Don't think it's possible in ROPs, but should be possible in TOPs with a small setup.
You could also do a timeshift of the thing to render.
Found 133 posts.
Search results Show results as topic list.
Technical Discussion » Show frame every N frames
- shadesoforange
- 201 posts
- Offline
PDG/TOPs » No Pre-Render/Post-Render script for Geometry Top node?
- shadesoforange
- 201 posts
- Offline
Technical Discussion » States: ‘kwargs’ in init and createViewerStateTemplate()?
- shadesoforange
- 201 posts
- Offline
Take a look at the provided examples at $HH/viewer_states/examples.
The kwargs dict is given as an arg to a lot of the event callbacks like onEnter, onDraw, etc.
You can put this in onEnter self.node = kwargs and access it everywhere else afterwards.
The kwargs dict is given as an arg to a lot of the event callbacks like onEnter, onDraw, etc.
You can put this in onEnter self.node = kwargs and access it everywhere else afterwards.
Houdini Lounge » Node Reference Videos | Feedback
- shadesoforange
- 201 posts
- Offline
Hey everyone,
SideFX published a new video series explaining nodes: https://www.youtube.com/playlist?list=PLXNFA1EysfYlSuPs55n0YpbbunnZTuww1 [www.youtube.com]
Since this is a node reference I expect some good depth to every video, explaining most if not all options you have.
A lot of the videos are great (especially the ones from Mike), but some lack a lot of info that goes further than the basic options. I will try to comment on every initial video and give some overall feedback.
Overall:
Please add timestamps for the main topics. Additionally next to explaining the parameters, please consider showing common workflows. Also it would be awesome if the microphone quality on all videos would be as good as on Mike's videos.
Attribute Create SOP
Great! A short comment about Precision would be great.
Atribute Randomize SOP
This is one of the lacking ones. A lot of even basic information is missing as well as general structure.
Blast SOP
Great! Short note about expressions would be great ie. Maybe do another video about expressions and link to it. This is used alll the time in production.
Box SOP
Perfect!
Circle SOP
Really good! Maybe show how to create 1/4 or 1/2 of a circle? Not really necessary, but that is my only criticism.
Color SOP
Awesome! It would be awesome if you could mention, that nowadays you should use the Visualize features to visualize things in the viewport instead of the color and add a link to the Visualize SOP. I still see so many artists control their stuff with @Cd, which is less efficient and is generally pretty inflexible. (See the Copy and Transform SOP video, where he has to adjust the range.. )
Copy to Points
Great intro!
Copy to Points | Instance Attributes
Please, please, please start with this doc, or a link to it: https://www.sidefx.com/docs/houdini/copy/instanceattrs.html [www.sidefx.com]
I see so many issues from artists who don't know all the attributes or their priorities. Just mention it, put the link in the description and move on. A lot of artists will have enough info to go on already.
Besides that it would probably be good to create a quick series on how to create and adjust transform attributes sorted by their type. Translate, rotate, scale, skew and a combination of all of them. Quaternions, Matrices etc. How to rotate along one local space axis for example.
The current iteration gives a short insight, but I think it lacks depth and a bit of structure.
Also mentioning when you would need to resort to the new for loop copy stamp workflow would be good.
Copy and Transform SOP
A very common workflow here is to reference some upstream information here. Like using the BB.y to translate in Y, so stuff perfectly fits ontop another. Another common usage is to putor similar in the Y rotation, so you always have a perfect amount of copies to build a circle/sphere/whatever.
Delete SOP
Perfeeect!!!!
Group SOP
Good! The unshared edges part is crucial, but the explanation is a bit confusing.
Line SOP
Very good! It would be great to mention the Curve SOP if someone would need more than a straight line. Showing the viewport handles would also be a plus.
Mountain SOP
Lackluster.
The video also lacks structure and is a bit of dragging sliders here and there. Deeper explanations like what a Lattice Wrap actually does would really be necessary. Also an explanation when to use the Mountain SOP and when to use the Noise SOP would be great. (Especially if it would only be point noise.. )
Null SOP
Really great! I love the workflow usage here. BUT the two parameters of the node itsself are missing..
