great list! a few more suggestions from the world of gaming (generally things that “break” the procedural flow by having to go into other apps):
SOP - zbrush zremesher as a sop please
SOP - Improved polyreduction (similar to softimage's, and now maya 2014)
SOP - New UV unwrapping method - LSMC unwrapping
SOP - shape recognition nodes (i.e. find circles, find squares, find shapes mathcing second input, etc)
COP - support for more color spaces (i.e. HSL, XYZ, LAB)
COP - geometry cop to also support mesh attributes such as color (currently can only be used for masks)
VOP - add creation and deletion VOP nodes
VOP - more control on attrib VOPs to return vertices on primitives (similar to pusat note on being able to inspect geometry)
ROP - forEach ROP to do iterative scalable outputs
UI - image parameter to be able to load an image and run a callback when clicked? (and also make pretty UIs )
nodebased openGL shader creation!
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Houdini Lounge » Houdini 14 Wishlist
- grayOlorin
- 1799 posts
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Houdini Indie and Apprentice » can't drag and drop through out houdini
- grayOlorin
- 1799 posts
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have not seen it since I made my monitors horizontal…. I highly recommend posting a bug if you encounter this with vertical monitors
Technical Discussion » iterating through vertices on a primitive using attrib VOPs
- grayOlorin
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Hey guys, newbie here when it comes to attrib VOPs.
I am trying to use attrib VOPs to create a per primitive attribute which is the smallest angle in between two vertices of a primitive.
is what I am thinking of doing possible? I basically was thinking to iterate through the vertices of the primitive via a forEach, then check the angle in between them. However, I cannot seem to find a way to get the vertex ID to check against its neighbours (but perhaps I am thinking of this completely the wrong way
I think I know a way to do it with regular point VOP SOP, but was looking at this as an oportunity to learn more about the attrib VOP
any help is appreciated! thank you!
thank you!
I am trying to use attrib VOPs to create a per primitive attribute which is the smallest angle in between two vertices of a primitive.
is what I am thinking of doing possible? I basically was thinking to iterate through the vertices of the primitive via a forEach, then check the angle in between them. However, I cannot seem to find a way to get the vertex ID to check against its neighbours (but perhaps I am thinking of this completely the wrong way
I think I know a way to do it with regular point VOP SOP, but was looking at this as an oportunity to learn more about the attrib VOP
any help is appreciated! thank you!
thank you!
Technical Discussion » some examples of attribVOP used to write attributes?
- grayOlorin
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Technical Discussion » some examples of attribVOP used to write attributes?
- grayOlorin
- 1799 posts
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Hey guys, I am trying in a particular operation to use an attribVOP instead of an attribWrangle (for certain reasons), and I am having a bit of a hard time understanding how to go about bringing in attributes and then writing them out..
To bring attributes in:
- do I use a parameter and bind my parameter to the attribute by name?
- or do I use the getAttribute VOP?
To write attributes out:
- Not too sure here as Add Attribute is not available in this vop context, and the output VOPs do not allow me to write to custom attributes.. do I need to use a parameter VOP and set it to take an input?
thank you!
To bring attributes in:
- do I use a parameter and bind my parameter to the attribute by name?
- or do I use the getAttribute VOP?
To write attributes out:
- Not too sure here as Add Attribute is not available in this vop context, and the output VOPs do not allow me to write to custom attributes.. do I need to use a parameter VOP and set it to take an input?
thank you!
Technical Discussion » FBX VS Mantra shaders for reflection
- grayOlorin
- 1799 posts
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Another quick question, are the reflections we see in the car right now (on the left) due to regular spotlights in the scene? Would you also post your hip.file?
Technical Discussion » FBX VS Mantra shaders for reflection
- grayOlorin
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it probably depends on your setup using the houdini materials VS what automatically is setup using the fbx materials. You can go either route I think to setup an export of a reflection pass.
For using the houdini materials, are you setting up your hdr image with an environment light?
For using the houdini materials, are you setting up your hdr image with an environment light?
Houdini Lounge » Houdini 13 Wishlist.
- grayOlorin
- 1799 posts
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Hey Edward, understood. Did not know you could just maximize that handle, I think that and a little python may do the trick
Houdini Lounge » Houdini 13 Wishlist.
- grayOlorin
- 1799 posts
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Since the IPR renderer is so strong in H12.5, how about adding a geometry display option (below smooth wire shaded) that simply sets the ipr renderer to full screen (with the blend with background option set to on so that the meshes simply look nicely shaded on top of the viewport)?
