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SI Users » Compounding in Houdini?
- sorian
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SI Users » Compounding in Houdini?
- sorian
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Technical Discussion » Listbox Parameter
- sorian
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I'm going to conclude that whenever there is no reply for this type of YES or NO questions, answer is always NO.
So, … another RFE.
So, … another RFE.
Technical Discussion » Listbox Parameter
- sorian
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can have we somehow had access to listbox as a parameter in the “Edit Parameter Interface” (like as the one in “Data Tree\ Object Appearance”) with the ability of dynamically filling it with custom items and defining callback commands for list selection changes.
is it hidden somewhere or there is no listbox?
is it hidden somewhere or there is no listbox?
Houdini Lounge » i have discovered one of H16 features in H15
- sorian
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OOOOPS! your right and disappointed me
but whats the benefit of this?
we can always select keyframes and move them. exactly the same behavior.
fcurve editors in 3D apps is a place for continues setting, editing and deletion of keyframes, not a place for holding a bunch of them intact in the process of animating. if we do not need to modify them, so animating phase has been finished and we will have no activity there. if animator would want to craft some animations after some pre-built animations (which would not them been altered again) then 3D apps' non linear tool game begins. a combination of non linear (a clip in maya trax editor) and linear animation (a fcurve in maya graph editor), which is possible in houdini too.
if the matter is shifting a bunch of keyframes, and simultaneously holding other keyframes untouched, something like “repel” tool is more logical or in a more advanced version using something like what maya calls “retimer”.
retmers can hold a bunch of keyframes grouped together in a spot ( a retimer can benefits from multiple vertical lines, assume space between each pair of them as one “spot” ) and while moving or even scaling the spot by moving its vertical lines, we affect the spot's included keyframes, and keyframes out of spot range fit themselves accordingly so that there will be no keyframes cluttering, among inside and outside of that spot.
by repositioning H groups we easily destroying group margin fcurves segments. so movement will be so limited. we can resemble this limited movement, simply by selecting keys and repositioning them.
i think H group's graphical representation is a good candidate to be something like maya retimer. more benefits.
moving retimer's each spoit vertical lines pair together, can hold included keyframes movement consistent related to each other( same as H group behavior )and at the same time spot repels surrounding keyframes, without destroying their segments. even they can perform time scaling over included keyframes by moving one of those two vertical lines of the spot, at the same time retimer respects repelling of excluded keyframes again. a great benefit is that by placing multiple vertical lines for retimers we can manage these behavior in multiple spots.
if houdini wants to save its keyframes group functionality as an extra benefit in the animation editor, it would be better to replace it with retimer.
this can be a nice RFE, specially very handy in character works:
as an additional bonus and so that houdini retimer be able to do defeat maya one, add the possibility of changing value of the keyframes in the spot, by implementing two point on each vertical line, capable to move separately along the line.
these four points of the spot, form a bounding rectangle around included keyframes that can be deformed by changing those points positions vertically over their owner vertical line and consequently can deform spot's included keyframes value. to be more handy add a soft falloff radius, so dense animation curves edit (like baked animation fcurves) be easier.
this will be more than a retimer. i think then SESI should name it something else. may be: tuner = time tuning + value tuning.
add a limited version of this tool to the timeline (without value tuners). character animators have many works to do there. i insist on this one, because due to pruning the need of spline drawing of the animation editor, it gives us some good performance gains.
