How to log bugs and rfe's for Houdini [www.sidefx.com]
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Technical Discussion » 2 things to improve?
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- pezetko
- 392 posts
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Technical Discussion » Python equivalent to opinputpath
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- pezetko
- 392 posts
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The Orbolt Smart 3D Asset Store » PBR shader
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- pezetko
- 392 posts
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Technical Discussion » Instance paths and IFD
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- pezetko
- 392 posts
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Chris Rydalch did great ifd video overview:
Longer version is in the manual.
Local ifd storage folder is different from the shared one for remote rendering. Also, check that your farm can translate $JOB variable properly.
Longer version is in the manual.
Local ifd storage folder is different from the shared one for remote rendering. Also, check that your farm can translate $JOB variable properly.
Technical Discussion » Pin to a context rather than to a node
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- pezetko
- 392 posts
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I'm not sure if I understood what you want, maybe this is off.
Check Pane Linking: http://www.sidefx.com/docs/houdini/basics/panes.html [www.sidefx.com]
You can create new Network Pane. Set it's link to 2. Switch it to /OUT context and then link other windows like Parameter Pane to same number.
Do the same for another Network Pane in /OBJ context and you will have multiple windows for different contexts.
There is also option in General User Interface to color Pane Headers based on context.
There is also Context View pane that dynamically switches to 3d scene view/motion graph/etc… based on linked (current) context.
Check Pane Linking: http://www.sidefx.com/docs/houdini/basics/panes.html [www.sidefx.com]
You can create new Network Pane. Set it's link to 2. Switch it to /OUT context and then link other windows like Parameter Pane to same number.
Do the same for another Network Pane in /OBJ context and you will have multiple windows for different contexts.
There is also option in General User Interface to color Pane Headers based on context.
There is also Context View pane that dynamically switches to 3d scene view/motion graph/etc… based on linked (current) context.
Technical Discussion » alembic instances
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- pezetko
- 392 posts
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AFAIK This should be fixed in tomorrow (16.5.344) build. More on bug reporting:
https://www.sidefx.com/forum/topic/25347/ [www.sidefx.com]
https://www.sidefx.com/forum/topic/25347/ [www.sidefx.com]
SI Users » Zooming in/out + panning on Camera backplate, SI style?
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- pezetko
- 392 posts
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For me “ctrl+space+LMB” is nice to have but this one missed the XSI workflow completely too.
One crucial feature it's missing is that XSI Pan/zoom doesn't modify any camera data/parameter at all.
AFIK there is no way in Houdini camera navigation tools to apply same way of XSI pan/zoom navigation without touching any camera parameters.
You always have to create new camera just for zoomed in manipulation.
One crucial feature it's missing is that XSI Pan/zoom doesn't modify any camera data/parameter at all.
AFIK there is no way in Houdini camera navigation tools to apply same way of XSI pan/zoom navigation without touching any camera parameters.
You always have to create new camera just for zoomed in manipulation.
Technical Discussion » Delete Prim without List
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- pezetko
- 392 posts
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fcList is the result of the “append” method not list itself. You want to
https://docs.python.org/2/tutorial/datastructures.html [docs.python.org]
print(FaceList)
https://docs.python.org/2/tutorial/datastructures.html [docs.python.org]
Houdini Indie and Apprentice » clasic or principle shader colapsed into material eats a lot of ram
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- pezetko
- 392 posts
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1. Try the latest build, if it doesn't help:
2. Create a scene that demonstrates the issue.
3. Submit bug: https://www.sidefx.com/bugs/submit/ [www.sidefx.com]
2. Create a scene that demonstrates the issue.
3. Submit bug: https://www.sidefx.com/bugs/submit/ [www.sidefx.com]
Houdini Indie and Apprentice » Environment Light Exposure
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- pezetko
- 392 posts
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Same as other lights.
intensity = 2^exposure
That means if you have intensity 1 and rise exposure to 3 you will get the same result as if you have exposure 0 and intensity 8.
A common workflow is having intensity on 1 (or in <0,1> scale as “scale factor” for animation (on/off/blinking etc…)) and rise up exposure as it better represents f-stops.
intensity = 2^exposure
That means if you have intensity 1 and rise exposure to 3 you will get the same result as if you have exposure 0 and intensity 8.
A common workflow is having intensity on 1 (or in <0,1> scale as “scale factor” for animation (on/off/blinking etc…)) and rise up exposure as it better represents f-stops.
Houdini Lounge » Character animation
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- pezetko
- 392 posts
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Symek could you please post this to SESI team as animation RFE?
We got very similar interaction from animators. They were surprised that they cannot move multiple objects at once in the year 2017, but compared to overall interaction workflow this is a pain. They were used to XSI, then had to downgrade to Maya. Now they are refusing to downgrade to Houdini interaction experience anymore.
Exactly this:
We got very similar interaction from animators. They were surprised that they cannot move multiple objects at once in the year 2017, but compared to overall interaction workflow this is a pain. They were used to XSI, then had to downgrade to Maya. Now they are refusing to downgrade to Houdini interaction experience anymore.