In games, we have a lot of digital assets were we simply work that way, as it renders almost as fast as a realtime shader. In some cases we even turn off preview as the screen is filled pretty much instantly
In games, we have a lot of digital assets were we simply work that way, as it renders almost as fast as a realtime shader. In some cases we even turn off preview as the screen is filled pretty much instantly
Houdini Lounge » using alt Key for navigation
- grayOlorin
- 1799 posts
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Houdini Lounge » using alt Key for navigation
- grayOlorin
- 1799 posts
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Hey guys, just noticed that in the latest build you can use the alt key for navigation similar to how the spacebar is used. Awesome! (not as much for me, but for a lot of our maya users who had a hard time getting used to the spacebar)
One thing that I noticed is that holding alt+RMB does not seem to match the spacebar behaviour (one zooms, the other one dollies? ). Is it possible to change this to be the same in the options or is there a fix in the way (hopefully in the near future)?
Looking forward to send that mass email at my studio I think this will make a big difference on the entry barrier
thank you!
One thing that I noticed is that holding alt+RMB does not seem to match the spacebar behaviour (one zooms, the other one dollies? ). Is it possible to change this to be the same in the options or is there a fix in the way (hopefully in the near future)?
Looking forward to send that mass email at my studio I think this will make a big difference on the entry barrier
thank you!
Houdini Lounge » Houdini 13 Wishlist.
- grayOlorin
- 1799 posts
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I'll throw a small one, but goodie, as I also feel that the parameter spreadsheet is too awesome to not get some love
how about:
select multiple nodes,
right click,
choose parameter spreadsheet.
this loads a floating parameter spreadsheet panel with the selected nodes highlighted (currently, there are too many steps to get into the parameter spreadsheet IMO)
also:
select multiple nodes,
In the parameter panel, right click on a parameter,
choose parameter spreadsheet for selected nodes
This does the same as above, but sets the right clicked parameter as the parameter in focus for ALL selected nodes
how about:
select multiple nodes,
right click,
choose parameter spreadsheet.
this loads a floating parameter spreadsheet panel with the selected nodes highlighted (currently, there are too many steps to get into the parameter spreadsheet IMO)
also:
select multiple nodes,
In the parameter panel, right click on a parameter,
choose parameter spreadsheet for selected nodes
This does the same as above, but sets the right clicked parameter as the parameter in focus for ALL selected nodes
Houdini Indie and Apprentice » can't drag and drop through out houdini
- grayOlorin
- 1799 posts
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Technical Discussion » it’s possible to export a .svg??
- grayOlorin
- 1799 posts
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Hey Super, I made one a while back for h11, but I have not used it in a while. it is implemented in python so you can probably just refactor to your needs. Hope it helps!
note that the SVG format is very easy to write to. If you need more info on the specifications, check out (www.w3schools.com)
note that the SVG format is very easy to write to. If you need more info on the specifications, check out (www.w3schools.com)
Technical Discussion » Decimating geometry and maintaining quads
- grayOlorin
- 1799 posts
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Hey Herve, I do not know what your particular use case is, but have you tried just using the isoOffset SOP set to tetramesh, then adding a divide SOP with a maximun edges of 4? it wont give you clean edge loops, but you would get close to a quad mesh…
alternatively, you can also polyreduce and get a triangulated mesh, then pu a divide sop to compute the dual (checkbox at the bottom), then use a divide sop again to keep the max num of edges to 4
hope it helps!
alternatively, you can also polyreduce and get a triangulated mesh, then pu a divide sop to compute the dual (checkbox at the bottom), then use a divide sop again to keep the max num of edges to 4
hope it helps!
Houdini Lounge » Is it possible to Vector Texture in Houdini?
