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Technical Discussion » [SOLVED] How to change UV Edit pivot?
- ajz3d
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Technical Discussion » [SOLVED] How to change UV Edit pivot?
- ajz3d
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For the time being, my workaround is to edit UVs in world space as
I'll send an RFE regarding this issue.
P
and move P
data to uv
afterward. Somewhat ridiculous, but at least I can manipulate the pivot of each selected UV island.Edited by ajz3d - 2024年2月25日 16:29:13
Technical Discussion » [SOLVED] How to change UV Edit pivot?
- ajz3d
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Has anybody found a way to change pivot location in the UV Edit SOP? "Insert" key, doesn't work, orientation picking only translates the selection, and modification of px, py and pz parameter doesn't have any effect whatsoever.
Edited by ajz3d - 2024年2月25日 16:29:31
Technical Discussion » File rules: rule index '1' invalid. There are only '1' rules
- ajz3d
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When I attempt to create a new rule in Houdini's OCIO Editor I get the following error message:
What does it mean?
PS. I'm using a copy of
File rules: rule index '1' invalid. There are only '1' rules.
What does it mean?
PS. I'm using a copy of
cg-config-v2.0.0_aces-v1.3_ocio-v2.1.ocio
(from GitHub) in my OCIO envar and I have rw
access to this file.
Solaris and Karma » [SOLVED] Karma XPU: some UVs are rotated 90 degrees
- ajz3d
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Okay I found the culprit. It turned out that I had two identical pieces of geometry stacked on top of each other, each with different UVs.
It seems that XPU uses slightly different Z priority than CPU and OpenGL do. Good to know.
It seems that XPU uses slightly different Z priority than CPU and OpenGL do. Good to know.
Solaris and Karma » [SOLVED] Karma XPU: some UVs are rotated 90 degrees
- ajz3d
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I'm puzzled because I'm seeing this for the first time. I was rendering an asset with XPU and I noticed that some parts have UVs rotated 90 degrees. These areas are rendered correctly on Karma CPU, as well as OpenGL.
There's nothing unusual about the asset. Just a mid-poly object with UVs and MaterialX with some textures. No fancy configuration.
I will continue debugging the scene, as it's possible that I made a mistake somewhere. But meanwhile, I thought I'd ask if perhaps someone already encountered a similar issue and knows what might be causing it.
There's nothing unusual about the asset. Just a mid-poly object with UVs and MaterialX with some textures. No fancy configuration.
I will continue debugging the scene, as it's possible that I made a mistake somewhere. But meanwhile, I thought I'd ask if perhaps someone already encountered a similar issue and knows what might be causing it.
Edited by ajz3d - 2024年2月11日 19:42:17
Technical Discussion » Did Houdini stop recognizing VISUAL envar?
- ajz3d
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The solution was to change the $VISUAL envar from:
to:
export VISUAL='emacsclient -c -a "emacs"'
to:
export VISUAL="emacsclient -c -a emacs"
Technical Discussion » Did Houdini stop recognizing VISUAL envar?
- ajz3d
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Thanks. I wasn't aware that hitting ALT+E in the Edit String window opens the external editor. Of course on my end it does nothing, but at least it prints out some additional info to stdout:
So it can't find either the Emacs client, or the
Spawn Error: : No such file or directory
Error running emacsclient -c -a "emacs"
Argument list:
0: emacsclient -c -a "emacs"
1: /tmp/houdini_temp/hfs4526-9.tmp.vfl
So it can't find either the Emacs client, or the
.vlf
file, which I understand is supposed to temporarily store the code snippet for external editing. That .vfl
file is not in /tmp/houdini_temp
path. Perhaps it was not created because of an error which Houdini encountered trying to start Emacs, or maybe it was immediately removed by Houdini as a part of external editing routine (it assumed that the external editor was closed)? Interesting.
Work in Progress » Teenage Engineering 's OP-1 - WIP
- ajz3d
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That's the peculiarity of this forum. Don't worry about it as we're all used to that.
I have no idea what this piece of hardware is (I mean, I know it's some kind of musical gizmo), but that's a nice clean looking model you're working on. For some reason it reminds me of the good old 8-bit times...
Damn, I need to model a C64.
I have no idea what this piece of hardware is (I mean, I know it's some kind of musical gizmo), but that's a nice clean looking model you're working on. For some reason it reminds me of the good old 8-bit times...
Damn, I need to model a C64.
Technical Discussion » Did Houdini stop recognizing VISUAL envar?
- ajz3d
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Technical Discussion » Did Houdini stop recognizing VISUAL envar?
- ajz3d
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The documentation [www.sidefx.com] states that:
I have the
Up to Houdini 20 the program respected VISUAL envar. The behavior changed in 20, or at least I believe so. I fire up Emacs only when writing long scripts, which perhaps is not too often, so I might be mistaken. Anyway, currently Houdini seems to be misbehaving in this regard, and if I attempt to open the code using "Expressions → Edit in External Editor", the program complains that:
It doesn't even open GEdit, which according to the docs is the default external editor choice if both the EDITOR and VISUAL envars are missing (I tried that by starting Houdini from console, which reads EDITOR from .zshrc, which doesn't include VISUAL).
