Thanks, but rebuilding a complete scene as a USD to have a better overview of my passes would be a bit of an overkill I suspect.
R.
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Houdini Indie and Apprentice » passes and overrides improvement
- toonafish
- 413 posts
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Houdini Indie and Apprentice » values ladder hidden
- toonafish
- 413 posts
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Suddenly the ladder popup to adjust values disappears regularly in all input fields.
I can adjust the values when I use the MMB over a parameter, but I can't change the increment anymore because I don't see the ladder. I have to restart Houdini to get it back.
Is it just me, or is this a known bug ?
Indie 18.0.416
R.
I can adjust the values when I use the MMB over a parameter, but I can't change the increment anymore because I don't see the ladder. I have to restart Houdini to get it back.
Is it just me, or is this a known bug ?
Indie 18.0.416
R.
Houdini Indie and Apprentice » passes and overrides improvement
- toonafish
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Been looking at passes and overrides in Houdini lately, and coming from Softimage I was thinking this could be much more flexible and powerful using nodes like in most editors in Houdini ?
So instead of using object and light input, and exclusion name and wildcard fields and a single material override hidden in the Render_ROP, use group nodes you can plug into multiple overrides and / or several different ROP's ?
That way it would be much easier to oversee what objects belong to different passes, adjust object groups after setting up several passes and one wouldn't have to open each Render_ROP to see what's included, what not, and what overrides are used, but you could oversee the node-tree in a glance.
Besides that you could simply plug and unplug object groups from several different Render_ROPs, instead of having to open them up and editing the input fields one by one.
Just a thought..
R.
So instead of using object and light input, and exclusion name and wildcard fields and a single material override hidden in the Render_ROP, use group nodes you can plug into multiple overrides and / or several different ROP's ?
That way it would be much easier to oversee what objects belong to different passes, adjust object groups after setting up several passes and one wouldn't have to open each Render_ROP to see what's included, what not, and what overrides are used, but you could oversee the node-tree in a glance.
Besides that you could simply plug and unplug object groups from several different Render_ROPs, instead of having to open them up and editing the input fields one by one.
Just a thought..
R.
Houdini Indie and Apprentice » Dopesheet
- toonafish
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Thanks, yes I know.
But how convenient would it be to see what keyframe I’m dragging my keyframes to. Seems the only way is to eyeball it, count the frame “ticks” or set the current frame where you want them.
The Houdini interface really could use some attention I think.
But how convenient would it be to see what keyframe I’m dragging my keyframes to. Seems the only way is to eyeball it, count the frame “ticks” or set the current frame where you want them.
The Houdini interface really could use some attention I think.
Houdini Indie and Apprentice » Dopesheet
- toonafish
- 413 posts
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I'm trying to use the Dopeheet in Houdini to edit some keyframes, but it's very hard to see to which frame I'm dragging the keys to.
I have to zoom in and actually count the frames after every 24 increment, set the timeslider to the target frame, or move the mouse into the “timebar” and then eyeball it. Is it possible to activate some kind of setting that shows me the current frame of the selected keys while I'm dragging them ?
Something like this :
Thanks,
R.
I have to zoom in and actually count the frames after every 24 increment, set the timeslider to the target frame, or move the mouse into the “timebar” and then eyeball it. Is it possible to activate some kind of setting that shows me the current frame of the selected keys while I'm dragging them ?
Something like this :
Thanks,
R.
Edited by toonafish - April 21, 2020 04:37:48
Houdini Indie and Apprentice » How I can hide primitives
- toonafish
- 413 posts
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Houdini Indie and Apprentice » duplicate materials
- toonafish
- 413 posts
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Houdini Indie and Apprentice » duplicate materials
- toonafish
- 413 posts
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Is it possible to duplicate a material in Houdini ? I tried Ctrl + D, copy paste, and have been searching but I can't find anything on this.
Thanks,
R.
Thanks,
R.
Houdini Lounge » Isolate Selection and viewport display
- toonafish
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Houdini Lounge » Slider range
- toonafish
- 413 posts
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tamte
I agree that incorrect default range for the slider can cause a lot of pain and some sort of automatic adjustment could be helpful
in XSI ranges automatically adjusted every time higher value than the current slider range was typed in, which was useful at times, also a bit annoying if you mistyped and suddenly your range was huge
personally I'd like if it was possible to edit the slider range in Edit Parameter Interface dialog on node's instance the same way as some other properties (like Label, Invisible, Horizontally Join), that would allow for deliberate UI edits on specific node instances without too many hacks
but if you need any feature like this submit an RFE
Thanks, maybe I'll do that. But I suspect not much will happen considering this is considered a feature ;-)
btw, you can re-load a slider preset in Softimage in case it's out of range.
R.
Houdini Lounge » Slider range
- toonafish
- 413 posts
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I've been using sliders that work like this for years in Softimage and it works like a charm, works the same in Maya, and I never ran into any of the issues that are mentioned here:
https://www.dropbox.com/s/55nlm1z9v5tb0iy/sliders.mp4?dl=0 [www.dropbox.com]
I really don't see the advantage of limiting the use of sliders like this, why even create a slider when it becomes useless when you need to adjust something most of the time ? It's just making basic stuff harder to use then it has to be.
