Hi,
I'm tring to process an alembic sequence, where mesh is randomly disconnected (made of patches) but UVs are ok and needs to stay in place.
Unlike softimage when i try to fuse or consolidate points, the operator wipe the uv sample coord too so i experience big bleeds where patchs are fused.
I need this to compute smoothed normals.
Can i fuse without wiping UV samples ? Maybe another workaround would be computing normals considering disconnected adjacent polygons…
Thanks
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SI Users » fuse but keep uvs sample in place
- NNois
- 174 posts
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Technical Discussion » Houdini not working on Mac Os Yosemite
- NNois
- 174 posts
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hi,
just saw this on the daily build ;-)
Houdini 13.0.531: Fixed Houdini so that it runs on Mac OSX 10.10 (Yosemite DP).
just saw this on the daily build ;-)
Houdini 13.0.531: Fixed Houdini so that it runs on Mac OSX 10.10 (Yosemite DP).
SI Users » project "Houdini, a great modeler"
- NNois
- 174 posts
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i remember when they're isn't tweak tool in xsi… i must admit the workflow then was also great, thanks to sticky keys for move/rotate/scale and CTRL for snapping, some additionnal click for sure but not so much.
I'm pointing here the fact tools and a working workflow where here before this tool.
I'm pointing here the fact tools and a working workflow where here before this tool.
Edited by - June 10, 2014 19:09:50
SI Users » project "Houdini, a great modeler"
- NNois
- 174 posts
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McNistor
What I personally would like to hear, if possible of course, is whether the devs that have read this thread and hopefully my page acknowledge what are the deeper problems of Houdini …
They says they are listing… so i my opinion the much we can do is pointing problems. Then wait, and seriously watch what's in the next major version, or siggraph announcements.
The majority of problems reported here are just small things so if they want i think they can deliver rapidly.
SI Users » project "Houdini, a great modeler"
- NNois
- 174 posts
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MartybNzWerner Ziemerink
I have to agree with Mcnistor here. I have worked in SI, Max and Maya and when it comes to modeling there is only on application to look at and that is SI.
Cool - it's probably a good time to start delving into the modelling toolset then.
We've so far looked at the Bevel tool, there was a post on the extrude tool. Does the Houdini Extrude toolset do everything you're used to or want to? Thanks!
Oh yes, i'll gladly try to re-explain here where the extrude tool doesn't produce the right results.
SI Users » GUI mess
- NNois
- 174 posts
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Hi,.
I'm fighting too
for the first tabs, well just retry… or click the plus icon right to the network tab ?
for the layout, no it's just one file, on you HOME config dir /desktop
for moving the pref folder, you'll find in you HOME documents/houdini an houdini.env file, on this one add a line like this for a master pref folder, overinding the one in your documents with a “HSITE” variable:
HSITE = Cmy/new/config/directory
and duplicate all the file from you documents, now you have a sharable config folder like a softimage workgroup
or i think you can create a windows environment $HOME variable
http://www.sidefx.com/docs/houdini13.0/basics/config [sidefx.com]
now, all this are conf files and i would really like a small tutorial making a .bat file or something helping to automate this and definitly use the $JOB variable to work like softimage with projects folders…
I'm fighting too
for the first tabs, well just retry… or click the plus icon right to the network tab ?
for the layout, no it's just one file, on you HOME config dir /desktop
for moving the pref folder, you'll find in you HOME documents/houdini an houdini.env file, on this one add a line like this for a master pref folder, overinding the one in your documents with a “HSITE” variable:
HSITE = Cmy/new/config/directory
and duplicate all the file from you documents, now you have a sharable config folder like a softimage workgroup
or i think you can create a windows environment $HOME variable
http://www.sidefx.com/docs/houdini13.0/basics/config [sidefx.com]
now, all this are conf files and i would really like a small tutorial making a .bat file or something helping to automate this and definitly use the $JOB variable to work like softimage with projects folders…
Edited by - May 21, 2014 14:06:01
SI Users » curled hair
- NNois
- 174 posts
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I'm sorry, do not know how to approach it but it reminds me of this .hip file
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=129499#129499 [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=129499#129499 [sidefx.com]
SI Users » User Interface thoughts
- NNois
- 174 posts
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assigning an hotkey to
the “parameters” option, available on
- the context menu/geometry on 3dview
- the context menu on a network view
Enables you to lock parameters panes and mimics SI workflow. Theses multi floating opened PPG panes are so usefull for lookdev ;-)
the “parameters” option, available on
- the context menu/geometry on 3dview
- the context menu on a network view
Enables you to lock parameters panes and mimics SI workflow. Theses multi floating opened PPG panes are so usefull for lookdev ;-)
SI Users » project "Houdini, a great modeler"
- NNois
- 174 posts
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Korny Klown2NNoisExcept that the bevel follows the edge flow, where extrude + inset just gives you a flat surface even if you divide it. Also, with a bevel, the faces sharing the beveled edge stay in place where an extrude usually means to move one face, doesn't it?
