animatrix_
March 11, 2014 21:27:30
RFE: Tabs with changed parameters should also be bold Since Houdini uses tabs a lot in large OPs, it would be much faster to find changed parameters when you know which tabs have them, instead of going through each tab looking for changed parameters. Simple but a huge productivity booster.
faizol
March 13, 2014 00:11:05
OpenCL for cloth simulation.
stu
March 13, 2014 11:06:39
Fix my viewport problems.
jkunz07
March 13, 2014 13:12:51
stu
Fix my viewport problems. 
animatrix_
March 17, 2014 16:23:21
RFE: Signed random function
The default rand function is great, but often times, it's equally common to need a signed version, for particles, etc where you want to have random values with a range of -1 to 1, rather than always 0 to 1.
Using the fit01 function takes a lot more time and is too convoluted for such a common pattern.
animatrix_
March 20, 2014 09:36:25
RFE: Point/primitive iterator for Wrangle SOPs
Sometimes when you want to use VEX sequentially using the Detail mode, for example to calculate the center of input points once, it becomes impossible without deleting geometry first.
Because there is no way to iterate through the supplied Groups in Detail mode.
It would be useful if we had iterators for points/prims so you could use them to go through the supplied elements (points or prims) by using your own loops, since your code will have to handle this in Detail mode if you want to use these elements.
Could be something like this:
foreach ( int pt; getinputpoints ( geoself ( ) ) )
{
}
DASD
March 20, 2014 11:31:43
* Sop-nodes to procedurally generate rigs from within a sop-network.
- Please point me towards tutorials/guides if that is already possible.
* A random function with rand01(seed source path, seed source offset value,minimum, maximum)
- Now that I think about that, I should have made it myself…
Sadjad Rabiee
March 21, 2014 03:55:44
DASD
* Sop-nodes to procedurally generate rigs from within a sop-network.
- Please point me towards tutorials/guides if that is already possible.
* A random function with rand01(seed source path, seed source offset value,minimum, maximum)
- Now that I think about that, I should have made it myself…
Yes ,You can make it easily yourself with rand , fit01 functions .
Also you can make custom function to do that automatically in the Python Module section 8)
jerry7
April 12, 2014 08:29:56
1. Unicode UI
2. image channel syntax for Texture Map. Such like “$Hip/abc.tif:alpha” use only alpha channel for texture without need make another abc_Matte.tif.
3. show image thumb in File Open Dialog
anon_user_37409885
April 12, 2014 08:33:38
jerry7
3. show image thumb in File Open Dialog
Try Preferences/General User Interface/Show Images for Image Files in File Browers
anon_user_21411066
April 12, 2014 12:51:04
Since this is a wishlist I'll throw one of my biggest wishes in here because I finally have a name for it:
Heterogeneous networkNo limitations anymore, no constraints

just creative and intuitive freedom
http://www.derivative.ca/wiki088/index.php?title=First_Things_to_Know_Part_1_Vid [derivative.ca]
http://www.derivative.ca/wiki088/index.php?title=First_Things_to_Know_Part_2_Vid [derivative.ca]
http://www.derivative.ca/wiki088/index.php?title=First_Things_to_Know_Part_3_Vid [derivative.ca]
animatrix_
April 14, 2014 18:45:19
RFE: Ability to define functions that return an array in VEX
According to SESI, this is not supported by the current VEX grammar even though it works with AttribVOP SOP, which is discouraged to be used in this case, due to crashes that might happen.
Sam Howell
May 13, 2014 05:36:38
Some kind of simplified export workflow for GPU renderers like Thea, Octane, Cycles, Redshift.
mandrake0
May 13, 2014 08:31:59
Sam Howell
Some kind of simplified export workflow for GPU renderers like Thea, Octane, Cycles, Redshift.
i have made some time ago a simple mesh exporter for the cycles render.
the exporting of mesh data is simple but i didn't had much time for looking at the shader export.
Sam Howell
May 13, 2014 09:08:24
mandrake0
Sam Howell
Some kind of simplified export workflow for GPU renderers like Thea, Octane, Cycles, Redshift.
i have made some time ago a simple mesh exporter for the cycles render.
the exporting of mesh data is simple but i didn't had much time for looking at the shader export.
Cool. Is this available to download? I would love to have a look.
mandrake0
May 13, 2014 12:18:46
Sam Howell
mandrake0
Sam Howell
Some kind of simplified export workflow for GPU renderers like Thea, Octane, Cycles, Redshift.
i have made some time ago a simple mesh exporter for the cycles render.
the exporting of mesh data is simple but i didn't had much time for looking at the shader export.
Cool. Is this available to download? I would love to have a look.
i have to make it abit better because it was my first try with python in houdini and in the moment there are some values where you have to edit in a xml file for using it (scene file). when i have got time this week i will released here.
Sam Howell
May 13, 2014 12:50:52
mandrake0
Sam Howell
mandrake0
Sam Howell
Some kind of simplified export workflow for GPU renderers like Thea, Octane, Cycles, Redshift.
i have made some time ago a simple mesh exporter for the cycles render.
the exporting of mesh data is simple but i didn't had much time for looking at the shader export.
Cool. Is this available to download? I would love to have a look.
i have to make it abit better because it was my first try with python in houdini and in the moment there are some values where you have to edit in a xml file for using it (scene file). when i have got time this week i will released here.
Very generous, keep up the good work.
mandrake0
May 14, 2014 16:14:18
i just made it a bit better…. okey the code is very bad but it works and yes its even a 0.001 version :-)
and please don't take this any serious it was just for fun.
What works:
Polygon Mesh
What doesn't Work:
everything else :-)
EDIT:
Forgotten the OTL :-/
elranchito
May 19, 2014 07:22:22
cycles integration would be amazing!
Lewul
May 19, 2014 09:20:13