Hey wolfwood. It doesn't work in 8.1.851 too.
Try to do step by step:
Light->Illumination->RIB->RIB Shader->sliders->pickup the color.
Seems that Dialog Script window is modal.
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Technical Discussion » BUG: Renderman shaders & the color of light
- hoknamahn
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Technical Discussion » BUG: Generation of DeepShadows for 64 bit PRMan
- hoknamahn
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Houdini writes the following string into RIB when it generates the DeepShadow:
Display “+./3d/renderData/shadows/shadow.dsh” “deepshad” “deepopacity” “volumeinterpretation” “discrete”
That's why the 64 bit PRMan is crashes.
Right string should be
Display “+./3d/renderData/shadows/shadow.dsh” “deepshad” “deepopacity” “string volumeinterpretation” “discrete”
The difference in the “string” word. The type of parameter should be described.
Display “+./3d/renderData/shadows/shadow.dsh” “deepshad” “deepopacity” “volumeinterpretation” “discrete”
That's why the 64 bit PRMan is crashes.
Right string should be
Display “+./3d/renderData/shadows/shadow.dsh” “deepshad” “deepopacity” “string volumeinterpretation” “discrete”
The difference in the “string” word. The type of parameter should be described.
Technical Discussion » BUG: Renderman shaders & the color of light
- hoknamahn
- 398 posts
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Technical Discussion » BUG: Renderman shaders & the color of light
- hoknamahn
- 398 posts
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Technical Discussion » RFE: Trace visibility attribs for the shader previews.
- hoknamahn
- 398 posts
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All the objects which render in the shader preview don't have the “trace visibility” attributes. That's why we see a black picture in the case of using raytracing.
RIB file which sent to preview should have something like
Attribute “visibility” “int diffuse”
Attribute “visibility” “int specular”
Attribute “visibility” “int transmission”
and maybe even Attribute “trace” “int displacements”
RIB file which sent to preview should have something like
Attribute “visibility” “int diffuse”
Attribute “visibility” “int specular”
Attribute “visibility” “int transmission”
and maybe even Attribute “trace” “int displacements”
Technical Discussion » BUG: Renderman shaders & the color of light
- hoknamahn
- 398 posts
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Try to assign any Renderman shader to the light and change the color of light inside the RIB tab. It's impossible (but the trick with MMB still exists).
Technical Discussion » VEX: strange behaviour of the "choice" type pragma
- hoknamahn
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I see your point edward. But idea was… If you have some function which can do different things depending on some input parameter (which should be in range ) and if you want to use the range instead of you have a choice:
1. Use pragma choice “2” “One thing”; “3” “Another one thing” (but now I know it's impossible)
2. Rewrite that function to use string parameters. It's not interesting.
3. Remap parameters and then call the function. Not interesting too.
If we have this syntax
“Some Value” “Some Label”
it's normal to expect that
“2” “Something”
“3” “Something Else”
should work
Concerning to string value and ch() I suppose that ch() should return something like error or undef.
Anyway the things are clear now and I know why I get 0 and 1 instead of expected 2 and 3 Thanks!
1. Use pragma choice “2” “One thing”; “3” “Another one thing” (but now I know it's impossible)
2. Rewrite that function to use string parameters. It's not interesting.
3. Remap parameters and then call the function. Not interesting too.
If we have this syntax
“Some Value” “Some Label”
it's normal to expect that
“2” “Something”
“3” “Something Else”
should work
Concerning to string value and ch() I suppose that ch() should return something like error or undef.
Anyway the things are clear now and I know why I get 0 and 1 instead of expected 2 and 3 Thanks!
Technical Discussion » VEX: strange behaviour of the "choice" type pragma
- hoknamahn
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Arhhh… It's not the problem at all )) I use fit() for this stuff but do you agree that behaviour like that is not cool? RFE? :wink:
Technical Discussion » VEX: strange behaviour of the "choice" type pragma
- hoknamahn
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Well. I use it as int inside my shader and (just for debugging) I've used ch().
Btw. I prefer int type for “menus” because of unpredictable results (well… sometimes unpredictable) in the case of using of strings.
Btw. I prefer int type for “menus” because of unpredictable results (well… sometimes unpredictable) in the case of using of strings.
Technical Discussion » VEX: strange behaviour of the "choice" type pragma
- hoknamahn
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I don't think that's the bug but I wonder why pragma choice behaves in this way.