I always dreamed about an extrude operator who substitute also to the bevel too. Bevel is sort of a duplicate/extrude/inset right ?NNoisI actually don't like the idea of an uber node of whatever kind. These uber tools usaully mean that you have to either spend some time in the parameters to set it up for whatever you want …
So is there an already uber extrude tool packed somewhere ?
Well that's totally why i'm pointing that here, you says for example “bevel follow edges flows” or “extrude usually mean…” well,
What if i would like it to he other way says relative to polygon like the extrude inset mode ! Giving option is always the key to a good tool and maybe tools sharing the same concepts could be better under only one tool as we can adjust the look faster.
SI Users » animation improvements in Houdini
- NNois
- 174 posts
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edward
Is this what you're trying to get?
- Right-click on the pin icon of the “network tree view” (actually a Network View pane), and choose 1. Right-click on it again and enable “Link As Parent”
- Right-click on the pin icon of your “network graph view” (actually a Network View pane), and choose 1.
Hi, in fact this is not working there is a bug:
A setup with 2 panes, left “network tree view” right “network view”
setted up with “link 1” and “link as parent” for the “network tree view”
If i select on the “network tree view” the right pane is reacting and diving correctly but not the opposite…
->This is working correctly on the “obj” network context
->But not at all on other context , like “Shop” or “Out” in these ones when we select a node the right pane network editor Switch back immediatly on the “OBJ” context, so not usable at all…
PS: This is working correctly with a classic “tree view” but we loose the multi select ability and other goodies…
PS2: Using the “link as parent” mode prevent display of the ultra cool SOP collums in the tree network view, annoying…
SI Users » project "Houdini, a great modeler"
- NNois
- 174 posts
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Simon__hayes
I hardly ever use the extrude operator for organic modelling. I usually just duplicate a face using ctrl D.
On softimage, duplicate IS the extrude operator, and with different settings you obtain or a duplicate, or an extrude, or even a repeated transform by subdivision.
I always dreamed about an extrude operator who substitute also to the bevel too. Bevel is sort of a duplicate/extrude/inset right ?
As i've already pointed out here (but poorly explained) in Houdini the extrude tool and bevel tool lacks some unification like:
- “keep point sharing” present on extrude but not on polybevel, resulting on unusable bevel tool with grouped polygons where we expect a bevel only on the boundary edges
resulting also on strange behavior with n-gon holle'd polygons like we could find on font polygon text (letter “e” for example)
- “keep point sharing” lacks a mode à la Softimage where the inset follow gracely the original polygon flow, where each edge stays parrallel with original edge orientation
- the bevel inset should be this way too (following original edge orientation)
- the edge bevel collision/collapse softimage way miss me a lot, the Houdini tool is just anoying..
So is there an already uber extrude tool packed somewhere ? do something like that whould be interesting to implement to ease the modeling workflow on Houdini ?
I think so because extruding/inseting/bevelling IS the tool used 90% of the time…
BTW, I really like houdini this is just that simple thing needs to stay intuitive and made simple. Using unified tools or building block etc…
SI Users » animation improvements in Houdini
- NNois
- 174 posts
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edward
Is this what you're trying to get?
- Right-click on the pin icon of the “network tree view” (actually a Network View pane), and choose 1. Right-click on it again and enable “Link As Parent”
- Right-click on the pin icon of your “network graph view” (actually a Network View pane), and choose 1.
Thanks edward, this is just what i was looking for ! so the info is missing here http://localhost:48626/basics/panes [localhost]
but in the docs too there is a mention about “auto-dive” button with tree view but not in a “network tree view”http://localhost:48626/ref/panes/treeview [localhost]
So is “link as parent” pane is the same as “auto-dive” ?
