Still there is no drag and drop feature to open .hip file.
I wish it will be in Houdini 15.
OneBigTree
1. Viewport angle-based smoothing for geometry preview
(aka Autosmoothing, angle-based cusping etc.)
2. Bridgetool
3. tweak tool with symmetry
4. GPU Acceleration for mantra.
Funny, thought I could think of more. That means something from a XSI-User
mandrake0OneBigTree
1. Viewport angle-based smoothing for geometry preview
(aka Autosmoothing, angle-based cusping etc.)
2. Bridgetool
3. tweak tool with symmetry
4. GPU Acceleration for mantra.
Funny, thought I could think of more. That means something from a XSI-User
1. Viewport =>do you meen something like this: https://vimeo.com/116797433 [vimeo.com]
4. GPU Acceleration => fact is that the GPU is too limited…. so it's need more features in the GPU to integrate the mantra render. but i hope the xeon phi can solve this: http://www.anandtech.com/show/8732/intels-xeon-phi-after-knights-landing-comes-knights-hill [anandtech.com]
Viewport: Yes like the normal or facet or cusp sop but without having to add a sop. Just for the viewport. Doing that by adding a sop requires keeping the operator at the end of the network while modeling.
protozoanViewport: Yes like the normal or facet or cusp sop but without having to add a sop. Just for the viewport. Doing that by adding a sop requires keeping the operator at the end of the network while modeling.
This has been discussed (even on the beta, iirc) but I shall post the counter-standpoint: it should be like it is now. I get that you need automatic point normals to see anything at all, but other than that, the viewport should show what's actually there, and if no vertex normals or open (“cusped”) edges are present, none should be shown.
I'm aware that other softwares do that differently, but they should be shunned for that. It's wrong and counterproductive to hide low level things like that from the artists. One of Houdini's stongest points was always to enforce understanding of what is really going on onto people, and not have a magic black box.
If you try to fix broken geometry coming from external sources and have a magic viewport that shows stuff that isn't there for convenience, it's one real pain in the neck.
OneBigTree
I have a wish for H15:
A simple method to keep the normal SOP automatically at the end of the network with the viewport flag on, so I can see my angle based normals -
OneBigTree
I have a wish for H15:
A simple method to keep the normal SOP automatically at the end of the network with the viewport flag on, so I can see my angle based normals - how I want them to be in the finished model- while working. Of course it would be easier if I had another option for the viewport display in addition to flat and soft shaded, but that would require a lot of people to really and completely change their workflow.
circusmonkeyOneBigTree
I have a wish for H15:
A simple method to keep the normal SOP automatically at the end of the network with the viewport flag on, so I can see my angle based normals - how I want them to be in the finished model- while working. Of course it would be easier if I had another option for the viewport display in addition to flat and soft shaded, but that would require a lot of people to really and completely change their workflow.
You could do this simply by making your self some tools and adding it automatically to the end of the tree. The great thing about Houdini is you are given the frame work to make tools to suit “your” work flow
Rob
Convenience is for babies, right?
MartybNzOneBigTree
I have a wish for H15:
A simple method to keep the normal SOP automatically at the end of the network with the viewport flag on, so I can see my angle based normals -
Perhaps a new shader, ‘Cusped’ could be added below the Scene level, Display As menu.
protozoanViewport: Yes like the normal or facet or cusp sop but without having to add a sop. Just for the viewport. Doing that by adding a sop requires keeping the operator at the end of the network while modeling.
This has been discussed (even on the beta, iirc) but I shall post the counter-standpoint: it should be like it is now. I get that you need automatic point normals to see anything at all, but other than that, the viewport should show what's actually there, and if no vertex normals or open (“cusped”) edges are present, none should be shown.
I'm aware that other softwares do that differently, but they should be shunned for that. It's wrong and counterproductive to hide low level things like that from the artists. One of Houdini's stongest points was always to enforce understanding of what is really going on onto people, and not have a magic black box.
If you try to fix broken geometry coming from external sources and have a magic viewport that shows stuff that isn't there for convenience, it's one real pain in the neck.
I have experienced errors for example when adding an edgesplit while having a facetnode at the end of the chain.
DaJuiceprotozoanViewport: Yes like the normal or facet or cusp sop but without having to add a sop. Just for the viewport. Doing that by adding a sop requires keeping the operator at the end of the network while modeling.
This has been discussed (even on the beta, iirc) but I shall post the counter-standpoint: it should be like it is now. I get that you need automatic point normals to see anything at all, but other than that, the viewport should show what's actually there, and if no vertex normals or open (“cusped”) edges are present, none should be shown.
I'm aware that other softwares do that differently, but they should be shunned for that. It's wrong and counterproductive to hide low level things like that from the artists. One of Houdini's stongest points was always to enforce understanding of what is really going on onto people, and not have a magic black box.
If you try to fix broken geometry coming from external sources and have a magic viewport that shows stuff that isn't there for convenience, it's one real pain in the neck.
Agreed, obfuscation is not the Houdini way. If I'm really concerned what a box or cylinder first looks like I'll go ahead and add normals.
protozoanI have experienced errors for example when adding an edgesplit while having a facetnode at the end of the chain.
A facetSOP produces an actual open edge, when using its cusp-functionality, with double points and all. You should use vertex normals for what you are trying to do. (Or at least for what I *think* you are trying to do)
In H14 this workflow has been streamlined by neatly packing it into the new NormalSOP, which is what you should add to your chain. All your woes should go away, splits etc. should work normally since the edges all stay closed.
Unless you want an open edge of course, with all its implications.
but I just don't have time for that. I just use software where this isn't such a big issue.