Try to declare parameter's UI type as
#pragma label type “Type”
#pragma choice type “1” “Linear”
#pragma choice type “3” “Exponential”
and you will see that actual values of this variable will be 0 or 1 (not 1 or 3).
Why? I expect to see 1 and 3 (don't ask me why I need strange values instead of 0 and 1).
Try to declare parameter's UI type as
#pragma label type “Type”
#pragma choice type “1” “Linear”
#pragma choice type “3” “Exponential”
and you will see that actual values of this variable will be 0 or 1 (not 1 or 3).
Why? I expect to see 1 and 3 (don't ask me why I need strange values instead of 0 and 1).
Technical Discussion » Question: How to bend an object along a curve?
- hoknamahn
- 398 posts
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Technical Discussion » Time of impact as the rule for deformation of geometry
- hoknamahn
- 398 posts
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Technical Discussion » Time of impact as the rule for deformation of geometry
- hoknamahn
- 398 posts
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Hi guys,
I have a piece of geometry and a particle system which emit particles in the direction of geometry. I want to start to deform geometry from the moment of first impact.
What is the best way to do it? ops:
I have a piece of geometry and a particle system which emit particles in the direction of geometry. I want to start to deform geometry from the moment of first impact.
What is the best way to do it? ops:
Technical Discussion » Font Support for European Characters
- hoknamahn
- 398 posts
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Houdini Lounge » How would I make houdini a better modeler? Oh, I'm so glad..
- hoknamahn
- 398 posts
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Haha… Never saw the wars like this on Houdini forums
Yes, I know that most of the functionality is there. But as they are right now, they are not very helpful to anyone that doesn't use houdini day in and day out.
Sounds like “Arhhhh gimme the MAX's Material Editor instead of VOP or even VEX Editor”. The flexible software needs some skills. More flexibility - more skills it requires.
SESI should solve some speed issues with modeling of heavy geometry, some bugs (when you have a nice looking model in this Houdini session but in next session you see something weird instead of your pretty model). Some new cool tools will not prevent.
I still dream about ability to control a vertex normals :roll:
But anyway “plain” modeling isn't a main target of Houdini
Yes, I know that most of the functionality is there. But as they are right now, they are not very helpful to anyone that doesn't use houdini day in and day out.
Sounds like “Arhhhh gimme the MAX's Material Editor instead of VOP or even VEX Editor”. The flexible software needs some skills. More flexibility - more skills it requires.
SESI should solve some speed issues with modeling of heavy geometry, some bugs (when you have a nice looking model in this Houdini session but in next session you see something weird instead of your pretty model). Some new cool tools will not prevent.
I still dream about ability to control a vertex normals :roll:
But anyway “plain” modeling isn't a main target of Houdini
Technical Discussion » RFE: rotation and scale velocity attributes for motion blur
- hoknamahn
- 398 posts
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Actually I didn't knew deformation MB works for point instancing. (BTW, it's unclear why “deformation”?? Isn't it transformation blur for each instanced object?)
Because it works in “object space”.
Because it works in “object space”.
Technical Discussion » spritescale SOP attribute don't affects on size in viewports
- hoknamahn
- 398 posts
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Yep, 3 floats with third component set to 1.
* EDIT *
My bad… I use vector instead of 3 floats :? I've forgotten about that fact that vector != 3 floats and vice versa. So, now all is okay
Thanks for patience Ondrej!
* EDIT *
My bad… I use vector instead of 3 floats :? I've forgotten about that fact that vector != 3 floats and vice versa. So, now all is okay
Thanks for patience Ondrej!
Technical Discussion » spritescale SOP attribute don't affects on size in viewports
- hoknamahn
- 398 posts
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Technical Discussion » spritescale SOP attribute don't affects on size in viewports
- hoknamahn
- 398 posts
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I don't use Sprite POP in POPs and spritescale attribute is absent in POP level. But in SOPs spritescale attribute exists. So the default size for sprites in POPs is 1x1 and viewer represents sprites in POPs correctly. But in SOPs I see just a small… points (???) - little pieces of geometry (although spreadsheet show me spritescales from 0.1x0.1 to 100x100 and Mantra confirms that).
Technical Discussion » spritescale SOP attribute don't affects on size in viewports
- hoknamahn
- 398 posts
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I'm trying to optimize a particle setup process. What I want to do is a transfer the spritescale attribute from Sprite POP into SOP level. Mantra understands that right but the viewer represents sprite size incorrectly. So RFE or BUG?
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