Houdini 15 Wishlist

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Here are a few wishes for rendering workflow:

* Take nodes in Network view - for management and portability
* Bundles nodes in Network view, ex: inside takes
* Overrides in bundles that are applied to all contents of the bundle, ex: material override

Attachments:
Overrides-in-bundles.jpg (55.7 KB)
Bundles-in-Network-view.jpg (56.2 KB)
Takes-in-Network-view.jpg (61.2 KB)

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1. Hope the voronoi fracture node can add detail not only interior but also the fractured edges

2. Hope can have a nice workflow to add render time fracture detail in SHOP
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It will be great if you add some things for character setup and muscles:
- Unlimited undo levels on CaptureLayerPaint SOP(now its just one)
- Skin and muscles deformations interaction. For now it is impossible to combine it together. There is way do it in VEX, but not exactly.
- Muscle colliding with each other to bulge and not penetrate one in another for proper deformations. I spent several months trying to achieve this, but no result.

Thanks!
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twod
Paul Geraskin
Hipoly model baking to lowpoly model.

There's the PolyReduce and Remesh SOPs which do this, using different algorithms and interfaces.

I'm talking about characters baking. Normal maps, AO, cavity map. Like modo has good baking tools.
Also retopology tools would be great to make good topology for lowpoly models.
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I just thought of a UI feature which would be nice to have. Very simple, colorize parameter name.

I like the fact that you can colorize a node but it would be nice to add the same functionality to the Parameter panel. Put the icon right up there next to the Gear or something.

It could also be implemented as an additional item in the right-click menu that already exists when you right-click on a parameter name. Make a sub-menu with…say 8 color names. It does not have to be a full palette, just a way to make a parameter stand-out on the parameter sheet.
Using Houdini Indie 19.5.
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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Round corners, bump effect - like in any other render engine
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Drag and drop textures!

In Softimage I was able to drag and drop a texture in to rendertree which would automatically create an image node. Very quick!

How are you guys quickly assigning your textures when doing you shading?


Alex
VFX Supervisor @ Helmet Films & Visual Effects
http://www.helmet.no [helmet.no]
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imensah
.Dwg importer and hopefully exporter will be nice. Dxf is too limited.
I found that exporting a .dwg from max for example as a .ai and then importing that ai into Houdini does the trick pretty well.
Straight import without the need of Max would be cool though.

Cheers.

Rudi
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Yeah let me just quickly purchase 3dsMax for that purpose
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SreckoM
Yeah let me just quickly purchase 3dsMax for that purpose

Hahah, ok, i get your point.
In some cases (my case in this occasion) the people that provided the dwg come from studios where they work with Autocad and other Autocad products. They happened to have Max as well. That helps. :-)
Oh, and wait, they might even have a limited time free trial that could be used, but i'm not sure about that. Some Autodesk products have this, and are limited in the amounts of saves or exports you can do but you can still test it.
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Lokk1
It will be great if you add some things for character setup and muscles:
- Unlimited undo levels on CaptureLayerPaint SOP(now its just one)
- Skin and muscles deformations interaction. For now it is impossible to combine it together. There is way do it in VEX, but not exactly.
- Muscle colliding with each other to bulge and not penetrate one in another for proper deformations. I spent several months trying to achieve this, but no result.

Thanks!

As someone interested mainly in character work, I can't give to this anything else than a double thumbs-up.
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It would be nice if the OpenGL rop supported GLSL shaders. While we can install GLSL shaders in the viewport, if we try to render them with the OpenGL rop they are not considered for final output.
Using Houdini Indie 19.5.
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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mmota
Here are a few wishes for rendering workflow:

* Take nodes in Network view - for management and portability
* Bundles nodes in Network view, ex: inside takes
* Overrides in bundles that are applied to all contents of the bundle, ex: material override


Ive had a RFE for this for over 3yrs in the end its down to building it yourself ala python . Your images show some advancement on my basic set up which was driven through a otl . Why not carry on and sell your set up on orbolt.

rob
Gone fishing
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Ability to create semi-transparent widgets on viewport (like in group selection) with HOM.
https://vimeo.com/user43923185 [vimeo.com]
https://gumroad.com/alexeyvanzhula [gumroad.com]
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I'd love to have a shelf tool for doing example based skinning work. Particularly this implementation: Building effecient accurate character skins from examples [research.cs.wisc.edu] It's old, but it works (I used a maya implementation years ago), allows for complete control over the skeleton, and it bakes down to linear blend skin weighting, which is the dominant solution for character deformation in games and that is unlikely to change anytime soon.