Scatter SOP
A bit lackluster. It's missing a bit of structure as well as quite a bit of features. How to scatter inside of an object (what if it has open holes?), how to use textures, how to use channels from COPs (how to select a specific channel like Alpha). Mention that the relax iterations are basically like the relax sop. I'm sure I'm missing something still.
Sphere SOP
Awesome! A common usage for the Sphere SOP is also to extract the bounding sphere center of an object (maybe worth mentioning).
Switch SOP
Good, but please also cover the Switch If SOP in the same video.
Transform SOP
Great, maybe a bit long. When covering the local attributes, it would be essential for me to also cover the downsides of them. Like not being able to reference the paremters that use them elsewhere. Showing the classichere would be awesome.
Tube SOP
Great! Please mention what nodes you would use to create a tube with specific arc angles. I've had this question couple of times during a course of mine.
Visualize SOP
Good! Please show what actually happens behind the scenes and where to find the visualizer in the viewport options.
I hope this all makes sense and will find some open ears.
Thanks,
Manu
SideFX published a new video series explaining nodes: https://www.youtube.com/playlist?list=PLXNFA1EysfYlSuPs55n0YpbbunnZTuww1 [www.youtube.com]
Since this is a node reference I expect some good depth to every video, explaining most if not all options you have.
A lot of the videos are great (especially the ones from Mike), but some lack a lot of info that goes further than the basic options. I will try to comment on every initial video and give some overall feedback.
Overall:
Please add timestamps for the main topics. Additionally next to explaining the parameters, please consider showing common workflows. Also it would be awesome if the microphone quality on all videos would be as good as on Mike's videos.
Attribute Create SOP
Great! A short comment about Precision would be great.
Atribute Randomize SOP
This is one of the lacking ones. A lot of even basic information is missing as well as general structure.
Blast SOP
Great! Short note about expressions would be great ie
@rand<0.5
Box SOP
Perfect!
Circle SOP
Really good! Maybe show how to create 1/4 or 1/2 of a circle? Not really necessary, but that is my only criticism.
Color SOP
Awesome! It would be awesome if you could mention, that nowadays you should use the Visualize features to visualize things in the viewport instead of the color and add a link to the Visualize SOP. I still see so many artists control their stuff with @Cd, which is less efficient and is generally pretty inflexible. (See the Copy and Transform SOP video, where he has to adjust the range.. )
Copy to Points
Great intro!
Copy to Points | Instance Attributes
Please, please, please start with this doc, or a link to it: https://www.sidefx.com/docs/houdini/copy/instanceattrs.html [www.sidefx.com]
I see so many issues from artists who don't know all the attributes or their priorities. Just mention it, put the link in the description and move on. A lot of artists will have enough info to go on already.
Besides that it would probably be good to create a quick series on how to create and adjust transform attributes sorted by their type. Translate, rotate, scale, skew and a combination of all of them. Quaternions, Matrices etc. How to rotate along one local space axis for example.
The current iteration gives a short insight, but I think it lacks depth and a bit of structure.
Also mentioning when you would need to resort to the new for loop copy stamp workflow would be good.
Copy and Transform SOP
A very common workflow here is to reference some upstream information here. Like using the BB.y to translate in Y, so stuff perfectly fits ontop another. Another common usage is to put
360/(ch("total_number")+1)
Delete SOP
Perfeeect!!!!
Group SOP
Good! The unshared edges part is crucial, but the explanation is a bit confusing.
Line SOP
Very good! It would be great to mention the Curve SOP if someone would need more than a straight line. Showing the viewport handles would also be a plus.
Mountain SOP
Lackluster.
It's really just point noise.That is just plain wrong. It is deforming points along their normal.
The video also lacks structure and is a bit of dragging sliders here and there. Deeper explanations like what a Lattice Wrap actually does would really be necessary. Also an explanation when to use the Mountain SOP and when to use the Noise SOP would be great. (Especially if it would only be point noise.. )
Null SOP
Really great! I love the workflow usage here. BUT the two parameters of the node itsself are missing..
