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Technical Discussion » No interactive tools handles in the Karma viewport??
- vinyvince
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I was not able to attach the video so here is : https://drive.google.com/file/d/1sUw6xkaGUnveQq1wL-qyvLXrPtS5blEk/view?usp=sharing [drive.google.com]
Technical Discussion » No interactive tools handles in the Karma viewport??
- vinyvince
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Technical Discussion » No interactive tools handles in the Karma viewport??
- vinyvince
- 255 posts
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Didn't play much with USD yet, not much of my client asked for, but for some personnal tools experiment, i was surprised to NOT be able to have my tool handle in my Karma render viewport.
I mean, this is really a need, artist need interactive tools and a fast photorealistic render preview with a preview of the final result in 2023.. Did i miss something? I have to open two views and the all things is not stable...
Also the import materials script is failing when you have more than 1 asset to what i could see.
Thanks.
I mean, this is really a need, artist need interactive tools and a fast photorealistic render preview with a preview of the final result in 2023.. Did i miss something? I have to open two views and the all things is not stable...
Also the import materials script is failing when you have more than 1 asset to what i could see.
Thanks.
Houdini Lounge » Houdini 20 Rumors
- vinyvince
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Few additions on my side, but extremely problematic.
- My Setup is built in a sopnet of stage, and i have an interactive tool there to paint my biome or so. The handle manipulator of my tool are not appearing when i pin the karma render window. If i open a second viewer, the import SOP coudl sometime lag and taking forever
This really should be changed , we are in 2023, we want to work with the tool access all the control we need but see the final render.
- Less an issue, but the workflow to pass via 2d volumes , slow COP and hscript expression to import the result with unsure updating (at least without python script) , is confusing and certainly not ideal.
- My Setup is built in a sopnet of stage, and i have an interactive tool there to paint my biome or so. The handle manipulator of my tool are not appearing when i pin the karma render window. If i open a second viewer, the import SOP coudl sometime lag and taking forever
This really should be changed , we are in 2023, we want to work with the tool access all the control we need but see the final render.
- Less an issue, but the workflow to pass via 2d volumes , slow COP and hscript expression to import the result with unsure updating (at least without python script) , is confusing and certainly not ideal.
Edited by vinyvince - July 22, 2023 16:50:02
Houdini Lounge » Houdini 20 Rumors
- vinyvince
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mandrake0
It could be that there is a update or a change, what we know is that there will be a new Viewport based on Vulcan. it could be that the new Viewport will support all Contexts (sop, lop, cop, mat). (just a guess)
The main reason i would say was development Integration as with Solaris there was also Hydra for the viewport and when you want to mix it with other viewport OpenGL it is surly in the background not a simple task. When you know that you need to develop anyway a new Viewport you invest more time in to the new code.
Thanks i think it is a great resume.
I read many of you for your wish for H20. I also disagree like some of you about the need to solve stability, documentation or UI issue, actually i would have more the reverse opinion, at least it's not a priority at all in my opinion.
But i do like the idea the see evolution for a more modern solid realtime viewport render, vulcan to support all context, so could fast prototype a complex node's networks in one context, from modelling to shader, and could look at every step on my network with a proper render more advance than the current unreliable openGL. Blender with a smoother access to realtime render like Eeve and Python state manipulators is gaining attention, Sidefx need to react fast and not miss that move!
- I know sidefx is not a massive big team, but an effort to better organize, name and comment sidefx/labs node network, that's would be appreciated! Please
- It has been discussed and i would like to double this : Clarisse was (still is) such a powerful unique tool , if the new viewport could push in that direction, that will certainly be a killer combo. Nvidia is also a building something interesting...
We are on the biggest paradigm shift i have observed in +25 years on CGI where tools would be more an more GPU or assisted by a specific trained IA model. Sidefx need to embrace that move in a long run, anticipate... Sidefx has a good card to play here, could be a central versatile platform.
Expected evolution on Cop, less headache on Licensing issue, speedup the move toward python state, address some current limitation of PDG, "find by search" option for VEX preset ...
For game development, if you are not on Unreal, but on Unity or a custom engine, good luck with the Houdini Engine HDK... there is a real issue there at least for the client i work for lately, im not even sure where we are going here...A slow death? But a large number of people are concerned, isn't it?
vincent.
Edited by vinyvince - July 22, 2023 13:59:22
Technical Discussion » Flowmap does not work for me beyond Houdini 19
- vinyvince
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Technical Discussion » How To Map One Curve (Data) onto Another?
- vinyvince
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I will give a try with Uvsample(), Uvdist()
Edited by vinyvince - June 16, 2023 16:27:07
Technical Discussion » Why popinteract is not longer backcompatible with H19x??
- vinyvince
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Hello! Actually you are right, the OTL definition was switching by default to a custom one from the studio.
Thanks for your answer, i was puzzled Sidefx did this, my confussion is solved
Thanks for your answer, i was puzzled Sidefx did this, my confussion is solved
Technical Discussion » Why popinteract is not longer backcompatible with H19x??
- vinyvince
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This important noce, at the heart of many important algorithm is not more backcompabible, pos and volecity force attribute has been removed, and no backup.. Can't open my previous setup with 19.5x.
Sidefx has not used us to do that in the past, knowing how important this could be for our production pipeline, so why?
vincent*
Sidefx has not used us to do that in the past, knowing how important this could be for our production pipeline, so why?
vincent*
Technical Discussion » How to force re-evaluate a menu-script every second?
- vinyvince
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What about to force houdini to evaluate an ordered menu script which will build a HDA multiparm block?
