Is it possible to enable Redshift lens shaders like “photographic exposure” and “DOF” in the Render Region or IPR ?
Or does this only work with the Renderview ?
R.
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Houdini Indie and Apprentice » Redshift lens shaders
- toonafish
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SI Users » Possible to edit multiple objects at same time?
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Thanks, but it looks that's only a cosmetic solution.
Then I still have to use the dropdown menu to navigate between Materials, Objects, output etc.
Then I still have to use the dropdown menu to navigate between Materials, Objects, output etc.
Houdini Indie and Apprentice » PolyExtrude
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I've been fiddling with the PolyExtrude for a while now trying to get a decent extrude that actually follows the shape of a curve. But it feels like the Curve function in PolyExtrude is broken ?
I attached a screenshot from what I'd like to get, and next to it what I get in H18.
Also, is it possible in Houdini to animate the curve extrude, like this : https://vimeo.com/23314473 [vimeo.com]
Thanks,
R.
I attached a screenshot from what I'd like to get, and next to it what I get in H18.
Also, is it possible in Houdini to animate the curve extrude, like this : https://vimeo.com/23314473 [vimeo.com]
Thanks,
R.
SI Users » Possible to edit multiple objects at same time?
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I mean I can only select a single object in the tree view. ( see attachment ) I can multi select objects in the Network Editor or Scene View just fine, but the Tree View doesn't show the same selection.
I use the Tree View quite a lot to navigate around because it's much faster switching between objects, output, materials etc then using the dropdown in the Network Editor. Besides, you can drag and drop materials from the Tree View, that's also much faster then assigning them in the Object Menu.
Now I have to switch between the Tree View and Network Editor the whole time for different operations which seems a little silly.
I use the Tree View quite a lot to navigate around because it's much faster switching between objects, output, materials etc then using the dropdown in the Network Editor. Besides, you can drag and drop materials from the Tree View, that's also much faster then assigning them in the Object Menu.
Now I have to switch between the Tree View and Network Editor the whole time for different operations which seems a little silly.
Houdini Lounge » Sticky Keys and color panel
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Houdini Lounge » Sticky Keys and color panel
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Yes that's true, wrong example. But why only a sticky “s” key then ?
If I shortly want to switch between rotate and scale or translate or a render region it also would be helpful ?
If I shortly want to switch between rotate and scale or translate or a render region it also would be helpful ?
Houdini Lounge » Sticky Keys and color panel
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I'm probably not the first, but maybe an idea to implement “Sticky Keys” in Houdini ? It would make it a lot less “clicky”, very often you just want to shortly access a tool while in another mode.
Especially while modeling you don't want to switch between the “select” and “translate” all the time. You just want to stay in “translate” while simply selecting new geo with a sticky key. Very frustrating.
Coming from Softimage Houdini is sooo much “clickyer”.
Also maybe an idea to close palettes like the color panel automatically when you click anywhere else in the interface. Feels a bit clunky you have to click the “close” button every time after picking a color.
R
Especially while modeling you don't want to switch between the “select” and “translate” all the time. You just want to stay in “translate” while simply selecting new geo with a sticky key. Very frustrating.
Coming from Softimage Houdini is sooo much “clickyer”.
Also maybe an idea to close palettes like the color panel automatically when you click anywhere else in the interface. Feels a bit clunky you have to click the “close” button every time after picking a color.
R
SI Users » Possible to edit multiple objects at same time?
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Just installed Houdini 18…..BUMP !!
Also, why still no multi select in the Tree View ?!
Also, why still no multi select in the Tree View ?!
Houdini Indie and Apprentice » Treeview + hotkeys
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I noticed the hotkey for “delete” does not work in the Treeview .
If I want to delete an Item while in the treeview I have to “RMB-click > actions > delete” or select the same items in Object view.
This is even though it says the “del” hotkey is assigned to “delete” ( see attachment ).
Is this by design, or an oversight ?
R.
If I want to delete an Item while in the treeview I have to “RMB-click > actions > delete” or select the same items in Object view.
This is even though it says the “del” hotkey is assigned to “delete” ( see attachment ).
Is this by design, or an oversight ?
R.
SI Users » Stacking hair strand control
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OK, thanks for explaining the rules; happy feelings only, and mention any problems to no other than Support. Got it…
In the short time I've been trying to switch to Houdini I've reported my share of RFE's and ran into several confirmed bugs.
But I thought a forum like this could also be a perfect place get help as a newbie before wasting supports time. And sometimes I mention my real experiences in the flow of a “conversation”, so someone can point out that I might be using a wrong setting, never encountered that specific issue, or that some things always happen on a Wednesday :-) Wouldn't that be great ?
Food for thought ;-)
Still curious as to what nonsense I was talking though.
In the short time I've been trying to switch to Houdini I've reported my share of RFE's and ran into several confirmed bugs.