SI Users » animation improvements in Houdini
- NNois
- 174 posts
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Obviously the thread derailed of the animation thing… feel free to delete my post…
Constantin, i like how you spoted some UI bottleneck here, but i can't agree with the null parent thing.
There is subnetworks WITH transforms, this is a null,
but there are flaws here and here…
——–
a node put under a subnetwork, says a cube isn't auto linked to the “input 1”… well, ok pass on that… Hey we can move the subnetwork transform and this moves the cube ??? … well, ok pass on that … now create a null to parent move the subnetwork… well now the null don't tranform the cube under the subnetwork , remember ? the cube isn't auto attached to the sub network input…
This is things like this, that's not logical at all, so how we can parent / move / regroup things freely and effectively ?
——–
what's the purpose of the “tree view” the network editor putted in a tree view mode provide nearly all constantin's demands. The multi selections, the possibility to group under a transfrom group, moving nodes etc… but I note several workflow problems…
-> as we can can Copy/Past nodes we sould be able to do that in a logical manner. Today if we need to copy a node onto a subnetwork we have to select a member of that subnetwork or enter this subnetwork to Paste it.
So here is the thing, this is not logical at all to select a submember for pasting a node, OR this is not logical at all clicking onto a subnet, hitting “i” you loose any selection visual before your paste…
-> another one, when we have two pane open, one “network tree view” and one network graph view (this remind me a lot the softimage worflow) whe could use to select a subnetwork in the tree view to display the content of it on the network view… this is not what's happening…
When a network is selected we should view is parameter but showing his content in the network view ;-)
-> in short, the tree view needs to be removed, the network tree view needs to be a special case because he could not behave like a network view, this network tree view should provide additionnal mechanisms.
-> multiselection and parametters editings misses an Highlighted Mode of the common values instead of a light grey text
——–
VOPs… Am I the only one who's fighting with network tiles Lines ? I always turns having a connection line selected, and in this case the only solution is pushing the “esc” key…
Could houdini provide additionnal surface for selecting the nodes tiles by using the full empty node surface, not only the title bar…
——–
SOP tiles and connections: the right click on the minimalistycaly small down arrow to auto connect nodes is not optimal… Maybe a simple Hover on Node + TAB could auto connect the new node ?
And is there an auto “display flag” when we put new nodes by clicking this down arrow ?
——-
All this is minimal things, but every times, Softimage devs added some minimal things on the softimage workflow it turns to be a huge time saver.
Thanks for listning,
Noël
Constantin, i like how you spoted some UI bottleneck here, but i can't agree with the null parent thing.
There is subnetworks WITH transforms, this is a null,
but there are flaws here and here…
——–
a node put under a subnetwork, says a cube isn't auto linked to the “input 1”… well, ok pass on that… Hey we can move the subnetwork transform and this moves the cube ??? … well, ok pass on that … now create a null to parent move the subnetwork… well now the null don't tranform the cube under the subnetwork , remember ? the cube isn't auto attached to the sub network input…
This is things like this, that's not logical at all, so how we can parent / move / regroup things freely and effectively ?
——–
what's the purpose of the “tree view” the network editor putted in a tree view mode provide nearly all constantin's demands. The multi selections, the possibility to group under a transfrom group, moving nodes etc… but I note several workflow problems…
-> as we can can Copy/Past nodes we sould be able to do that in a logical manner. Today if we need to copy a node onto a subnetwork we have to select a member of that subnetwork or enter this subnetwork to Paste it.
So here is the thing, this is not logical at all to select a submember for pasting a node, OR this is not logical at all clicking onto a subnet, hitting “i” you loose any selection visual before your paste…
-> another one, when we have two pane open, one “network tree view” and one network graph view (this remind me a lot the softimage worflow) whe could use to select a subnetwork in the tree view to display the content of it on the network view… this is not what's happening…
When a network is selected we should view is parameter but showing his content in the network view ;-)
-> in short, the tree view needs to be removed, the network tree view needs to be a special case because he could not behave like a network view, this network tree view should provide additionnal mechanisms.
-> multiselection and parametters editings misses an Highlighted Mode of the common values instead of a light grey text
——–
VOPs… Am I the only one who's fighting with network tiles Lines ? I always turns having a connection line selected, and in this case the only solution is pushing the “esc” key…
Could houdini provide additionnal surface for selecting the nodes tiles by using the full empty node surface, not only the title bar…
——–
SOP tiles and connections: the right click on the minimalistycaly small down arrow to auto connect nodes is not optimal… Maybe a simple Hover on Node + TAB could auto connect the new node ?
