just a wild guess but maybe you can learn from this:
https://www.sidefx.com/forum/topic/56573/ [www.sidefx.com]
the tool exports data to csv files…
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Houdini Indie and Apprentice » Parameters and Python
- Olaf Finkbeiner
- 323 posts
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Houdini Lounge » The baffling attitude of some Houdini users toward MOPs and other 3rd party tools.
- Olaf Finkbeiner
- 323 posts
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Midphase
Let me ask you this, how would the Game Development Tools impact you negatively if they were integrated right into Houdini as I suggest?
They (GameTools) are integrated right into houdini. They have their own shelftool.
Whereby i would love to see a system that makes it easier and more efficient to instal, activate and deactivate and manage HDA based tool sets.
If you have loads of those tool sets: qlib, gametools, mops, MYowntools, etc. and they would all always be present you would have clutter and the tab menu size would be double.
What happes is for example if you install qlib you will get a node called split-ql which does something completely different from split. Now instead of typing “spl” and enter to get the node, i have to select one of the two options. Resulting in one more click.
Just imagine all those extra hda tool nodes on top of what is already there… It would make learing and useing houdini even more complicated.
To try it install: qlib and aelib:
https://github.com/qLab/qLib [github.com]
https://github.com/Aeoll/Aelib [github.com]
Just to look at all the extra nodes will take you hours. Some of them will be very usefull for you and other you will never ever need.
So again i strongly advocate for more stuff like MOPS and GAMEtools and other libs just not as a default or so i can easliy deactivate what i dont need.
Or have a look at ytini
It is a extension for houdini and astronomy and scientific data visulisation. Should that be part of houdini like Game tools and if not why not? All the people doing astronomy and sci viz will need it.
http://www.ytini.com/ [www.ytini.com]
greetings
Olaf
Edited by Olaf Finkbeiner - June 28, 2018 09:52:33
Houdini Lounge » The baffling attitude of some Houdini users toward MOPs and other 3rd party tools.
- Olaf Finkbeiner
- 323 posts
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Midphase
However, to your other point, please keep in mind that Houdini (and our industry) is evolving and changing. I get that you would prefer that everything stays the same to fit your specific needs, but please understand that as Houdini attracts new users like myself, we are also going to want for SESI to listen to and ideally address our concern and needs as well.
I think you got me wrong. I say we CAN have it both ways. As long as high level tools are “external” all is good. I do like the MOPS developemnt and the GAME tools, they make houdini more accessible and show what can be done.
Some highlevel tool like the Ocean tools are so complex it makes sense to have them integrated. I think there is not may people who reinvent this from ground up.
Houdini Lounge » The baffling attitude of some Houdini users toward MOPs and other 3rd party tools.
- Olaf Finkbeiner
- 323 posts
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Hi,
i think so far SESI is getting it right most of the time. They dont bloat houdini with loads of tools that you have to look at etc. GameTools is sort of external. Not interested, dont use it. MOPS is on github and if you dont need it dont use it.
I would love to see more tools i need. But i would hate more tools i dont need if it clutters the software i use.
So if SESI keeps the amount of hard wired high level and shelf tools to a minimum i am happy. Keep stuff like MOPS and the GAME tools on github and i can use it or look at it if i want.
greetings
Olaf
i think so far SESI is getting it right most of the time. They dont bloat houdini with loads of tools that you have to look at etc. GameTools is sort of external. Not interested, dont use it. MOPS is on github and if you dont need it dont use it.
I would love to see more tools i need. But i would hate more tools i dont need if it clutters the software i use.
So if SESI keeps the amount of hard wired high level and shelf tools to a minimum i am happy. Keep stuff like MOPS and the GAME tools on github and i can use it or look at it if i want.
greetings
Olaf
Houdini Indie and Apprentice » Animated UVs (how to freeze?)
- Olaf Finkbeiner
- 323 posts
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Hi
if the animatzion is changeing the topology you need new UVs.
You might me able to attibute transfer UVs, but if that would work or if anything else would make sense i cant say without your scene file. So please upload your scene or a simplified version with the same issue.
Olaf
if the animatzion is changeing the topology you need new UVs.
You might me able to attibute transfer UVs, but if that would work or if anything else would make sense i cant say without your scene file. So please upload your scene or a simplified version with the same issue.
Olaf
Houdini Indie and Apprentice » POLYEXTRUDE WITH AN ATTRIBUTE
- Olaf Finkbeiner
- 323 posts
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Hi anasvout,
i attached a scene for you.
