I agree it's a nice RFE, one that has been requested before.
Very good. Thanks, twod
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Technical Discussion » Pre/Post-Frame/Render Scripts in Render COP... RFE?
- hoknamahn
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Technical Discussion » Pre/Post-Frame/Render Scripts in Render COP... RFE?
- hoknamahn
- 398 posts
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Seems that Mantra runs without pre/post-frame/render scripts from Render COP. Is it bug or something else? Sometimes you are lasy to render pics to disk and want to use the Render COP. But in this case you are don't able to use scripts (say for switch takes).
So maybe it's good thing for RFE?
So maybe it's good thing for RFE?
Technical Discussion » Extended Channels and *.chan... Is that bug?
- hoknamahn
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Technical Discussion » Extended Channels and *.chan... Is that bug?
- hoknamahn
- 398 posts
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Technical Discussion » Extended Channels and *.chan... Is that bug?
- hoknamahn
- 398 posts
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I see your point but why we can't save the _raw_ values of extended channel to *.chan? In the theory nothing can't stop us from grabbing any value and saving it. ops:
Technical Discussion » Extended Channels and *.chan... Is that bug?
- hoknamahn
- 398 posts
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Try to extend a channel by Extend CHOP and save that channel to *.chan/*.bchan file (with *.clip/*.bclip all must be okay) and read that file back. I'm sure you will see just old channel, not new “extended” channel. So is it bug?
Technical Discussion » Per particle velocity parameter?
- hoknamahn
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Technical Discussion » Per particle velocity parameter?
- hoknamahn
- 398 posts
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Okay. It's impossible. The other one question is how to pickup the primitive attribute from sops in pops?
For example, I have a grid as the source for pop particles. That particles emit from primitive centers. So I can't pick the point attributes (???) and need the primitive attributes. Okay, I have the prim attributes. But how can I use them as parameter of Velocity POP? I don't see something like AttribPromote POP.
For example, I have a grid as the source for pop particles. That particles emit from primitive centers. So I can't pick the point attributes (???) and need the primitive attributes. Okay, I have the prim attributes. But how can I use them as parameter of Velocity POP? I don't see something like AttribPromote POP.
Technical Discussion » Per particle velocity parameter?
- hoknamahn
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Technical Discussion » Per particle velocity parameter?
- hoknamahn
- 398 posts
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Is it possible to set velocity of the POP particles different per particle?
With expression like rand($ID) or to get the velocity value from the attribute?
Seems to be impossible but maybe I do something wrong?
Of course I can assign velocities individually with Velocity POP, but what about Location POP or Source POP?
With expression like rand($ID) or to get the velocity value from the attribute?
Seems to be impossible but maybe I do something wrong?
Of course I can assign velocities individually with Velocity POP, but what about Location POP or Source POP?
Technical Discussion » How to emit particle from the center of the polygon group?
- hoknamahn
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Technical Discussion » How to emit particle from the center of the polygon group?
- hoknamahn
- 398 posts
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I have a polygonal object which contains several polygon groups (i.e. it isn't a single mesh) I can use a Connectivity SOP + Partition SOP to create the polygon groups. But I need to emit one particle from the center of “it's own” group and then attach that group to that particle. Any ideas how to do it?
Technical Discussion » BUG: Network Boxes
- hoknamahn
- 398 posts
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I saw this bug about two times. Say I have a network box with several objects inside it. The network box is in the “minimized” state and I wanna to “maximize” it. I click on the maximize button and oops… My network box have gigantic size in the Y direction (bottom side is far far away from the pane border) and all objects placed near the bottom side.
I'm not sure that I can reproduce this bug.
I'm not sure that I can reproduce this bug.
Technical Discussion » Bugs, cache, viper... or ...?
- hoknamahn
- 398 posts
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Hummm… Sorry… It was checked “Enable IPR rendering” parameter in Mantra ROP ops: I always rush
Technical Discussion » Bugs, cache, viper... or ...?