But I thought a forum like this could also be a perfect place get help as a newbie before wasting supports time. And sometimes I mention my real experiences in the flow of a “conversation”, so someone can point out that I might be using a wrong setting, never encountered that specific issue, or that some things always happen on a Wednesday :-) Wouldn't that be great ?
Food for thought ;-)
Still curious as to what nonsense I was talking though.
SI Users » Stacking hair strand control
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Huh ?! Enlighten me, what non-sense am I talking ?
I can only report my own experiences with Houdini, and they have been frustrating very often so far. But maybe it's my Dutch bluntness, and I should sugarcoat my frustration a bit more :-)
I can only report my own experiences with Houdini, and they have been frustrating very often so far. But maybe it's my Dutch bluntness, and I should sugarcoat my frustration a bit more :-)
SI Users » Stacking hair strand control
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Yes, a Groombear, that's what I want for my birthday :-)
I've been fumbling with hair in Houdini, but so far it doesn't look very promising. The grooming tools out of the box are just too frustrating to work with, they look broken to me, sometimes the groom brushes simply refuse to work. And most of the time they make the hair end up on the wrong side of the surface.
I suspect I'll end up still grooming in Softimage something like Blender and import the guides.
How would you do that ? I looked into it, but couldn't figure how to control one guide groom with another.
I created 2 Guide Grooms, one from points and a denser one from skin.
Then I want to control the dense groom with the sparse one.
But I see a “Source Mode” where I'd expect I have to select a control groom to do that, but it's is greyed out. Wouldn't know how to enable it.
Also tried several nodes inside the groom SOP to plug in the sparse groom, but so far no luck. ( I presume it's a SOP, still getting used to the naming conventions in Houdini )
I've been fumbling with hair in Houdini, but so far it doesn't look very promising. The grooming tools out of the box are just too frustrating to work with, they look broken to me, sometimes the groom brushes simply refuse to work. And most of the time they make the hair end up on the wrong side of the surface.
I suspect I'll end up still grooming in Softimage something like Blender and import the guides.
How would you do that ? I looked into it, but couldn't figure how to control one guide groom with another.
I created 2 Guide Grooms, one from points and a denser one from skin.
Then I want to control the dense groom with the sparse one.
But I see a “Source Mode” where I'd expect I have to select a control groom to do that, but it's is greyed out. Wouldn't know how to enable it.
Also tried several nodes inside the groom SOP to plug in the sparse groom, but so far no luck. ( I presume it's a SOP, still getting used to the naming conventions in Houdini )
SI Users » Stacking hair strand control
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In SI I sometimes created a hair setup where I controlled the hair by strands that were controlled by less strands that might be controlled by even fewer strands. You can kind of stack strands on top of each-other. Very convenient in some situations.
At first sight the hair control seems a bit limited compared to ICE in Softimage.
So I was wondering it such a setup also possible in Houdini ?
At first sight the hair control seems a bit limited compared to ICE in Softimage.
So I was wondering it such a setup also possible in Houdini ?
SI Users » Change viewport settings of single view
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Thanks Robert.
I’m starting to notice Houdini is extremely “compartmentalized” if that is the right word.
Different hotkeys depending on what tool you’re in. Having to select an item in one view, then hitting enter while hovering the mouse pointer over another view to Accept the selection.
A tree view where you can only single select and rename items, not multi select or delete them. That is something you can only do in the network view, that also has a tree view mode you have use for certain actions etc.
I suppose I’m spoiled by Softimage, but there’s lots of room for improvement here in my opinion.
So far my little rant, I’m probably not the first one to notice this ;-)
I’m starting to notice Houdini is extremely “compartmentalized” if that is the right word.
Different hotkeys depending on what tool you’re in. Having to select an item in one view, then hitting enter while hovering the mouse pointer over another view to Accept the selection.
A tree view where you can only single select and rename items, not multi select or delete them. That is something you can only do in the network view, that also has a tree view mode you have use for certain actions etc.
I suppose I’m spoiled by Softimage, but there’s lots of room for improvement here in my opinion.
So far my little rant, I’m probably not the first one to notice this ;-)
Houdini Learning Materials » Drawing bones in the viewport
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Yes, tell me about it. They’ve been sounding weird to me for a while as well now.
I’m trying to switch from Soft to Houdini, but so far I’m running into bugs and hurdles with a lot of features. To be honest, when I think that this is what I’d have to deal with every day, suddenly Maya doesn’t look so bad anymore.
I used 17.5.258, then support advised me to try .293 with no difference on the issues I encountered. Even though some - as I understood - should have been fixed in .293.
Strangely enough one issue regarding editing captured weights that was suddenly gone in .258, re-appeared after I had to re-install it because Redshift doesn’t work with .293 yet.
I’m working with win 7 on a Geforce GTX 1070.
I’m trying to switch from Soft to Houdini, but so far I’m running into bugs and hurdles with a lot of features. To be honest, when I think that this is what I’d have to deal with every day, suddenly Maya doesn’t look so bad anymore.