It also doesn't work if I put the
Docs
- EDITOR
(...)
If the VISUAL environment variable is set, then it is used instead of EDITOR
and started as a graphical process. In other words, the VISUAL environment
variable will override this and thus have no effect if VISUAL is also set.
If both the VISUAL and EDITOR variables are not set, then a default editor
(Windows Notepad, Mac OS X Text Edit, Linux GEdit) is used.
(...)
I have the
VISUAL
envar defined in my .xessionrc
export VISUAL='emacsclient -c -a "emacs"'
EDITOR
envar I keep in .zshrc
:export EDITOR="emacsclient -nw"
Up to Houdini 20 the program respected VISUAL envar. The behavior changed in 20, or at least I believe so. I fire up Emacs only when writing long scripts, which perhaps is not too often, so I might be mistaken. Anyway, currently Houdini seems to be misbehaving in this regard, and if I attempt to open the code using "Expressions → Edit in External Editor", the program complains that:
Houdini
No external editor set, pick one?
It doesn't even open GEdit, which according to the docs is the default external editor choice if both the EDITOR and VISUAL envars are missing (I tried that by starting Houdini from console, which reads EDITOR from .zshrc, which doesn't include VISUAL).
It also doesn't work if I put the
VISUAL
envar directly into houdini.env, nor if I define it in "Edit → Aliases and Variables → Variables". I'm not sure what's going on, so please advise guys.
Edited by ajz3d - 2024年1月31日 16:58:43
Houdini Indie and Apprentice » Group by @Cd
- ajz3d
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Just some additional thoughts.
Following suggestions from The Floating-Point Guide [floating-point-gui.de], we could also use:
which would safeguard the operation against improportionate threshold value in relation to values of a and b.
Even though they say it's a "nay" because the divisor or both values can be zero, according to docs VEX has some [www.sidefx.com] guards [www.sidefx.com] that address this.
When we're dealing with colors and if 8-bit precision is enough, I guess we could also resort to integer arithmetic. Because conversion from fractional 0-1 to integer 0-255 space can be done with a linear function, we can simply
Output (note that @primnum==2 was set to (0.3, 0.3, 0.3) outside of wrangles):
Interestingly, floating point comparison turned out to be working pretty well here. In fact it seems to be quite resilient to errors. I wonder why.
Following suggestions from The Floating-Point Guide [floating-point-gui.de], we could also use:
if ((abs(a-b) / b) < threshold)
which would safeguard the operation against improportionate threshold value in relation to values of a and b.
Even though they say it's a "nay" because the divisor or both values can be zero, according to docs VEX has some [www.sidefx.com] guards [www.sidefx.com] that address this.
Docs
In traditional programming, these are generated by 0/0 or sqrt(-1), but in VEX most such operations are guarded so normally VEX will not produce NANs.
Docs
In traditional programming, these are generated by 1/0 or -1/0, but in VEX most such operations are guarded so normally VEX will not produce +Inf or -Inf.
When we're dealing with colors and if 8-bit precision is enough, I guess we could also resort to integer arithmetic. Because conversion from fractional 0-1 to integer 0-255 space can be done with a linear function, we can simply
fit
the original floating point range of the color into integers.int rgb8repr(float f){ return (int) (fit(f, 0, 1, 0, 255)); } if (@elemnum == 0) @Cd = set(0.29999 + 0.00001, 0.1 + 0.2, 0.15 + 0.15); if (@elemnum == 1){ @Cd = set(0.3, 0.3, 0.15 * 2); } float fr = @Cd.r; float fg = @Cd.g; float fb = @Cd.b; float r = rgb8repr(fr); float g = rgb8repr(fg); float b = rgb8repr(fb); i[]@RGB = array(r, g, b); printf("%d: (%f, %f, %f) --> (%d, %d, %d)\n", @elemnum, fr, fg, fb, r, g, b);
// Second wrangle int fequal, iequal = 0; int rgb[] = i[]@RGB; if (rgb == array(76, 76, 76)) iequal = 1; float t = 0.3; if (@Cd.r == t && @Cd.g == t && @Cd.b == t) fequal = 1; printf("%d: %d, %d, %d? %d\n", @elemnum, rgb[0], rgb[1], rgb[2], iequal); printf("%d: %f, %f, %f? %d\n", @elemnum, @Cd.r, @Cd.g, @Cd.b, fequal);
Output (note that @primnum==2 was set to (0.3, 0.3, 0.3) outside of wrangles):
0: (0.300000, 0.300000, 0.300000) --> (76, 76, 76)
1: (0.300000, 0.300000, 0.300000) --> (76, 76, 76)
2: (0.300000, 0.300000, 0.300000) --> (76, 76, 76)
3: (0.000000, 0.873151, 0.861095) --> (0, 222, 219)
4: (0.974217, 0.515668, 0.000000) --> (248, 131, 0)
5: (0.000000, 0.984340, 0.193957) --> (0, 251, 49)
0: 76, 76, 76? 1
1: 76, 76, 76? 1
2: 76, 76, 76? 1
3: 0, 222, 219? 0
4: 248, 131, 0? 0
5: 0, 251, 49? 0
0: 0.300000, 0.300000, 0.300000? 1
1: 0.300000, 0.300000, 0.300000? 1
2: 0.300000, 0.300000, 0.300000? 1
3: 0.000000, 0.873151, 0.861095? 0
4: 0.974217, 0.515668, 0.000000? 0
5: 0.000000, 0.984340, 0.193957? 0
Interestingly, floating point comparison turned out to be working pretty well here. In fact it seems to be quite resilient to errors. I wonder why.