SESI even can add a lattice deformer to the animation editor for easy editing of dense fcurves that maya has too, and add that extra falloff effect around the lines of the lattice which maya hasn't.
personally i never used this one, cause it brings up the same difficulty that moving H group cause in wide range movements.
but whats the benefit of this?
we can always select keyframes and move them. exactly the same behavior.
fcurve editors in 3D apps is a place for continues setting, editing and deletion of keyframes, not a place for holding a bunch of them intact in the process of animating. if we do not need to modify them, so animating phase has been finished and we will have no activity there. if animator would want to craft some animations after some pre-built animations (which would not them been altered again) then 3D apps' non linear tool game begins. a combination of non linear (a clip in maya trax editor) and linear animation (a fcurve in maya graph editor), which is possible in houdini too.
if the matter is shifting a bunch of keyframes, and simultaneously holding other keyframes untouched, something like “repel” tool is more logical or in a more advanced version using something like what maya calls “retimer”.
retmers can hold a bunch of keyframes grouped together in a spot ( a retimer can benefits from multiple vertical lines, assume space between each pair of them as one “spot” ) and while moving or even scaling the spot by moving its vertical lines, we affect the spot's included keyframes, and keyframes out of spot range fit themselves accordingly so that there will be no keyframes cluttering, among inside and outside of that spot.
by repositioning H groups we easily destroying group margin fcurves segments. so movement will be so limited. we can resemble this limited movement, simply by selecting keys and repositioning them.
i think H group's graphical representation is a good candidate to be something like maya retimer. more benefits.
moving retimer's each spoit vertical lines pair together, can hold included keyframes movement consistent related to each other( same as H group behavior )and at the same time spot repels surrounding keyframes, without destroying their segments. even they can perform time scaling over included keyframes by moving one of those two vertical lines of the spot, at the same time retimer respects repelling of excluded keyframes again. a great benefit is that by placing multiple vertical lines for retimers we can manage these behavior in multiple spots.
if houdini wants to save its keyframes group functionality as an extra benefit in the animation editor, it would be better to replace it with retimer.
this can be a nice RFE, specially very handy in character works:
as an additional bonus and so that houdini retimer be able to do defeat maya one, add the possibility of changing value of the keyframes in the spot, by implementing two point on each vertical line, capable to move separately along the line.
these four points of the spot, form a bounding rectangle around included keyframes that can be deformed by changing those points positions vertically over their owner vertical line and consequently can deform spot's included keyframes value. to be more handy add a soft falloff radius, so dense animation curves edit (like baked animation fcurves) be easier.
this will be more than a retimer. i think then SESI should name it something else. may be: tuner = time tuning + value tuning.
add a limited version of this tool to the timeline (without value tuners). character animators have many works to do there. i insist on this one, because due to pruning the need of spline drawing of the animation editor, it gives us some good performance gains.
SESI even can add a lattice deformer to the animation editor for easy editing of dense fcurves that maya has too, and add that extra falloff effect around the lines of the lattice which maya hasn't.
personally i never used this one, cause it brings up the same difficulty that moving H group cause in wide range movements.
Houdini Lounge » i have discovered one of H16 features in H15
- sorian
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a retimer like thing in the animation editor.
it is unnamed, undocumented, and even without any button or menu item to call.
my finger just suddenly touched Q key while animation editor was open and WOW …
but sadly it doesn't work at all. may be it's implementation hasn't been completed yet.
seems SESI just have forgotten to disable it's shortcut so that do hold it anonymous till H16.
now that it has been leaked, its not bad you make it functional in your next daily build. :wink:
PS: hit del for deletion
it is unnamed, undocumented, and even without any button or menu item to call.
my finger just suddenly touched Q key while animation editor was open and WOW …
but sadly it doesn't work at all. may be it's implementation hasn't been completed yet.
seems SESI just have forgotten to disable it's shortcut so that do hold it anonymous till H16.
now that it has been leaked, its not bad you make it functional in your next daily build. :wink:
PS: hit del for deletion
Houdini Indie and Apprentice » Houdini Viewport Display questions
- sorian
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thanks @MartybNz
seems it wasn't as much loud “NO” as i thought
but the problem still exists.
this interface as the title says, deals with just viewport color options.
my main interest regarding color changes were those which i asked at first post. this interface doesn't cover any one of them. and couple of them even are not relevant to color customization.
look at maya 2016 “Hotkey Editor”. an elegant design
look at its “Color Settings” and see how much detail it is. an all around solution.
seems it wasn't as much loud “NO” as i thought
but the problem still exists.
this interface as the title says, deals with just viewport color options.
my main interest regarding color changes were those which i asked at first post. this interface doesn't cover any one of them. and couple of them even are not relevant to color customization.
look at maya 2016 “Hotkey Editor”. an elegant design
look at its “Color Settings” and see how much detail it is. an all around solution.