Scatter SOP
A bit lackluster. It's missing a bit of structure as well as quite a bit of features. How to scatter inside of an object (what if it has open holes?), how to use textures, how to use channels from COPs (how to select a specific channel like Alpha). Mention that the relax iterations are basically like the relax sop. I'm sure I'm missing something still.
Sphere SOP
Awesome! A common usage for the Sphere SOP is also to extract the bounding sphere center of an object (maybe worth mentioning).
Switch SOP
Good, but please also cover the Switch If SOP in the same video.
Transform SOP
Great, maybe a bit long. When covering the local attributes, it would be essential for me to also cover the downsides of them. Like not being able to reference the paremters that use them elsewhere. Showing the classic
centroid(opinputpath(".",0),0/1/2)
Tube SOP
Great! Please mention what nodes you would use to create a tube with specific arc angles. I've had this question couple of times during a course of mine.
Visualize SOP
Good! Please show what actually happens behind the scenes and where to find the visualizer in the viewport options.
I hope this all makes sense and will find some open ears.
Thanks,
Manu
Technical Discussion » Inclusive group expressions
- shadesoforange
- 201 posts
- Offline
Hey guys,
I'm trying to do an operation on geometry that has two true values:
I don't have access to this operation via VEX, only as regular node so I need to specify this on a group parameter. It works if I do single expressions, but it doesn't seem to work with both. I pretty much tried everything on here: https://www.sidefx.com/docs/houdini/model/groups.html#manual [www.sidefx.com] But I couldn't get it to work.
Thanks!
I'm trying to do an operation on geometry that has two true values:
@id==1 @age<0.5
I don't have access to this operation via VEX, only as regular node so I need to specify this on a group parameter. It works if I do single expressions, but it doesn't seem to work with both. I pretty much tried everything on here: https://www.sidefx.com/docs/houdini/model/groups.html#manual [www.sidefx.com] But I couldn't get it to work.
Thanks!
Technical Discussion » Mplay and python
- shadesoforange
- 201 posts
- Offline
The only way I found was by executing Python via the MainMenuMplay.xml (its not called exactly that).
You can call a Hscript function to save your current Mplay sequence there.
Hope this helps.
You can call a Hscript function to save your current Mplay sequence there.
Hope this helps.
PDG/TOPs » 'Submit Graph As Job' generates Deadline Job, but just hangs
- shadesoforange
- 201 posts
- Offline
My guess would be that you are using DL on a single machine.
You need at least two slaves for the “Submit Graph as Job” feature.
You can launch two slaves on one machine. You can find the needed info in the DL Docs.
You need at least two slaves for the “Submit Graph as Job” feature.
You can launch two slaves on one machine. You can find the needed info in the DL Docs.
Solaris and Karma » Customize Stage Manager
- shadesoforange
- 201 posts
- Offline
These pyside interfaces are basically just python panels. You can now make python panels available on nodes as an option when editing/crearing the panels.
I reckon you can basically chuck in your modifications in the statemanager python panel and should be good to go.
I reckon you can basically chuck in your modifications in the statemanager python panel and should be good to go.
Houdini Learning Materials » Best way to learn VEX ?
- shadesoforange
- 201 posts
- Offline
Try Python or processing.
Also if you are not confident with vex, you can just go with VOPs instead. No shame in that.
You'll find that over time you'll start writing one liners in VEX, then couple of lines with functions and eventually you'll grow out of VOPs entirely.
That's how I know a lot of people started. That's how Matt Estela described his process, too. See here [www.youtube.com].
Also if you are not confident with vex, you can just go with VOPs instead. No shame in that.
You'll find that over time you'll start writing one liners in VEX, then couple of lines with functions and eventually you'll grow out of VOPs entirely.
That's how I know a lot of people started. That's how Matt Estela described his process, too. See here [www.youtube.com].
3rd Party » AMD Radeon ProRender Solaris plugin
- shadesoforange
- 201 posts
- Offline
3rd Party » AMD Radeon ProRender Solaris plugin
- shadesoforange
- 201 posts
- Offline
Could you guys please provide a way to install via the Houdini package system? https://www.sidefx.com/docs/houdini/ref/plugins.html [www.sidefx.com]
Example: https://github.com/sideeffects/SideFXLabs/blob/Development/SideFXLabs.json [github.com]
Thanks!