- grayOlorin
- 1799 posts
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We actually ended up writing (wiring?) our own SVG importer at my work. with a little bit of python, you can make a general xml importer, then use it to bring in all the SVG XML metadata in as attributes in a point cloud (which then, ultimately, you can use it to generate vector art in Houdini). This approach will do most of your heavy work (with maybe a little more python for bringing in paths and fonts) It is actually more trivial that it sounds if you look up documentation on the svg syntax (check out www.w3schools.com/svg)
I would for sure recommend making your own svg importer over using AI files as, since the data is in easily readable xml, you can pick up literally EVERYTHING from your vector art, such as colors, layer names, layer orders, layer groups, strokes, etc, and regenerate them as geometry
On that note, I would HIGHLY recommend SESI making a generic SVG Importer SOP and COP to come stock with Houdini. I really feel that, with the increased used of svg in the web, this would be a huge advantage in houdini over many other packages (since we implemented our own, we have made some amazing digital assets that leverage vector art, such as 3D logo generators, vector texturers, etc.) The fact that so much of the vector attributes are so easily readable, makes for very elegant and simple tools (i.e. in our logo tools, all the logo colors came right from illustrator, and we could extrude based on layer names)
The syntax for svg is actually quite simple… it took us about 2 people for 3 weeks to get it done using a bit of python and sop nodes (and, at the time, that was 2 un-experienced people )
I would for sure recommend making your own svg importer over using AI files as, since the data is in easily readable xml, you can pick up literally EVERYTHING from your vector art, such as colors, layer names, layer orders, layer groups, strokes, etc, and regenerate them as geometry
On that note, I would HIGHLY recommend SESI making a generic SVG Importer SOP and COP to come stock with Houdini. I really feel that, with the increased used of svg in the web, this would be a huge advantage in houdini over many other packages (since we implemented our own, we have made some amazing digital assets that leverage vector art, such as 3D logo generators, vector texturers, etc.) The fact that so much of the vector attributes are so easily readable, makes for very elegant and simple tools (i.e. in our logo tools, all the logo colors came right from illustrator, and we could extrude based on layer names)
The syntax for svg is actually quite simple… it took us about 2 people for 3 weeks to get it done using a bit of python and sop nodes (and, at the time, that was 2 un-experienced people )
Technical Discussion » how to create boneCapture attribute via python
- grayOlorin
- 1799 posts
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hey eetu, creating those attributes with the bones in the scene actually worked! the part I am having a bit of a hard time now is setting the attribute to be the right size (i.e. boneCapture or boneCapture) so that when I try to set it via my script, it does not fail.
I was looking into the captureOverride as a means to set point 0 to have the right amount of dummy influences, but it seems to act a bit weird at times. What did you do to get around this problem?
thank you for the help!
I was looking into the captureOverride as a means to set point 0 to have the right amount of dummy influences, but it seems to act a bit weird at times. What did you do to get around this problem?
thank you for the help!
Technical Discussion » how to create boneCapture attribute via python
- grayOlorin
- 1799 posts
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Hi, I am wondering if someone has been able to do this before.
I am trying to extract some weights from an xml file into houdini; however, I am a bit confused on how to create the boneCapture attribute correctly via python?
I notice that when you create it using a capture SOP, it is named boneCapture (the four indices symbolizing bone name, weight value, bone name, weight value, etc.)
When looking at this attribute in the details view, it looks like the bone capture attributes are named
boneCapture regn, boneCapture w, boneCapture regn, boneCapture w…
I created mine as a simple array (boneCapture, boneCapture, boneCapture, etc, but when feeding this into a deform SOP, I get the “No Capture Attributes Exists error”
any help on this would be greatly appreciated!
thank you!
I am trying to extract some weights from an xml file into houdini; however, I am a bit confused on how to create the boneCapture attribute correctly via python?
I notice that when you create it using a capture SOP, it is named boneCapture (the four indices symbolizing bone name, weight value, bone name, weight value, etc.)
When looking at this attribute in the details view, it looks like the bone capture attributes are named
boneCapture regn, boneCapture w, boneCapture regn, boneCapture w…
I created mine as a simple array (boneCapture, boneCapture, boneCapture, etc, but when feeding this into a deform SOP, I get the “No Capture Attributes Exists error”
any help on this would be greatly appreciated!
thank you!
Technical Discussion » it’s posible to create normal map into houdini?
- grayOlorin
- 1799 posts
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here it is!
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22097&highlight=transfer+maps [sidefx.com]
sidefx should make a digital asset to do this and post it on orbolt
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=22097&highlight=transfer+maps [sidefx.com]
sidefx should make a digital asset to do this and post it on orbolt
Technical Discussion » it’s posible to create normal map into houdini?
- grayOlorin
- 1799 posts
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it sounds to me that you are creating a static model using a 3D texture based of a flat grid at a higher resolution that your other model that has UVs right? I would recommend looking at the Gather Loop VOP node as it will allow you to transfer generically any kind of attribute from one mesh to another and save it into a map.
In your case, create two materials:
one renders the world normals of the object (the show normal material will work for this)
the other one has a gather loop that uses the hi res object as its object space, then transfer the color (Cf) variable. In this case, your color will be that source object's world normal
then add a Mantra ROP node, and in the UV render object section, set the path to be your object with UVs itself, then specify what UV set to render to
There was another thread that I started before asking the same question, let me see if I can dig it up. you would be pleased to know though that once you figure out this, you will be able to transfer anything from anything in houdini. it is one of its most powerful features!
In your case, create two materials:
one renders the world normals of the object (the show normal material will work for this)
the other one has a gather loop that uses the hi res object as its object space, then transfer the color (Cf) variable. In this case, your color will be that source object's world normal
then add a Mantra ROP node, and in the UV render object section, set the path to be your object with UVs itself, then specify what UV set to render to
There was another thread that I started before asking the same question, let me see if I can dig it up. you would be pleased to know though that once you figure out this, you will be able to transfer anything from anything in houdini. it is one of its most powerful features!
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