Houdini Indie and Apprentice » Houdini Viewport Display questions
- sorian
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since i saw @probiner has started another thread for this long time mentioned weird shading story (which personally pray to be solved one day), i put my second post here without to be worry about hijacking his thread.
after doing some search i could only customize the “Animation Editor” which has some options in the .hcs files and haven't found anything else, so i take your silence to my late post's multiple demands, as multiple loud “NO” shout. it is clear that SESI devs never post multiple “you can't do this in houdini now” in just one reply.
which leads me to a non urgent RFE:
making decent interface for any customization of UI colors, shortcuts, etc.
a simple scene view BG color change, calls a series of other changes. scene view overlaid slider color, info texts colors, different selection mode colors, template mode color, and list goes on, so that every thing be completely clear. searching multiple text files for finding each one of them and changing some floating point numbers and running houdini every time to see the visual feedback is hassle.
some dedicated interfaces in software packages for any customization is the feature many software vendors ship at their first version release, and we haven't it yet in houdini. while we have just passed release 15 :!:
i understand that you are working hard always on your next generation breath taking features, but at the same time these simple things must be addressed too. specially these days which houdini hardly looking to be more artist friendly.
after doing some search i could only customize the “Animation Editor” which has some options in the .hcs files and haven't found anything else, so i take your silence to my late post's multiple demands, as multiple loud “NO” shout. it is clear that SESI devs never post multiple “you can't do this in houdini now” in just one reply.
which leads me to a non urgent RFE:
making decent interface for any customization of UI colors, shortcuts, etc.
a simple scene view BG color change, calls a series of other changes. scene view overlaid slider color, info texts colors, different selection mode colors, template mode color, and list goes on, so that every thing be completely clear. searching multiple text files for finding each one of them and changing some floating point numbers and running houdini every time to see the visual feedback is hassle.
some dedicated interfaces in software packages for any customization is the feature many software vendors ship at their first version release, and we haven't it yet in houdini. while we have just passed release 15 :!:
i understand that you are working hard always on your next generation breath taking features, but at the same time these simple things must be addressed too. specially these days which houdini hardly looking to be more artist friendly.
Houdini Indie and Apprentice » Houdini Viewport Display questions
- sorian
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and where is or which is:
1. the option for changing “Animation Editor”, “Motion FX View”, “Render View”, “Composit View”, background color.
in my overall fully grayed color scheme these editors' harsh black BG, teases me.
2. also i want be able to save “Motion FX View” and “Animation Editor”, “Grid Line Density” option set to high for all houdini sessions. so every time i pope it up again, would not see, it has been reset again.
is this possible?
3. and the same for permanent saving of “Network Editor Display Options” to hold my favorite grid line display, for all houdini sessions.
what about this one? is this possible?
4. and regarding viewports grids, is there any option for changing the color and thickness of 3 center lines of world coordinate system grid.
when we are far from world origin, their easy tracking is handy for proper placing of objects, snapping vertexes, and … as first major reference lines. specially we get lost in orthographic views currently.
5. also after doing some actions in the viewport, sometimes my custom grid color changing to a bluish tinted color and overrides my defined color.
is there any option to prevent this?
1. the option for changing “Animation Editor”, “Motion FX View”, “Render View”, “Composit View”, background color.
in my overall fully grayed color scheme these editors' harsh black BG, teases me.
2. also i want be able to save “Motion FX View” and “Animation Editor”, “Grid Line Density” option set to high for all houdini sessions. so every time i pope it up again, would not see, it has been reset again.
is this possible?