Exactly this:
symek
So in that landscape we do animate from time to time in Houdini. The animator seats to, like just recently, camera layout. He spreads Houdini into two screens, he grabs camera handle, handle moves, camera stays, he touches handle again, misses it, accidentally selects another object, Houdini jumps into another subnet, curves disappear from animation editor, he's lost. Oh, I have to pin pane and curves! He does that. Now camera moves but gizmo stills. Oh, constrains! They break gizmo's display. Ok, somehow he manages it. Preparing your UI for animation is intellectually challenging, he has to choose which pane to link and pin and whatever, just to make it stable while he jumps between objects and handles. Then Houdini's infamous bug of ghost meshes starts to magically appear, he's confused which object is which, where is his camera among them, there are tree different camera gizmos among whom none of has correctly scaled frustum which doesn't help either (and two are hardly usable in current state). Also, one animation object doesn't update at all apparently because animation editor is on another screen without window focus. Once it happens, he has to restart Houdini to make it work again. This is happening in 600 something build of Houdini 16, after two years of its development.
Technical Discussion » Python equivalent to opinputpath
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- pezetko
- 392 posts
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opinputpath(“../”, 0)
opinputpath(“.”, 0)
hou.pwd().parent().inputs()[0].path()
opinputpath(“.”, 0)
hou.pwd().inputs()[0].path()
Technical Discussion » Python API
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- pezetko
- 392 posts
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jordibares
- Find if a node is animated (SRT) or not… I would expect to have a node.isAnimated() method but don't seem to find it.
You can use node.isTimeDependent()
Technical Discussion » customer hot key
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- pezetko
- 392 posts
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Go to the Polygon shelf -> Ctrl+Alt+Shit (LMB) click on the PolyExtrude -> then Hotkey Manager pops up and there you can setup your hotkey.
https://www.sidefx.com/docs/houdini/basics/hotkeys [www.sidefx.com]
https://www.sidefx.com/docs/houdini/basics/hotkeys [www.sidefx.com]
Technical Discussion » How to change the location of backup files?
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- pezetko
- 392 posts
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From the documentation:
https://www.sidefx.com/docs/houdini/ref/env [www.sidefx.com]
HOUDINI_BACKUP_DIR
This is the directory used to store the backed-up hip files when the “Numbered Backup” save option is set.
HOUDINI_BACKUP_FILENAME
A template for the filename used for file backups when the “Numbered Backup” save option is set. Two variables are required: $BASENAME, which will be replaced by the name of the file being saved without its extension; and $N, which is replaced by the backup number. $N can be followed by a single digit which is interpreted as the number of digits to be used in the backup number; numbers with fewer digits than this will be padded with zeroes. Default value is $BASENAME_bak$N.
A subdirectory path may be included, but only $BASENAME will be replaced in this part of the template. This may be used to group all the backups for a given file into a subdirectory (e.g. $BASENAME/$BASENAME_bak$N).
https://www.sidefx.com/docs/houdini/ref/env [www.sidefx.com]
HOUDINI_BACKUP_DIR
This is the directory used to store the backed-up hip files when the “Numbered Backup” save option is set.
HOUDINI_BACKUP_FILENAME
A template for the filename used for file backups when the “Numbered Backup” save option is set. Two variables are required: $BASENAME, which will be replaced by the name of the file being saved without its extension; and $N, which is replaced by the backup number. $N can be followed by a single digit which is interpreted as the number of digits to be used in the backup number; numbers with fewer digits than this will be padded with zeroes. Default value is $BASENAME_bak$N.
A subdirectory path may be included, but only $BASENAME will be replaced in this part of the template. This may be used to group all the backups for a given file into a subdirectory (e.g. $BASENAME/$BASENAME_bak$N).
Houdini Lounge » Which version of Houdini will support OpenVDB 4.0?
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- pezetko
- 392 posts
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Bit lover on same page states:
Note: Houdini 16.0 ships with OpenVDB 3.3.0, which is a custom version of OpenVDB 4 that is ABI-compatible with OpenVDB 3. To use OpenVDB 4 with Houdini 16.0, be sure to enable the abi=3 option when building both the core library and the Houdini toolkit.
Technical Discussion » Fitting copied geo to primitive size?
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- pezetko
- 392 posts
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Sounds like a problem for NURBS + Project SOP:
(Convert each poly to NURBS then project your polygonal shape parametrically)
Quick to setup, but slower to compute for a lot of polygons.
(Convert each poly to NURBS then project your polygonal shape parametrically)
Quick to setup, but slower to compute for a lot of polygons.
Houdini Learning Materials » Efficient ways to move the view around large scenes?
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- pezetko
- 392 posts
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Hmm… what about quickmarks for 3d viewport? But I love 12345 for components so “quickmarks” in Marking Menu could be way… Just thinking aloud…
Technical Discussion » Sculpt tool not smoothing
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- pezetko
- 392 posts
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Maybe it's the same bug as in Edit SOP ID: 75691
Easily reproducible with Wacom tablet as an input device.
I think the same problem is for Paint SOP, have to retest that again in the most recent build.
Mouse input seems to be ok.
Easily reproducible with Wacom tablet as an input device.
I think the same problem is for Paint SOP, have to retest that again in the most recent build.
Mouse input seems to be ok.
Houdini Lounge » TAB Menu Improvements
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- pezetko
- 392 posts
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1. Like that, nice idea
Could you please post its RFE number?
2. A lot of internal built-in nodes are HDAs too. Do you want to differentiate between black-boxed/C++ nodes and opened (HDAs) nodes? Or between built-in and your/(third party) custom HDAs?
3. I though that when you are typing you usually know what are you going after. This could potentially make the filtered list much bigger then it has to be.
Could you please post its RFE number?2. A lot of internal built-in nodes are HDAs too. Do you want to differentiate between black-boxed/C++ nodes and opened (HDAs) nodes? Or between built-in and your/(third party) custom HDAs?
3. I though that when you are typing you usually know what are you going after. This could potentially make the filtered list much bigger then it has to be.
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