Edited by ajz3d - 2024年1月28日 15:40:32
Houdini Indie and Apprentice » Alt key on Linux / MATE to merge nodes in Network view
- ajz3d
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jsmackYou need to select some nodes, press and hold LMB on an output of one of them, drag the wires somewhere, then press down and hold the ALT key and finally release the mouse button. The program will drop a merge node connecting outputs of all selected nodes. Or alternatively, click on an output of one of the selected nodes, move the wires over a free space, then after pressing and holding the ALT key, LMB-click again.
what is it you're trying to get the alt key to do? for me it makes a context menu appear for selecting a wire connection
Very convenient feature which I didn't know about. Sadly, I can't be of much help here, as I am on XFCE and this feature works as expected.
Houdini Indie and Apprentice » Group by @Cd
- ajz3d
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Gentlemen, I'd like to draw your attention to the fact that vectors are comprised of floating point components. And that floating point comparison for equality is not a good idea.
float a = 0.15 + 0.15; float b = 0.1 + 0.2; int equal = 0; if(a == b) equal = 1; else equal = 0; printf("%f == %f? --> %d\n", a, b, equal);
0.300000 == 0.300000? --> 0
Technical Discussion » Can I disable transparency in the 3d viewport?
- ajz3d
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indigosmThere's a checkbox labeled "Show Geometry Color" that can be used to toggle Cd attribute rendering in the viewport. It's right above "Transparency" toggle in Material section of Display Options. Alternatively, you can create a Cd visualizer and set it to a white constant color so it doesn't interfere with textures.
I saw there's a transparency toggle in the viewport options
Regarding Alpha, I'm not sure how to prevent it from rendering, apart from temporarily removing or renaming it (which might be a better option than removal). If you want to avoid forgetting about restoring Alpha attribute, place a Rename SOP right before a node which you use to export your geometry. Or Copy/Transfer Attributes SOP, if you're deleting the attribute upstream.
According to documentation, Display Options → Material → Transparency merely toggles between Alpha blending and Cutouts. It does not disable Alpha rendering.
Docs
If the Transparency option is off, cutouts are used instead. Any pixel with a final alpha value of 0.0 will not be drawn, otherwise the pixel will be drawn as if it were opaque.
Edited by ajz3d - 2024年1月24日 18:25:50
Houdini for Realtime » Game Tools | Maps Baker
- ajz3d
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Sorry for reviving an old thread, but I don't see the point in opening a new one.
Is it possible to apply anti-aliasing when baking specific channels? I'm trying to render opacity, but Baker returns a completely aliased image. I have to render the texture in much higher resolution and then manually downscale the output, which is all fine, but of course not too convenient.
Is it possible to apply anti-aliasing when baking specific channels? I'm trying to render opacity, but Baker returns a completely aliased image. I have to render the texture in much higher resolution and then manually downscale the output, which is all fine, but of course not too convenient.
Technical Discussion » Can the Floating gnomon be scaled bigger?
- ajz3d
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I've made an interesting discovery today. It turns out that we can affect floating gnomon size in Display Options by turning off Guides → Guide sizes → Auto DPI Scale and then ramping up the scale to a much larger value.
The caveat is that it affects other guides, or from what I've observed, at least point guides and wireframe thickness. The former can be fixed by scaling down Point marker size from the same section of Display Options. As for the latter, I have no idea how to make the wireframe thinner.
So there you go. Still broken.
The caveat is that it affects other guides, or from what I've observed, at least point guides and wireframe thickness. The former can be fixed by scaling down Point marker size from the same section of Display Options. As for the latter, I have no idea how to make the wireframe thinner.
So there you go. Still broken.
Edited by ajz3d - 2024年1月13日 15:53:17
Technical Discussion » Can the Floating gnomon be scaled bigger?
- ajz3d
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jerry7I'm currently on the most recent production build, which is 20.0.547, and the floating gnomon is still barely visible for a human eye. The floating gnomon wasn't designed for humans, that's what I can tell you for sure.ajz3dWhat version?
Edited by ajz3d - 2024年1月12日 18:45:29
Technical Discussion » Can the Floating gnomon be scaled bigger?
- ajz3d
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Technical Discussion » Can the Floating gnomon be scaled bigger?
- ajz3d
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We're now well into 2024. Will I still need to use a magnifying glass to inspect the floating gnomon?
Edited by ajz3d - 2024年1月12日 12:15:49
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