3. and the same for permanent saving of “Network Editor Display Options” to hold my favorite grid line display, for all houdini sessions.
what about this one? is this possible?
4. and regarding viewports grids, is there any option for changing the color and thickness of 3 center lines of world coordinate system grid.
when we are far from world origin, their easy tracking is handy for proper placing of objects, snapping vertexes, and … as first major reference lines. specially we get lost in orthographic views currently.
5. also after doing some actions in the viewport, sometimes my custom grid color changing to a bluish tinted color and overrides my defined color.
is there any option to prevent this?
Houdini Indie and Apprentice » Cloud rendering - Gridmarkets
- sorian
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Houdini Lounge » New Website Ideas
- sorian
- 49 posts
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+1 for integrating orbolt.com inside sidefx.com and make pages dimmer which is more eye friendly in long reads. in overall make the look more professional.
add bugs and RFE tabs beside other tabs in Orbolt's assets pages.
this way every issue that customers facing will be easily traceable by the asset author.
obviously this is not necessary for simple assets but a true need for big assets. specially when asset leveraging some codes.
something like what www.creativecrash.com has done.
add bugs and RFE tabs beside other tabs in Orbolt's assets pages.
this way every issue that customers facing will be easily traceable by the asset author.
obviously this is not necessary for simple assets but a true need for big assets. specially when asset leveraging some codes.
something like what www.creativecrash.com has done.
Technical Discussion » array return types for Attribute Wrangler SOP
- sorian
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pusatactually in rewriting the grammar, SESI should do more than just implementing a complete object oriented environment in a JIT format compiler system.
Hi Jeff,
Also on the topic of rewriting the grammar, would this also put other features in the plans, such as generics, classes, etc? That would be the ultimate xmas gift of all time
jlaitwe need a new generation of CVEX that beside mentioned features, it fully does support complete multi threaded parallel computations on both CPU and GPU automatically under the hood.
We may have to rebuild the grammar from scratch. *sigh*
a big endeavor at re implementing of this built-in language like as what Sidefx done at release 12 for geometry engine.
otherwise cvex with it's all beauties will go under fabric engine's kernel language shadow in near future.
AD discontinued proceduralism in it's products line by retiring softimage.
but fabric engine KL will bring in fully proceduralism in all their porducts.
it is very hard to see that other developers from a collection of H's great ideas which H have some decades, pick one of them, develop and refine it more, absorb final users attention more, and at the end, H's one being second degree citizen, and industry knows H just as a great vfx tool.
may be H nodal compositor system be another example against nuke.
or procedural texture making capabilities of H against substance designer
now CVEX against KL.
what a competitive industry is this industry. :?
SI Users » Plotting or Baking animation from motion FX result.
- sorian
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mwessels
problem still is I can't “copy to export” except from a channel operator which only has an output.
No, i didn't meant that button on the channel CHOP.
look at the picture.
honestly, SESI should implement a bigger and more visible button for such a high usage function for experienced animators.
your final output will be an optimised fcurve. if you want full frame keyframing, i think the only way currently is scripting via a python code.
it would be nice if SESI made the ‘Fit Panel’ button bigger, then do add an option there for full frame keyframing.
look at the attached file for more info.
Edited by - March 7, 2015 10:21:45
SI Users » Plotting or Baking animation from motion FX result.