Example: https://github.com/sideeffects/SideFXLabs/blob/Development/SideFXLabs.json [github.com]
Thanks!
Technical Discussion » switch node in solver does not working.
- shadesoforange
- 201 posts
- Offline
Technical Discussion » Python 3 - printing to console not working
- shadesoforange
- 201 posts
- Offline
AFAIK, the python3 builds of Houdini are in a very early stadium. They probably do not have a public list of what is working and what is not.
I'm not sure if they even accept RFEs/BUGs for it yet.
I'm not sure if they even accept RFEs/BUGs for it yet.
Technical Discussion » Storm rendering
- shadesoforange
- 201 posts
- Offline
Storm is the new name of Pixar's
Source [graphics.pixar.com]
Edit: Damnit, should refresh the forum every now and then.
fast interactive viewport-style rendererthey ship together with USD.
Source [graphics.pixar.com]
Edit: Damnit, should refresh the forum every now and then.
Edited by shadesoforange - Nov. 29, 2019 19:22:38
Technical Discussion » Cull faces outside of camera view
- shadesoforange
- 201 posts
- Offline
I have this code as one of my presets on the wrangle:
This culls points, but can easily be restructured to be on faces.
Maybe this helps you?
vector ndc = toNDC(ch("camNode"),@P); float ov = chf("padding"); if(ndc[0]-ov<0||ndc[0]+ov>1||ndc[1]-ov<0||ndc[1]+ov>1||ndc[2]>0) { removepoint(0,@ptnum); }
This culls points, but can easily be restructured to be on faces.
Maybe this helps you?
Technical Discussion » Simulate hair on animated geometry (Vellum)
- shadesoforange
- 201 posts
- Offline
Technical Discussion » TOPs ROP Geometry Output performance for caching
- shadesoforange
- 201 posts
- Offline
Depends on if you're doing you're doing “All Frames in One Batch” or not. If that toggle is on, it will probably have the same performance as the File Cache.
If you have it off, Houdini will send off multiple Work Items at once to render in Background. Therefore using more resources and therefore faster (should be anyway).
So if you're not simulating (All Frames in One Batch) it's faster.
If you have it off, Houdini will send off multiple Work Items at once to render in Background. Therefore using more resources and therefore faster (should be anyway).
So if you're not simulating (All Frames in One Batch) it's faster.
Technical Discussion » TOPs Video Mosaic for simulations
- shadesoforange
- 201 posts
- Offline
It should be a partition by frame TOP. This will gather all renders that have the same frame in one workitem.
PDG/TOPs » PDG Static scheduling
- shadesoforange
- 201 posts
- Offline
First question! When I am cooking a graph statically the entire graph gets sent off to the scheduler to deal with and it waits for all the workitems to be reported as finished.
How and where should be reported back to PDG that certain workitems are now finished?
In the default pythonscheduler the onSchedule Callback features this code:
but the onScheduleStatic only features
Which emphasies the issue I have.
Thanks!
How and where should be reported back to PDG that certain workitems are now finished?
In the default pythonscheduler the onSchedule Callback features this code:
return pdg.scheduleResult.CookSucceeded
but the onScheduleStatic only features
return
Which emphasies the issue I have.
Thanks!
PDG/TOPs » PDG Static scheduling
- shadesoforange
- 201 posts
- Offline
Hey!
I'm currently on/off working on a static scheduler. Since this is not the preferred method, there's very little information out there. But some renderfarms do not have the functionality to support dynamic graphs in a sustainable manner, so it may be necessary.
I want to use this thread to communicate couple of things that are not clear from the documentation/local scheduler scripts. Other people may find this useful in the future, too.
Thanks!
I'm currently on/off working on a static scheduler. Since this is not the preferred method, there's very little information out there. But some renderfarms do not have the functionality to support dynamic graphs in a sustainable manner, so it may be necessary.
I want to use this thread to communicate couple of things that are not clear from the documentation/local scheduler scripts. Other people may find this useful in the future, too.
Thanks!
-
- Quick Links