tamte Seems like a job for Match Topology SOP + Attrib Copy SOP, just wrap around some python and put it on the shelf
It seems you are right. Match Topology is already in Houdini. It just needs a DigitallAsset for more parts to paste. Then this feature is already in Houdini.
option for skipping rendered frames (same as in Softimage), huge timesaver. I can be rendering on the farm, and over night i can render localy, or having multiple instances open at the same time and render (useful in situations, where switching to next frame takes longer than actual render).
Specifically for organics. The edge selection toolset needs to mature more if the pelting procedures are going to ever be more than a completely manual process.
Right now a lot of edge loop selection work needs to be done with 3rd party nodes.
Would be nice to see an edge selection walk(grow) through a mesh based on a vector.
To summarize: currently procedurally creating UV seams is difficult. Please make it less so.
1) I want a new geometry to be cleaned in viewport like in modo , maya or 3Ds max. I don't like that black in the corner or edge
2) the subdivide node is not good. it consumes memory. see the example of modo and maya subdivide node
3) add shortcuts to polybevel and polyExtrude node. Houdini modeling tool must be entirely reviewed.
4) the default materials library must be review. see modo exemple. in modo when you add wood, metal or other material. the look is perfect without tweaking.
RFE: Ability to have a network editor overlay on a Scene View pane that can be edited and toggled
So you can manipulate your network directly on top of a Scene View pane. You can have a modifier key to perform Scene View related view manipulations while the overlay is present. But for other Scene View modifications you can toggle the network editor display, so it's not conflicting.
RFE: Ability to have a network editor overlay on a Scene View pane that can be edited and toggled
So you can manipulate your network directly on top of a Scene View pane. You can have a modifier key to perform Scene View related view manipulations while the overlay is present. But for other Scene View modifications you can toggle the network editor display, so it's not conflicting.
Thanks guys I am not sure how to make the network editor more visible on top of the scene view but it can be done. Maybe thicker lines that are additive on scene view, etc.
It should work like so:
Network editor overlay: Only scene navigation is possible (same hotkeys with Space). Without using space, they navigate the network editor. Everything else is network editor related
Toggle network editor overlay off for full scene view manipulation Toggle network editor overlay on for full network editor manipulation while seeing and navigating the Scene View
Also Autodesk Revit has some node networks over 3d view too: https://www.youtube.com/watch?v=y_wc-nZKV08 [youtube.com] (It could have different level od transparency. And works on light (empty) background quite well.)
Thanks guys, looks like we have some built-in functionality to do this already for COPs albeit with some limitations
It seems like you can't have the image displayed as is without fit to view.
Extending it for the Scene View would be a nice option. I agree it could be busy looking if SESI doesn't use a method to make the network lines and tiles more visible. I think having 2 colored outlines that are opposite to each other (black and white) like in my last UI mockup should work. The text could be shown larger and the wires could be drawn much thicker too (I already turned on the thicken wires options for the mockups but not for this gif).
I'm having a hard time dealing with objects in a scene where there more than 4-5 and some of which are completed inside others. I've searched the googles, but all I could find was a script created by Guillaume Jobst which I couldn't get it to work, but that's beside the point - we need this tool to be a native Houdini one to ensure proper integration and compatibility.