Technical Discussion » H14 VEX bugs
- sorian
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'pezetko'
i am attune with you, in some degrees, not completely
so don't blame orbolt for these. these are explainable issues for every software product, which have their own solutions. this is the reason why different software developers, have different ranks in the industry.
full control over the pipeline, is the reason why ‘disney’ makes it own in house renderer ‘Hyperion’ for rendering ‘big hero 6’, while mantra performs well and they have access to it surely.
but at the same time there are small houses to even individuals which haven't an army of developers that mantra performs very well for them (i haven't forgot big studios use it too )
although this is a large scale example, but can describe the assets usage percentage differs, based on the type of the users, from indie artists to big production houses and quality of the asset.
being black_boxed, sometimes matters, and sometimes doesn't matter.
in later case, eg. by every H version vex\cvex growing ( and by future accessing to those H14 hidden class type definitions ), one might want to write a cloth solver. here judgment, about quality of the solver is based on speed, stability and quality of the solve. if asset tester got satisfied, then would be a customer. who wants accessing to the codes of a cloth solver for optimizing it's simulation and how many can do it?
but for some types of assets, i am in your side, being black_boxed is equal to asset unusability.
i am attune with you, in some degrees, not completely
pezetkothese issues are imaginable for every piece of software and every plugin, from plugins with short development cycle, developed by indie developers to big products developed by big companies. as an example just look at what happened to that big product, softimage, by the most monstrous CG company behind it, AD. the biggest unguaranteed support ever.
From various reasons (security, maintainability, bug fixing, unguaranteed support from original asset creator on Orbolt etc.) I'm strongly against locked black-box assets in any pipeline.
so don't blame orbolt for these. these are explainable issues for every software product, which have their own solutions. this is the reason why different software developers, have different ranks in the industry.
pezetkoit depends on the type of the work and the studio your working in.
I don't mind trying free locked version and then buy source code access for full version or buy commercial plugin from well defined entity with clearly defined support.
Simply connecting black-box assets to any pipeline with short turnarounds and ability to deliver in time is risk that doesn't worth it at all.
full control over the pipeline, is the reason why ‘disney’ makes it own in house renderer ‘Hyperion’ for rendering ‘big hero 6’, while mantra performs well and they have access to it surely.
but at the same time there are small houses to even individuals which haven't an army of developers that mantra performs very well for them (i haven't forgot big studios use it too )
although this is a large scale example, but can describe the assets usage percentage differs, based on the type of the users, from indie artists to big production houses and quality of the asset.
being black_boxed, sometimes matters, and sometimes doesn't matter.
in later case, eg. by every H version vex\cvex growing ( and by future accessing to those H14 hidden class type definitions ), one might want to write a cloth solver. here judgment, about quality of the solver is based on speed, stability and quality of the solve. if asset tester got satisfied, then would be a customer. who wants accessing to the codes of a cloth solver for optimizing it's simulation and how many can do it?
but for some types of assets, i am in your side, being black_boxed is equal to asset unusability.
The Orbolt Smart 3D Asset Store » Code based protected DAs pitfall
- sorian
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i think one of my posts in another thread would be better to be here, more under focus and concentration of orbolt moderators to do something about it ASAP.
however i know you all at SESI there are in the same team and may you saw it before.
i have explained one major leak of orbolt service there, which must be fixed before every update for the service, at least IMHO it is a fundamental leak, for heavy code based assets development for the orbolt.
to avoid post duplication, i just put the link here (go to my 4th post, for the sake of saving time)
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=37301 [sidefx.com]
however i know you all at SESI there are in the same team and may you saw it before.
i have explained one major leak of orbolt service there, which must be fixed before every update for the service, at least IMHO it is a fundamental leak, for heavy code based assets development for the orbolt.
to avoid post duplication, i just put the link here (go to my 4th post, for the sake of saving time)
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=37301 [sidefx.com]
Technical Discussion » H14 VEX bugs
- sorian
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pusatoh, ya, i got it.
No SESI meant node because …
pusatin the ideal vex we should have:
Passing arrays is fine but returning arrays is still not supported in H14. This is an important feature to have. Otherwise we have to return a large string and then use this result in another function as an argument. But you have to split this string, convert to numbers, and create another array before using which has a very large performance overhead.