Maybe one tip: set the Distance to 1
now it will extrude as much as the value of the attribute you put into distance scale as this is a multiplier.
Also your population mihgt be in interger and not in float… that could be an issue…
Anyway look at the attached file. I hope it helps you
greetings
Olaf
i attached a scene for you.
Maybe one tip: set the Distance to 1
now it will extrude as much as the value of the attribute you put into distance scale as this is a multiplier.
Also your population mihgt be in interger and not in float… that could be an issue…
Anyway look at the attached file. I hope it helps you
greetings
Olaf
Technical Discussion » Mantra: Higher sampling higher per material or object
- Olaf Finkbeiner
- 323 posts
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Hi,
to start with have a look at this:
http://www.sidefx.com/docs/houdini/props/index.html [www.sidefx.com]
You can set various render properties at object level, but you will have to “expose” them first…
greetings
Olaf
to start with have a look at this:
http://www.sidefx.com/docs/houdini/props/index.html [www.sidefx.com]
You can set various render properties at object level, but you will have to “expose” them first…
greetings
Olaf
Houdini Lounge » Learning Houdini - Steep Learning Curve
- Olaf Finkbeiner
- 323 posts
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might make sense to leave this here:
https://youtu.be/vSSQOxoH7zI [youtu.be]
Approaching Houdini: Effective Learning Techniques
https://youtu.be/vSSQOxoH7zI [youtu.be]
Approaching Houdini: Effective Learning Techniques
Technical Discussion » How to? Force group of UVs to align horizontally or vertically (all fo them) while having flexibility of changing their dimensions (in a procedural way)
- Olaf Finkbeiner
- 323 posts
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Hi
this is actually quite tricky.
One tip here is to use the http://www.sidefx.com/docs/houdini/nodes/sop/uvlayout.html [www.sidefx.com] node
and set Orientations to 1 .
This will help, but probably not fully solve your issue.
You will need specify while modelling the general UV direction of each piece you build…
How to do that not that straight forward and very depending on what and how you model..
greetings
Olaf
this is actually quite tricky.
One tip here is to use the http://www.sidefx.com/docs/houdini/nodes/sop/uvlayout.html [www.sidefx.com] node
and set Orientations to 1 .
This will help, but probably not fully solve your issue.
You will need specify while modelling the general UV direction of each piece you build…
How to do that not that straight forward and very depending on what and how you model..
greetings
Olaf
Technical Discussion » File size getting out of hand when creating terrain ?
- Olaf Finkbeiner
- 323 posts
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Yes use a “Heightfield File” node to save the pained stuff and disable and reset the paint node.
Edited by Olaf Finkbeiner - June 20, 2018 02:01:32
Houdini Indie and Apprentice » Help with Sweep sop
- Olaf Finkbeiner
- 323 posts
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Hi there,
in aelib by Nick Taylor you will find fastsweep…
(and curve_frame)
That should do what you want.
The library can be downloaded here - https://github.com/Aeoll/Aelib [github.com]
videos are here:
https://vimeo.com/204258764 [vimeo.com]
I cant find a video for fastsweep but you will figure that out.
greetings
Olaf
in aelib by Nick Taylor you will find fastsweep…
(and curve_frame)
That should do what you want.
The library can be downloaded here - https://github.com/Aeoll/Aelib [github.com]
videos are here:
https://vimeo.com/204258764 [vimeo.com]
I cant find a video for fastsweep but you will figure that out.
greetings
Olaf
Houdini Indie and Apprentice » First boolean. Strange edge issue
- Olaf Finkbeiner
- 323 posts
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it needs to be a polygons / mesh… the sphere might still be a primitive?
best post a scene and not only screenshots… (the .hip file or the.hiplc or the .hipnc )
greetings
Olaf
best post a scene and not only screenshots… (the .hip file or the.hiplc or the .hipnc )
greetings
Olaf
Houdini Lounge » Learning Houdini - Steep Learning Curve
- Olaf Finkbeiner
- 323 posts
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my 2 cents:
the improvements that have been made in the last 4 years are great!
Is it perfect? No.
I realy liked the small example scenes. I hope this gets more attention again.
The example scenes could now also include (background) images.
the improvements that have been made in the last 4 years are great!
Is it perfect? No.
I realy liked the small example scenes. I hope this gets more attention again.
The example scenes could now also include (background) images.