And is there an auto “display flag” when we put new nodes by clicking this down arrow ?
——-
All this is minimal things, but every times, Softimage devs added some minimal things on the softimage workflow it turns to be a huge time saver.
Thanks for listning,
Noël
SI Users » VOP SOP How do I
- NNois
- 174 posts
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Hi,
I've some quick Softimage oriented workflow questions …
I'm trying to work with some point scattered..
- How to query on another geometry, like getting the closest normal of a point (in softimage Get closest point)
- Can we scatter (in softimage generate sample set) in a VOPSOP other than using a scatter SOP.
- Is there an equivalent of the copy SOP on a VOPSOP ?
Noël
I've some quick Softimage oriented workflow questions …
I'm trying to work with some point scattered..
- How to query on another geometry, like getting the closest normal of a point (in softimage Get closest point)
- Can we scatter (in softimage generate sample set) in a VOPSOP other than using a scatter SOP.
- Is there an equivalent of the copy SOP on a VOPSOP ?
Noël
Technical Discussion » otls library on a network server
- NNois
- 174 posts
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I, so I found that The scan path isn't recursive… I'm right ?
And haven't found how to specify a windows network path for an otls library, although mounting a network drive works. Anybody can confirm this ?
Thanks,
Noël
And haven't found how to specify a windows network path for an otls library, although mounting a network drive works. Anybody can confirm this ?
Thanks,
Noël
SI Users » How do I see procedural textures in the viewport?
- NNois
- 174 posts
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In my opinion, introducing a temp “display/render flag” on SHOP VOP networks would speed up the workflow enormously.
Some softwares like softimage emulate that by small shaderball views on nodes but the whole shaderball thing is just old style ;-). A “eye icon” to display the node in the render would just be a better workflow !
Some softwares like softimage emulate that by small shaderball views on nodes but the whole shaderball thing is just old style ;-). A “eye icon” to display the node in the render would just be a better workflow !
Technical Discussion » otls library on a network server
- NNois
- 174 posts
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hi,
I'm having a hard time trying to install an otls library placed on a windows network share folder …
example in houdini.env
working:
HOUDINI_OTLSCAN_PATH=@/otls;Cmyotlpath
not working… obviously because of the backslashs:
HOUDINI_OTLSCAN_PATH=@/otls;\\serverA\netfolder\myotlpath
And this one is working if we use “network drive” like Z: for \\serverA\netfolder:
So, i'm missing something for sure, how do we write network paths on the houdini.env file ?
I'm having a hard time trying to install an otls library placed on a windows network share folder …
example in houdini.env
working:
HOUDINI_OTLSCAN_PATH=@/otls;Cmyotlpath
not working… obviously because of the backslashs:
HOUDINI_OTLSCAN_PATH=@/otls;\\serverA\netfolder\myotlpath
And this one is working if we use “network drive” like Z: for \\serverA\netfolder:
HOUDINI_OTLSCAN_PATH=@/otls;Zmyotlpath
So, i'm missing something for sure, how do we write network paths on the houdini.env file ?
SI Users » How do I see procedural textures in the viewport?
- NNois
- 174 posts
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Hi,
We can't really display procedural shaders in softimage … (unless you are using the high quality glsl shaders thing who is all but reliable), but we have fast preview via connecting the procedural shader directly to the surface output, just like in houdini no ?
We can't really display procedural shaders in softimage … (unless you are using the high quality glsl shaders thing who is all but reliable), but we have fast preview via connecting the procedural shader directly to the surface output, just like in houdini no ?
SI Users » User Interface thoughts
- NNois
- 174 posts
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Tupaia
- The ‘tree view’ seems to be the equivalent to the ‘Explorer’ in SI, but only one object can be selected at a time, and it doesn't seem to have any drag&drop capabilities. Am I missing something?
I've found than using a newtwork view in “list view” mode on “list order” tree mode you can multi select !
editing multi parameter is working but we need a better overview when values differs, they are grayed out where we expect an hightlight
SI Users » User Interface thoughts
- NNois
- 174 posts
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Tupaia
Greetings, honorable ladies and gentlemen of the Houdini order!
…
Eugen
Hi Eugen, did you visit that tread http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31040 [sidefx.com] I think it's also a great start as 80% you talked about is discussed over there
Noël
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