I tried with different things, can't convinced him to effectually evaluate my menu script..
I tried with different things, can't convinced him to effectually evaluate my menu script..
Technical Discussion » Houdini not compute until open one of my HDA and close after
- vinyvince
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Hello
That drives me seriously nuts. Ok, we know the display could have some issue, and or the labs reset viewport would have no reason to exist , Now for some time i observed some seriously annoying issues when Houdini is generating kind of weird random errors (loop can't merge this iteration or slump can't finish with "Error: First writeable volume has no corresponding volume...." , things like this, a bit randomly to be honest, weird.. I have to mention everything is working absolutely fine in the first go, after loading, but could have some problem updating and computing correctly just after(!)
To be honest i have never seen problem like this before (before V19 or 19.5 excepted with Erosion node) but this year i have seen a bunch. I also experiment similar thing with Mlops machine learning SOP where sometimes i have to point to the solver, open and close...So it's possibly something python related, i do not know but *we* would really really like to know if you guys have experimented the same or have any idea of the reason, please ...
Cheer!
Vincent, Lead RnD tech Houdini, unannounced Game
That drives me seriously nuts. Ok, we know the display could have some issue, and or the labs reset viewport would have no reason to exist , Now for some time i observed some seriously annoying issues when Houdini is generating kind of weird random errors (loop can't merge this iteration or slump can't finish with "Error: First writeable volume has no corresponding volume...." , things like this, a bit randomly to be honest, weird.. I have to mention everything is working absolutely fine in the first go, after loading, but could have some problem updating and computing correctly just after(!)
To be honest i have never seen problem like this before (before V19 or 19.5 excepted with Erosion node) but this year i have seen a bunch. I also experiment similar thing with Mlops machine learning SOP where sometimes i have to point to the solver, open and close...So it's possibly something python related, i do not know but *we* would really really like to know if you guys have experimented the same or have any idea of the reason, please ...
Cheer!
Vincent, Lead RnD tech Houdini, unannounced Game
Houdini for Realtime » Labs Building Generator
- vinyvince
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I open the Labs tool Sop_building_generator4 and start to cry once again...
Hum... What to say?
Sidefx please for god sake, comment and name your networks you are "releasing"!
Hum... What to say?
Sidefx please for god sake, comment and name your networks you are "releasing"!
Technical Discussion » Force Stash node to update on upstream changes
- vinyvince
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In my case, the issue came as i have a stash node instanciated... Lucky in my case, i could easily avoid this situation
Technical Discussion » Force Stash node to update on upstream changes
- vinyvince
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This stash bug is still there, it does have serious issues to update and it is just unreliable. A fix will be welcomed
I have noticed before the new cacheif which looks cool, but hasn't seen or read much about it, are you guys tried it?
I have noticed before the new cacheif which looks cool, but hasn't seen or read much about it, are you guys tried it?
Work in Progress » Tools for Editing Multiple Curve Point at same time
- vinyvince
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Is there a better way? Like exposing the edit point ability of a dynamic lattice heightfield deformer?
Houdini Lounge » Quality of life for Houdini users
- vinyvince
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tsiwt
Redo the whole Houdini U.I from scratch.
I and people around me don't see the Houdini UI has a priority at all, i have personally like it and would *much more* prefer efforts to be focused on other areas:
- Bugs fixed ( totally agree on viewport comment)
- Have viewport improvement and python state to be more straightforward like it is in Blender
- Rewrite COP yes this one maybe you could do it from Scratch imo
- Better RAM control for complex PDG graph,
- Some Houdini and especially LABS tools really needs to be more clean and with few minimal comments at very least!
- Anyone who has ever tried to seriously link Houdini to custom game engine knows the pain as soon as you could pass non trival cheesy things.. and the unity support today is close to none today...
- Vex Wrangle preset need Tag search, Python code editor is even weaker
Technical Discussion » Single + Multi node inputs...
- vinyvince
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Houdini for Realtime » Gaea Labs toolset error
- vinyvince
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I.e The terrain tile, can't have a height superior to its Width/Lenght at the moment with the way the Labs tool is done...
Houdini for Realtime » Gaea Labs toolset error
- vinyvince
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I have found another issue in the Sidefx LABS implementation which resulted in Clipping.
Looks like the problem comes from the *prim intrinsic* bound value being set to some values like -500 + 500, and if you pass that difference between min and max height and send the terrain to Gaea, the terrain is always clipped...
Is there a way to force change the prim intrinsic value of a heightfield?
Thanks
Vincent*
Looks like the problem comes from the *prim intrinsic* bound value being set to some values like -500 + 500, and if you pass that difference between min and max height and send the terrain to Gaea, the terrain is always clipped...
Is there a way to force change the prim intrinsic value of a heightfield?
Thanks
Vincent*
PDG/TOPs » Q: PDG Service holding RAM?
- vinyvince
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Hello: Ping on this! we have the same issue and question! @Sidefx
"Are there any updates on this? I'm running into the same problem of quickly running out of RAM on a long-runing service processing lots of geometry/work items
Is there anything planned to be able to combine batching/services in some way, where you can respawn a service for every nth work item, or after a certain RAM percentage is hit etc etc "
Thanks!
Vince
"Are there any updates on this? I'm running into the same problem of quickly running out of RAM on a long-runing service processing lots of geometry/work items
Is there anything planned to be able to combine batching/services in some way, where you can respawn a service for every nth work item, or after a certain RAM percentage is hit etc etc "
Thanks!
Vince
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