Polish: New Operator Type and template code
3133 2 1- hoknamahn
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- symek
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… or even the last opened operator code section!
(If I open, for code inspection, VEX GI Light shader and then create new shader via File->New Operator, first thing I see is a VEX GI shader code inside my new operator definition, not always, just from time to time.)
One related note:
wonderful RFE would be: empty shader definition in VEX, so I wouldn't have to create new operator with menu File every time I want code something. Just:
Tab-> Vex Surface Empty Shader -> Edit. Like VOPs but in VEX code. It could be saved by default in OPCustom.otl… I prefer to work with code and using long path “menu File -> New op.” approach every time I want check something is little annoying. I could use Cutter or other tool like that I know but I would prefer to stay in Houdini. As I remember there is something like that in Sops, right?
(If I open, for code inspection, VEX GI Light shader and then create new shader via File->New Operator, first thing I see is a VEX GI shader code inside my new operator definition, not always, just from time to time.)
One related note:
wonderful RFE would be: empty shader definition in VEX, so I wouldn't have to create new operator with menu File every time I want code something. Just:
Tab-> Vex Surface Empty Shader -> Edit. Like VOPs but in VEX code. It could be saved by default in OPCustom.otl… I prefer to work with code and using long path “menu File -> New op.” approach every time I want check something is little annoying. I could use Cutter or other tool like that I know but I would prefer to stay in Houdini. As I remember there is something like that in Sops, right?
- hoknamahn
- Member
- 398 posts
- Joined: 7月 2005
- Offline
SYmek
… or even the last opened operator code section!
(If I open, for code inspection, VEX GI Light shader and then create new shader via File->New Operator, first thing I see is a VEX GI shader code inside my new operator definition, not always, just from time to time.)
Yes, I've seen this too. Looks weird
f = conserve . diffuse . advect . add
fx td @ the mill
fx td @ the mill
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