I used 17.5.258, then support advised me to try .293 with no difference on the issues I encountered. Even though some - as I understood - should have been fixed in .293.
Strangely enough one issue regarding editing captured weights that was suddenly gone in .258, re-appeared after I had to re-install it because Redshift doesn’t work with .293 yet.
I’m working with win 7 on a Geforce GTX 1070.
Technical Discussion » Hair & Fur - Simulation/Animation Problem
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In case you’re using Redshift; did you activate hair tessellation in the render settings ? I’m not behind my computer right now, so I can’t check what it’s called actually. But it smoothes the hair strands, makes a huge difference.
Houdini Lounge » Houdini behaving flakey
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chrism
There's a post stickied at the top of this forum that says READ THIS FIRST. It's got lots of handy info on how to report issues to us. Thanks!
Thanks, I read that. But like I said. I run into so much of this, I started to think it might be a hardware or user error.
But it almost sounds like it's just the exiting and magical world of Houdini, will it work or not ? ;-)
Houdini Lounge » Houdini behaving flakey
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ok, thanks.
The thing is, as a newbie it's hard to know if this unpredictability is a bug or a user error. Until now it only becomes clear when something suddenly starts working even though I don't do anything different.
And at that time I can no longer reproduce the issue.
The thing is, as a newbie it's hard to know if this unpredictability is a bug or a user error. Until now it only becomes clear when something suddenly starts working even though I don't do anything different.
And at that time I can no longer reproduce the issue.
Houdini Lounge » Houdini behaving flakey
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I hope this is the right place for issues like this.
I've started using Houdini a few weeks ago and I'm running into features not working, and then after a few hours of trying and frustration suddenly some features start working as advertised.
Editing Capture weights for instance. After figuring how to get Capture Geometry to work finally, I try to edit the capture weights by using “Edit Capture Weights”
And no matter what I try I can't get it to work. I studied the manual, followed several video tutorials. It simply does not work.
I select some points, click “edit capture weights” nothing happens. I select no points, click “edit capture weights” Houdini tells me to “select some points” but I can't select anything.
Then I try “Paint Capture Layer”, doesn't work as well. But now suddenly “Edit Capture Weights” works flawless, just as advertised; I can select points, use the bone sliders to adjust the weight, brilliant.
I get this all the time, very frustrating.
Is this just the way Houdini works, could it be a hardware issue, should I try re-installing ?
Thanks,
R
I've started using Houdini a few weeks ago and I'm running into features not working, and then after a few hours of trying and frustration suddenly some features start working as advertised.
Editing Capture weights for instance. After figuring how to get Capture Geometry to work finally, I try to edit the capture weights by using “Edit Capture Weights”
And no matter what I try I can't get it to work. I studied the manual, followed several video tutorials. It simply does not work.
I select some points, click “edit capture weights” nothing happens. I select no points, click “edit capture weights” Houdini tells me to “select some points” but I can't select anything.
Then I try “Paint Capture Layer”, doesn't work as well. But now suddenly “Edit Capture Weights” works flawless, just as advertised; I can select points, use the bone sliders to adjust the weight, brilliant.
I get this all the time, very frustrating.
Is this just the way Houdini works, could it be a hardware issue, should I try re-installing ?
Thanks,
R
Houdini Learning Materials » Drawing bones in the viewport
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Schizophrenia seems to be a SideFX of Houdini :-)
I toggled some viewport related setting I changed in the preferences before, and it looks like the drawing of the bones suddenly works as expected.
Though “View Based” does seem to select a polygon when drawing a bone on top of some geometry, but it does not draw the bone on top of the geo. I don't know if that's correct ?
Capture geo still only works when the root is selected in the viewport or Tree view.
Don't know what setting fixed it, because when I change everything back to the way it was it's still fixed. Seems like simply toggling or looking at the preferences was doing the trick ?
I'm new to Houdini so probably I'm doing a lot of stuff wrong, or not the way they were intended. But I get a lot of this strange behaviour, where things don't seem to work or I get errors. And after saving and restarting or reloading a scene, or jumping out, and back into a node, suddenly makes it work.
Is this just me, or part of the Houdini workflow ?
Thanks,
R
I toggled some viewport related setting I changed in the preferences before, and it looks like the drawing of the bones suddenly works as expected.
Though “View Based” does seem to select a polygon when drawing a bone on top of some geometry, but it does not draw the bone on top of the geo. I don't know if that's correct ?
Capture geo still only works when the root is selected in the viewport or Tree view.
Don't know what setting fixed it, because when I change everything back to the way it was it's still fixed. Seems like simply toggling or looking at the preferences was doing the trick ?
I'm new to Houdini so probably I'm doing a lot of stuff wrong, or not the way they were intended. But I get a lot of this strange behaviour, where things don't seem to work or I get errors. And after saving and restarting or reloading a scene, or jumping out, and back into a node, suddenly makes it work.
Is this just me, or part of the Houdini workflow ?
Thanks,
R
Edited by toonafish - June 24, 2019 02:55:53
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