Technical Discussion » Random edge selection
- Olaf Finkbeiner
- 323 posts
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Technical Discussion » Any way to pick Object Merge objects from viewport?
- Olaf Finkbeiner
- 323 posts
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you select the packed objects in the viewport and create a group
the object merge sop also lets you choose a group
the object merge sop also lets you choose a group
Edited by Olaf Finkbeiner - May 31, 2018 18:52:40
Houdini Indie and Apprentice » linking noise type to iteraion number?
- Olaf Finkbeiner
- 323 posts
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You could create various mountain nodes and a switch node that switches.
TIP: If you hold shift+ctrl+alt and drag a node to copy it, it will link all parameters. To remove the one parameter that you want different on the copy ctrl+shift plus left mouse button…
TIP: If you hold shift+ctrl+alt and drag a node to copy it, it will link all parameters. To remove the one parameter that you want different on the copy ctrl+shift plus left mouse button…
Technical Discussion » Any way to pick Object Merge objects from viewport?
- Olaf Finkbeiner
- 323 posts
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Technical Discussion » VOP Cop2 Filter workflow
- Olaf Finkbeiner
- 323 posts
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Hi BabaJ,
you are welcome. And sure you dont need the NULLs they are cosmetic…
Have Fun
Olaf
you are welcome. And sure you dont need the NULLs they are cosmetic…
Have Fun
Olaf
Technical Discussion » VOP Cop2 Filter workflow
- Olaf Finkbeiner
- 323 posts
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Hi BabaJ,
there is another much better way of doing this.
you can read images into sop directly from cops via “heightfield file” sop into a volume…
If you dont visualise in viewport it is also fast!
getting a max value is build in
and you can even use “Luminance” or each rgb channel or whatever.
And with sopimport (in cops) you can even go back to cops!)
I just recently used this extensively and completely forgot…
I just tried it witha 16k hdr and it is fast!
Also no need to write to file etc.
This was introduced with all the terrain tools.
greetings
Olaf
there is another much better way of doing this.
you can read images into sop directly from cops via “heightfield file” sop into a volume…
If you dont visualise in viewport it is also fast!
getting a max value is build in
and you can even use “Luminance” or each rgb channel or whatever.
And with sopimport (in cops) you can even go back to cops!)
I just recently used this extensively and completely forgot…
I just tried it witha 16k hdr and it is fast!
Also no need to write to file etc.
This was introduced with all the terrain tools.
greetings
Olaf
Edited by Olaf Finkbeiner - May 31, 2018 14:43:49
Technical Discussion » VOP Cop2 Filter workflow
- Olaf Finkbeiner
- 323 posts
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Hi BabaJ,
it is a bummer but the approach of reading the image into an array is damn slow. Its all single threaded etc.
It takes about 15 sec on my machine for 512 x512… ( i will post the scene here with the nested loop too)…
BUT THIS IS NOT A GOOD IDEA as it is very slow…
If you use the attrib from map on points it takes milliseconds (also included in the scene i attached).
I tested it with a 3.2k hdr and a 3.2k grid … it takes 40 ms (loading from disc obviously not accounted for!)
TIP: do not turn on the 3d viewport… its 10million points…
I wrote the values in P and created a detail attribute maxP
You can read this with: detail(“../../../obj/attribfrommap_on_grid/attribcreate1”, “maxP”, 0)
in a COPS parameter if you want…
you could also reference the filenames etc. you would not notice that the operation is done on points while working in COPS…
It was fun trying this again…
greetings
Olaf
it is a bummer but the approach of reading the image into an array is damn slow. Its all single threaded etc.
It takes about 15 sec on my machine for 512 x512… ( i will post the scene here with the nested loop too)…
BUT THIS IS NOT A GOOD IDEA as it is very slow…
If you use the attrib from map on points it takes milliseconds (also included in the scene i attached).
I tested it with a 3.2k hdr and a 3.2k grid … it takes 40 ms (loading from disc obviously not accounted for!)
TIP: do not turn on the 3d viewport… its 10million points…
I wrote the values in P and created a detail attribute maxP
You can read this with: detail(“../../../obj/attribfrommap_on_grid/attribcreate1”, “maxP”, 0)
in a COPS parameter if you want…
you could also reference the filenames etc. you would not notice that the operation is done on points while working in COPS…
It was fun trying this again…
greetings
Olaf
Edited by Olaf Finkbeiner - May 29, 2018 18:00:50
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