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Technical Discussion » Procedural cube
- mondi
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In the case of the UT_Matrix3 functions, the third argument is a signal from you that one or both of the first two vector arguments needs to be normalized (pass non-zero to normalize)
Houdini Lounge » OpenGL output
- mondi
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I've searched through a little, and cant seem to find any final answer to this.
Is there any way of doing high quality OpenGL output - offline or otherwise?
As I understand it, the OGL ROP was discontinued (*sniff*), and “Object Scene” and flipbooking were meant to take it's place. However, I can't seem to find the Scene / Object Scene outputs (Master license only?) to play around with, and flipbooking at larger resolutions seems to just stretch the image, rather than render it out at the higher res. It would be really sad if this really nifty feature were really gone, especially now that we have GLSL shading and other such features appearing.
Anyone?
Is there any way of doing high quality OpenGL output - offline or otherwise?
As I understand it, the OGL ROP was discontinued (*sniff*), and “Object Scene” and flipbooking were meant to take it's place. However, I can't seem to find the Scene / Object Scene outputs (Master license only?) to play around with, and flipbooking at larger resolutions seems to just stretch the image, rather than render it out at the higher res. It would be really sad if this really nifty feature were really gone, especially now that we have GLSL shading and other such features appearing.
Anyone?
Technical Discussion » Mac Open GL Errors
- mondi
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I get the same corruption sometimes (MacPro 2.8 Octo, 8800) although not nearly as frequently. What I do notice that I'm sure is related to the same issue, is that there seems to be a lag somewhere in updating the UI in general. Sometimes clicking on an operator wont bring up the parameter pane immediately, I have to select it again.. Or if I delete an operator, its parameter pane remains displayed (though of course unusable - it's simply the latent image).
This trickles down to compositing too - clicking the display flag on a COP will not display the COP until I click elsewhere on the interface.
Maybe a buffer flip that's being skipped somewhere?
edit: Just saw your location - maybe it's our crazy Swedish electricity
This trickles down to compositing too - clicking the display flag on a COP will not display the COP until I click elsewhere on the interface.
Maybe a buffer flip that's being skipped somewhere?
edit: Just saw your location - maybe it's our crazy Swedish electricity
Technical Discussion » Procedural cube
- mondi
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That's a somewhat vague question, what do you mean exactly? Is it that you don't know how to use the result you get, or are you unsure as to what to pass to the function?
UT_Matrix3.h
Compute the dihedral: return the matrix that computes the rotation around
the axes normal to both a and b, (their cross product), by the angle
which is between a and b. The resulting matrix maps a onto b. If a and
b have the same direction, what comes out is the identity matrix. If a
and b are opposed, the rotation is undefined and the method returns a
vector c of zeroes (check with !c); if all is OK, c != 0.
The transformation is a symmetry around vector a, then a symmetry around
(norm(a) and norm(b)). If a or b needs to be normalized, pass a non-zero
value in norm.
Houdini Lounge » RDG cellularAutomaton
- mondi
- 44 posts
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Looks like fun, downloading to play with . It definitely gives me a good excuse to mess with python!
Technical Discussion » Procedural cube
- mondi
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Aha - I forgot you were instancing objects, in that case of course you would use those commands in the loop, provided of course that they apply to the current instance and not the main object.
Otherwise you seem to be on the right track, I'm not sure exactly the results you want so I can't comment on the exact order of commands, but with a little experimentation I'm sure you'll find it .. Good luck!
Otherwise you seem to be on the right track, I'm not sure exactly the results you want so I can't comment on the exact order of commands, but with a little experimentation I'm sure you'll find it .. Good luck!
Technical Discussion » Procedural cube
- mondi
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Some thoughts.. Although I could be very off given that I only have a section of your code to work with, and I've never played with the VRAY stuff
You set both baseDir and zDir to the same vector (thus the dihedral result should be the identity matrix ..), are you setting these anywhere else?
Calling openGeometryObject() and setTransform() seems to me to be something that you would do outside a loop, you really shouldn't be orienting an object during the processing of each point (or at least I wouldn't )
Setting a 4x4 matrix to identity will put the the transform at the origin (0,0,0) - is that where your camera is pointing?
Also, given the syntax of setTransform(), I would assume that this actually sets (copies) the xForm matrix to the object, whereas your earlier code suggests that what you actually want to do is multiply each point with the resultant matrix after the dihedral computation, thus transforming your point to the new point and rotating the object. What probably happens now is that your objects xForm matrix is being set to a matrix designed to transform a vector, not the new matrix you want.