// function declaration
vector
fillTheArray(){
return { {1, 0, 0}, {0, 1, 0}, {0, 0, 1} };
}
// some where inside program body
// …
vector return_array = fillTheArray();
printf(“\n return data: %f”,return_array);
which fails.
so we rely on reference type argument passing of vex functions, which holds variables updated, after function call.
// function declaration
void
fillTheArray(vector return_data){
return_data = { {1, 0, 0}, {0, 1, 0}, {0, 0, 1} };
}
// some where inside program body
// …
vector return_array;
fillTheArray(return_array);
printf(“\n return data: %f”,return_array);
so i don't see any need for returning string and do some splitting and reverse converting to get to our original data type.
doesn't this trick fit your cases?
pusatwhat ‘edward’ mentioned about using a vex DA beside what ‘bhaveshpandey’ told about including an external file, are good workarounds for in house developments.
You need the code to be inside the HDA for Orbolt.
but these workarounds don't serve well for commercial DA developments. cause, inside code section of outer body of our vex DAs and even Python DAs in locked commercial assets, we always have codes visible, according to my hearsay. i didn't check it myself yet. (correct me if i'm wrong).
this simply decommercializes every heavy commercial work when delivered on orbolt.
so no heavy work happens. or we should find some hackish ways which makes difficult and some times impossible to get good designed programs.
actually IMHO this is a big pitfall for orbolt growth, which should be addressed by SESI as soon as possible. orbolt service is about 3 years old now. so hiding written codes is an initial necessity, which must be there.
houdini has a vast amount of tools for doing every cg related development better than every other package which helps us in the best way. but at the end sidefx prevents us to do crossing the finish line.
so SESI either set at your top priority, addressing wrangles mentioned issues or do something about hiding the codes.
i don't think making codes invisible in locked assets be very difficult task.
my suggestion:
just colorize the text same as background color, and make the text field inactive. this way you prevent selecting the codes and make them invisible.
sometimes limitations force us to be more creative and find more tricky ways of doing things.:wink:
————-
i really don't like to see this error flag again on below file vop sop.
and do see structs have been attached to the points without doing any hack.
Technical Discussion » H14 VEX bugs
- sorian
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a super fast reply. thanks edward.
and what about class definition?
what you announced at release 14 as class (“Expanded support for structs and classes”) is what we know as classes in an object oriented programming environment?
if it is where is it. where is it's documentation?
and what about class definition?
what you announced at release 14 as class (“Expanded support for structs and classes”) is what we know as classes in an object oriented programming environment?
if it is where is it. where is it's documentation?
Technical Discussion » H14 VEX bugs
- sorian
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in your file what is happening is the outer-code section is being abused to define a function, something that will crash and burn when you cut & paste that node."
if you mean “code” instead of “node” at the sentence end (cause i didn't cut & past any node):
actually first, i wrote it letter by letter. same thing happened. i copied and pasted the exact documentation example to say that everything is completely sidefx fault.
Hopefully with the stellar array support in H14, this will be added
technically this is not our big problem even now. there is a simple workaround.
we define array before function call. and pass it as an argument to the function.
what does suck is struct type definition failure. it is a good tool for code management when code size gets bigger and bigger.
at H14 new features sidefx mentioned “Expanded support for structs and classes”, while we can not find anything related to classes. search class keyword in the VEX documentation. :x
sometimes i think some features implementation is not completely complete to be sure enough every thing works flawlessly. they use it internally but abandon us at the entrance, to prevent some future incompatibilities, and when they got happy with the feature then say to us, here you are.
but give me the right to use of the feature which has been announced at H12.
Technical Discussion » H14 VEX bugs
- sorian
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are these VEX known bugs or i am missing something?
DOCUMENTATION SAYS:
As of Houdini 12, you can define new structured types using the struct keyword.
AND
you can declare a function which can returns an array.
BUT:
DOCUMENTATION SAYS:
As of Houdini 12, you can define new structured types using the struct keyword.
AND
you can declare a function which can returns an array.
BUT:
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