my likes and it works perfectly in Houdini/Mplay. I have 3 passes, for example: C, my_custom (color with alpha, vector4), Zdepth
The problem i have is getting these passes into photoshop. I installed the openEXR alpha plug in but whenever i read the EXR files in photoshop i only have the C pass with the standard alpha and i'm missing the extra passes.
when i try to save from mplay and seperate the channels into different exr files, it just appears black in photoshop. when i save in a tiff it doesnt look correct and appears transparent without bg nor the custom alpha i have stored in (my_custom). in jpg it looks correct but i'm missing the alpha channel then.
when i read the exr files in mplay everything is fine so the information must be there. it seems photoshop is not interpreting the channels correctly and cant see the custom pass names and convert them into layers?
i use Photoshop CS 5.
Anyone can help me?
I'm currently working on a Project where I render custom passes. I've set everything up to my likes and it works perfectly in Houdini/Mplay. I have 3 passes, for example: C, my_custom (color with alpha, vector4), Zdepth
The problem i have is getting these passes into photoshop. I installed the openEXR alpha plug in but whenever i read the EXR files in photoshop i only have the C pass with the standard alpha and i'm missing the extra passes.
when i try to save from mplay and seperate the channels into different exr files, it just appears black in photoshop. when i save in a tiff it doesnt look correct and appears transparent without bg nor the custom alpha i have stored in (my_custom). in jpg it looks correct but i'm missing the alpha channel then.
when i read the exr files in mplay everything is fine so the information must be there. it seems photoshop is not interpreting the channels correctly and cant see the custom pass names and convert them into layers?
i use Photoshop CS 5.
Anyone can help me?
Houdini Lounge » GL 15x slower than the competition?
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newest geforce driver. i have a 470. i will soon upgrade to a 700er series with 4gb so i hope that will improve the performance.
when i fire up a new houdini session all the stuff works great.
the right mouse button for example starts to behave weird when i have lots of geometry in the scene. like maybe 50 with each of maybe around 100k polygons. Also the snapping starts to get very slow.
i am using H13 current stable build.
when i fire up a new houdini session all the stuff works great.
the right mouse button for example starts to behave weird when i have lots of geometry in the scene. like maybe 50 with each of maybe around 100k polygons. Also the snapping starts to get very slow.
i am using H13 current stable build.
Houdini Lounge » GL 15x slower than the competition?
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hi marty,
its hard to explain since most of these i got arround now and i'm happy with houdini. I think the most frustrating part was that a lot of times in H12 the selection of points, faces etc. didnt work good. snaping also glitched out sometimes and i usually had to restart houdini until i figured out making a new scene view solves it too. I also must mention that i use a Wacom Tablet and it makes selecting things even harder at some points. I think the wacom support could be better since i dont have problems in other applications.
Here a few other things which still annoy me sometimes today:
-randomly disappearing geometry. (happens more often in H13 to me now)
-Cant select points/faces when zoomed very close. (not sure if fixed) my workaround nowday is to build stuff bigger.
-selection tools behaves differnt on H11 and the opengl view modes. (???)
- if there is a lot of geometry in the scene and i press the right mouse button sometimes it hangs for like 30seconds. (still happening, made me avoid right mouse button)
-H11 viewport is working faster on geforce470 in displaying geometry but has trouble switching views and browsing networks?
-brush selection seams slow with lots of polygons.. (which made me almost never use this its sad since i love this mode of selection in cinema4d and modo. also there is no pressure control for thickness with wacom tablet. )
-in general selection of edges, points etc seems to be buggy sometime.
-sometimes when i have points selected and i template something to snap to points the snap doesnt work on the selected point or templated geometry. (If i make a new scene view it works again)
-sometimes “area select visible geometry only” doesnt work. (again if i make a new scene view in the tabs it works.)
-Also better Wacom Support would be cool. dual display setup doesnt work with 1 tablet.
-Toggle snapping with shift key when using translation/rotation/scale handle in the viewport would be cool.
-3d grid snapping would be awesome too.
sorry for my english!
its hard to explain since most of these i got arround now and i'm happy with houdini. I think the most frustrating part was that a lot of times in H12 the selection of points, faces etc. didnt work good. snaping also glitched out sometimes and i usually had to restart houdini until i figured out making a new scene view solves it too. I also must mention that i use a Wacom Tablet and it makes selecting things even harder at some points. I think the wacom support could be better since i dont have problems in other applications.
Here a few other things which still annoy me sometimes today:
-randomly disappearing geometry. (happens more often in H13 to me now)
-Cant select points/faces when zoomed very close. (not sure if fixed) my workaround nowday is to build stuff bigger.
-selection tools behaves differnt on H11 and the opengl view modes. (???)
- if there is a lot of geometry in the scene and i press the right mouse button sometimes it hangs for like 30seconds. (still happening, made me avoid right mouse button)
-H11 viewport is working faster on geforce470 in displaying geometry but has trouble switching views and browsing networks?
-brush selection seams slow with lots of polygons.. (which made me almost never use this its sad since i love this mode of selection in cinema4d and modo. also there is no pressure control for thickness with wacom tablet. )
-in general selection of edges, points etc seems to be buggy sometime.
-sometimes when i have points selected and i template something to snap to points the snap doesnt work on the selected point or templated geometry. (If i make a new scene view it works again)
-sometimes “area select visible geometry only” doesnt work. (again if i make a new scene view in the tabs it works.)
-Also better Wacom Support would be cool. dual display setup doesnt work with 1 tablet.
-Toggle snapping with shift key when using translation/rotation/scale handle in the viewport would be cool.
-3d grid snapping would be awesome too.
sorry for my english!
Houdini Lounge » GL 15x slower than the competition?
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i agree.. the viewport almost made me quit houdini and switch to other software at certain parts.
also some of the issues can be very frustrating to new users and make them quit fast.
also some of the issues can be very frustrating to new users and make them quit fast.
Houdini Lounge » mantra low priority
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In Windows you can do it in:
taskmanager -> Processes -> right click on mantra.exe -> Set affinity or Set Priority…
maybe that helps.. ?
taskmanager -> Processes -> right click on mantra.exe -> Set affinity or Set Priority…
maybe that helps.. ?
Technical Discussion » USABILITY: opengl view of material override texture maps
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