R.
https://www.dropbox.com/s/55nlm1z9v5tb0iy/sliders.mp4?dl=0 [www.dropbox.com]
I really don't see the advantage of limiting the use of sliders like this, why even create a slider when it becomes useless when you need to adjust something most of the time ? It's just making basic stuff harder to use then it has to be.
R.
Edited by toonafish - March 8, 2020 11:41:24
Houdini Lounge » Slider range
- toonafish
- 413 posts
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BabaJ
Sliders are not useless if you use a fit function in conjunction with the slider - Then you can use the slider for any range you desire.
Post a simplified hip in how you want a slider to be used and an example can be made of it in that context.
Thanks, I'm sure this behavior could be hacked, but why should I have to ? What's the advantage of this default setting ? Wouldn't automatic range adjustment be an improvement ?
I'm surprised people prefer this limitation, I suspect the way it works now is not by design, but more of an oversight ?
R.
Houdini Lounge » Slider range
- toonafish
- 413 posts
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BrianHanke
You can bypass the slider range by middle clicking on the value and then dragging let or right, choosing from 7 different increments.
Yes, Thanks. But that's kind of my point. The slider becomes useless. For instance when I set the “uniform scale” slider to 5 and touch it the value jumps back to the max default value of 1.
I personally prefer using a slider instead of the RMB incremental ranges. Why create a slider like this, what's the advantage ?
R.
Houdini Indie and Apprentice » DSO error
- toonafish
- 413 posts
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All of a sudden I get “DSO errors” that the “…/Substance_COP.dll” and “…/InstantMeshesSOP.dll” can't be loaded when starting up Houdini Indie ( 18.0.287 ), or when using the Render Region.
I don't know what started this, but I'm using Redshift, and the last thing that changed was installing the latest Redshift version.
Has anyone else noticed this, and knows how to fix it ?
Thanks.
R.
I don't know what started this, but I'm using Redshift, and the last thing that changed was installing the latest Redshift version.
Has anyone else noticed this, and knows how to fix it ?
Thanks.
R.
Houdini Lounge » Slider range
- toonafish
- 413 posts
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Very often I can't use the sliders in Houdini and have to manually type in the numbers because the value I need exceeds the default slider range.
Maybe an idea to scale the max slider value with the used number ? So when the default slider range goes from 0 to 1 and I use a value of 5 the slider range scale changes automatically from 0 to 10. So the slider nicely sits in the middle and does not become useless.
This way sliders can actually be used, instead of having to type all the time because the range exceeds the default one.
For instance, the uniform scale of an object ranges from 0 to 1 by default. When I need a value of 5 I can no longer use the slider and have to type in a value every time.
I noticed I sliders becoming useless this way a lot in Houdini.
R.
Maybe an idea to scale the max slider value with the used number ? So when the default slider range goes from 0 to 1 and I use a value of 5 the slider range scale changes automatically from 0 to 10. So the slider nicely sits in the middle and does not become useless.
This way sliders can actually be used, instead of having to type all the time because the range exceeds the default one.
For instance, the uniform scale of an object ranges from 0 to 1 by default. When I need a value of 5 I can no longer use the slider and have to type in a value every time.
I noticed I sliders becoming useless this way a lot in Houdini.
R.
Edited by toonafish - March 8, 2020 09:07:16
Houdini Indie and Apprentice » PolyExtrude twist
- toonafish
- 413 posts
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Thanks.
Good example of simple basic stuff being hard. Coming from SI It will take some time before I figured out this magic Houdini trickery :-)
R.
Good example of simple basic stuff being hard. Coming from SI It will take some time before I figured out this magic Houdini trickery :-)
R.
Houdini Indie and Apprentice » PolyExtrude twist
- toonafish
- 413 posts
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Is there a way to bend or twist like this with the Polyextude in Houdini ?
It looks like there's only a twist in one direction ?
Thanks,
R.
It looks like there's only a twist in one direction ?
Thanks,
R.
Edited by toonafish - Feb. 10, 2020 03:55:27
Technical Discussion » Point position
- toonafish
- 413 posts
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Ah, great thanks.
Maybe I'm pushing it, but is there a way to set it to world coordinates instead of local as well ?
Thanks,
R.
Maybe I'm pushing it, but is there a way to set it to world coordinates instead of local as well ?
Thanks,
R.
Technical Discussion » Point position
- toonafish
- 413 posts
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How can I check the position of a selected point, or the average of multiple selected points, and change the position numeracely in Houdini ?
Is there something like a Transform panel that works in component mode ?
Thanks,
R.
Is there something like a Transform panel that works in component mode ?
Thanks,
R.
SI Users » Possible to edit multiple objects at same time?
- toonafish
- 413 posts
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Just in case someone else runs into this Tree View thing.
The “following selection” was the culprit. I did not notice it, and it's disabled by default.
Strangely enough this button doesn't seem to have any effect in the Network View.
The “following selection” was the culprit. I did not notice it, and it's disabled by default.
Strangely enough this button doesn't seem to have any effect in the Network View.
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