A tool for skinning mesh animations would be great as well and it would overlap a lot of the work with an example based skinning tool.

I'd also like to see a deformation transfer tool, as it allows for the re-use of topology and deformations, such as morph targets across a wide variety of models saving lots of time, energy and money. I've used an implementation of
Deformation transfer for triangle meshes [http]
It works amazingly well and I am surprised that this still hasn't been widely adopted in commercial 3d graphics packages. There has been lots of development in this area and that paper is most likely not the best solution for deformation transfer.
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I'd like to see more Asset management, specifically with handling versioning and protecting existing HDAs from being adversely affected (i.e. broken) by changes to an HDA, and the ability to revert to previous versions and seeing what version of an asset is being used (without having to go to Type Management for each and every).

I often run into problems where I want to extend an HDA's functionality, and despite attempts at being careful I'll break existing instances of an asset, where they inadvertently get updated to the latest definition. I'm aware of namespaces and versions documentation, but it's not exactly user friendly, and I've come unstuck trying to follow the working practices for HDAs (or neglecting to because I'm thinking “this just going to be used once”) more than a few times.

Ideally I'd like to be able to mix asset versions without worrying about getting it right or wrong so much. I'd like to be able to view notes on assets before I select a definition to switch to, and I'd like to drop down mixed node versions in a network. Perhaps another toggle-able info layer in the network with version numbers next to nodes would be handy?

It's possible I'm just picking up bad habits because I work alone (no-one to correct me), but assets are a core philosophy and a huge Pro of Houdini, so anything to make them easier to work with would be a plus. Given H14 adds the Assets menu, I guess I'm not alone in thinking that?
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Hi.

This is my feature request for 15 version.

Modo 901 has Topology Copy/Paste UVs feature.
I have made the same feature for blender. It would be great if such a feature to be in Houdini too.

The Modo 901:
https://vimeo.com/127917390#t=125s [vimeo.com]

Here is 310 lines of code of the tool:
https://github.com/nutti/Copy-And-Paste-UV/blob/99e0534d23f94a903c26a228a9ea03b87043e7e1/uv_copy_and_paste_uv/cpuv_transfer_uv_operation.py [github.com]

Here is the entire code:
https://github.com/nutti/Copy-And-Paste-UV/releases/tag/v3.2 [github.com]

Here are test videos of topology copy/paste UVs:
https://www.youtube.com/watch?v=ddq1J_y1RMc [youtube.com]
https://www.youtube.com/watch?v=WPtzYej6n0Y [youtube.com]
https://www.youtube.com/watch?v=LicrCKTV5kM [youtube.com]

Here is my described algorithm:
https://github.com/nutti/Copy-And-Paste-UV/issues/11#issuecomment-112346475 [github.com]

Some limitations in my version:
An edge should share only 2 faces. If an edge shares more than 2 faces - the tool will not work and make error report.

Also, you can copy/paste any other data sure. It would be great to ad such a feature for Edit node, for example.
This feature is not for programmers. This is for artists.

I also made a bug report here:
http://www.sidefx.com/index.php?Itemid=239&id=768&option=com_content&task=view [sidefx.com]
report is #28126
Edited by - July 4, 2015 01:11:56
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Attribute transfer does UV transfer. It could be wrapped into a nice asset to have a better user experience, but the functionality, and more is there.
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Lyr
Attribute transfer does UV transfer. It could be wrapped into a nice asset to have a better user experience, but the functionality, and more is there.

I guess the Attribute Transfer node does not count topology. If verts indexes are different on meshes…
This algorithm sorts all verts by topology. And sure it can transfer other data as you mentioned.

It would be great to have such a tool on the toolshelf in Houdini.
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Seems like a job for Match Topology SOP + Attrib Copy SOP, just wrap around some python and put it on the shelf
Tomas Slancik
FX Supervisor
Method Studios, NY
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