- hoknamahn
- 398 posts
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Technical Discussion » Bugs, cache, viper... or ...?
- hoknamahn
- 398 posts
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Hey guys!
Last days I see the strange things… I have a simple scene… For example, nurbs grid with surface and displacement shaders (something like choppy water). There is several types of “bugs”:
1. I click render and see the expected result. Then I click the render button again and… arhhh, I see other picture… Okay, I click it again and see the first picture (expected). But if I click render again I see unexpected result.
2. I set the parameters of the shader and render the scene. Cute. I like this pic but I want to change some parameters of the shader. Okay. I did it and ready to rerender. Then I render my scene again I see… The previous result. Hummm… I render again and I see the first result again. Huh. Save scene with new parameters, restart Houdini, open the scene, render it. Nice I see that I expected (with new parameters).
3. I have some geometry with assigned shader (Shader SOP). Render. Good. But I want to delete that Shader SOP. Then I kill it, render… Hummmm…. It seems like that Shader SOP still present in my scene (even if I kill the SOP cache).
So the question is: what is that? Problems with the some cache (by the way viper is… IPR cache?) or bugs of other type?
P.S. The same problems I see on the different hardware, different OSes and different Houdini builds.
Last days I see the strange things… I have a simple scene… For example, nurbs grid with surface and displacement shaders (something like choppy water). There is several types of “bugs”:
1. I click render and see the expected result. Then I click the render button again and… arhhh, I see other picture… Okay, I click it again and see the first picture (expected). But if I click render again I see unexpected result.
2. I set the parameters of the shader and render the scene. Cute. I like this pic but I want to change some parameters of the shader. Okay. I did it and ready to rerender. Then I render my scene again I see… The previous result. Hummm… I render again and I see the first result again. Huh. Save scene with new parameters, restart Houdini, open the scene, render it. Nice I see that I expected (with new parameters).
3. I have some geometry with assigned shader (Shader SOP). Render. Good. But I want to delete that Shader SOP. Then I kill it, render… Hummmm…. It seems like that Shader SOP still present in my scene (even if I kill the SOP cache).
So the question is: what is that? Problems with the some cache (by the way viper is… IPR cache?) or bugs of other type?
P.S. The same problems I see on the different hardware, different OSes and different Houdini builds.
Technical Discussion » RFE or how to do: SOP/POP particles Preroll Cache
- hoknamahn
- 398 posts
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Technical Discussion » RFE or how to do: SOP/POP particles Preroll Cache
- hoknamahn
- 398 posts
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Hey guys!
I have a SOP/POP particle system with non zero preroll parameter (say 200). My little simulation looks pretty good but I want to cache preroll sim (not overall sim) because preroll sim time is very long. So the question is: is it possible to cache preroll sim right now (and how)? If it's impossible then I think that it's not the bad idea for RFE? :roll:
I have a SOP/POP particle system with non zero preroll parameter (say 200). My little simulation looks pretty good but I want to cache preroll sim (not overall sim) because preroll sim time is very long. So the question is: is it possible to cache preroll sim right now (and how)? If it's impossible then I think that it's not the bad idea for RFE? :roll:
Technical Discussion » BUG: Particle SOP is broken
- hoknamahn
- 398 posts
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Okay, okay you bit me ops:
But anyway this behaviour is strange (why if you change the turbulense _once_ at simulation time you will get result like if the turbulance was _animated_?)
But anyway this behaviour is strange (why if you change the turbulense _once_ at simulation time you will get result like if the turbulance was _animated_?)
Technical Discussion » BUG: Particle SOP is broken
- hoknamahn
- 398 posts
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Try to emit particles from… for example Sphere SOP with Particle SOP. Change the turbulence from {0, 0, 0} to say {25, 25, 25} and start the simulation. You will see that particles move like they emitted from splines and move along that splines. But if you change the turbulence at the simulation time you will see the “normal” behaviour.
H8.0.383 for Windows
H8.0.383 for Windows
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