Sorry if that seems a little confusing, let me know if I'm way off.
You set both baseDir and zDir to the same vector (thus the dihedral result should be the identity matrix ..), are you setting these anywhere else?
Calling openGeometryObject() and setTransform() seems to me to be something that you would do outside a loop, you really shouldn't be orienting an object during the processing of each point (or at least I wouldn't )
Setting a 4x4 matrix to identity will put the the transform at the origin (0,0,0) - is that where your camera is pointing?
Also, given the syntax of setTransform(), I would assume that this actually sets (copies) the xForm matrix to the object, whereas your earlier code suggests that what you actually want to do is multiply each point with the resultant matrix after the dihedral computation, thus transforming your point to the new point and rotating the object. What probably happens now is that your objects xForm matrix is being set to a matrix designed to transform a vector, not the new matrix you want.
Sorry if that seems a little confusing, let me know if I'm way off.
Technical Discussion » Procedural cube
- mondi
- 44 posts
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HDK:
const GU_Detail *queryGeometry(void *object_handle, int sample);
Your declaration of “gdp” is not a GU_Detail *
You might also need to cast the return value depending on how strict your compiler settings are
GU_Detail *gdp = (GU_Detail *)queryGeometry(&handle, samples);
const GU_Detail *queryGeometry(void *object_handle, int sample);
Your declaration of “gdp” is not a GU_Detail *
You might also need to cast the return value depending on how strict your compiler settings are
GU_Detail *gdp = (GU_Detail *)queryGeometry(&handle, samples);
Houdini Lounge » HDK on OSX?
- mondi
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Aha - found it. I always forget that spotlight stays away from system folders.
Built and used the COP examples, so all seems fine, also didn't have any problems building SOP_Star .. weird.
Thanks so much for the information, I have a couple of projects I've been wanting to start for some time now
M
Built and used the COP examples, so all seems fine, also didn't have any problems building SOP_Star .. weird.
Thanks so much for the information, I have a couple of projects I've been wanting to start for some time now
M
Houdini Lounge » HDK on OSX?
- mondi
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Hmm, I'm a little confused. I have 9.5.170 installed and I can't find the HDK stuff anywhere, the thread in the beta forum seemed to die out unresolved. It seems MikeTaylor made some changes but it looks like they are not in the currently distributed builds - Do I need to download something separate?
The developer tools comment is about the Apple dev tools, I have all that installed but there's nothing to build
Thanks again.
M
The developer tools comment is about the Apple dev tools, I have all that installed but there's nothing to build
Thanks again.
M
Houdini Lounge » HDK on OSX?
- mondi
- 44 posts
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To continue the conversation from the beta forum (not sure if it's just me locked out or not )
Any word on an HDK release for OSX?
M
Any word on an HDK release for OSX?
M
Houdini Lounge » Mac OSX Port?
- mondi
- 44 posts
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My my, it seems I'll have to wait until summer to get that shiny new home theater I've been thinking about.
Technical Discussion » houdini 7 tut?
- mondi
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to address what seems to be your main concern - theres a renderman setup tutorial right here on the site …http://www.sidefx.com/community/download/extras/userGuide/houdini5.5_tutorial_guide.pdf [sidefx.com]
look at the last chapter …
however .. to address your other issues … it seems to me that if you were serious about learning the program then very early on you would have seen that pressing the “?” icon in the parameter sheet of ANY operator will give you a detailed description of what it does and what its parameters do …
to rephrase your rather wonderful accusations:
“Because if SideFX wants more people to learn houdini, they will continue doing what they are doing, improving what is already the best piece of animation and effects software out there”
personally i have had no problems finding out what the new operators do… every now and then im surprised when I or someone else finds a new way to use a particular operator … but isnt that the same way it is with all other packages ???
m
look at the last chapter …
however .. to address your other issues … it seems to me that if you were serious about learning the program then very early on you would have seen that pressing the “?” icon in the parameter sheet of ANY operator will give you a detailed description of what it does and what its parameters do …
to rephrase your rather wonderful accusations:
“Because if SideFX wants more people to learn houdini, they will continue doing what they are doing, improving what is already the best piece of animation and effects software out there”
personally i have had no problems finding out what the new operators do… every now and then im surprised when I or someone else finds a new way to use a particular operator … but isnt that the same way it is with all other packages ???
m
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