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Technical Discussion » Houdini point coordonates
- Ondrej
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Yes, that's what I meant. I was just using field as a synonym for parameter, but was trying to differentiate handle parameters from node parameters. Since it's the handle that's aware of all these space transformations and is responsible for translating any changes into parameter value changes for the underlying node, this is the best place for handling such operations.
Technical Discussion » Houdini point coordonates
- Ondrej
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McNistor
I'm not sure I understand what you mean by you want handle parameters to tell the handle to behave as if the user moved it to a specific location.
I want to be able to move components and objects in global space, by either dragging them in the viewport or by entering values manually which implies displaying the position in relation to the center of the world.
Make sure you analyzed the attached image above as it's worth a thread of words.
I simply meant that you want a field associated with the handle that displays its current position and let's you type in a value to set it to a specific location. In some variety of spaces. I'm trying to differentiate this from a SOP parameter to move the selected entities to the specified location. Associating this capability with the handle would make it instantly available in any SOP using that type of handle. If you didn't know that handles could have parameters, try hitting ‘p’ in the viewport.
Technical Discussion » Houdini point coordonates
- Ondrej
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The Edit SOP does have a local space toggle which causes it to interpret its parameters in the local frame, but this is limited to point selections, and still isn't quite what you want (since the Edit SOP parameters specify a translate, not a final position).
It sounds like you want handle parameters to tell the handle to behave as if the user moved it to a specific location. Which we don't have.
It sounds like you want handle parameters to tell the handle to behave as if the user moved it to a specific location. Which we don't have.
Technical Discussion » Orient on Snap
- Ondrej
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McNistor
Yup. We could follow the left hand rule and go with the current.
It's unclear to me what you mean by the above. Could you clarify?
Technical Discussion » Orient on Snap
- Ondrej
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Yes, I see. If you snap to a primitive, we do align the x-axis with its first edge, but with a point we try to align the x-axis with a world axis. The problem with a point is that it's unclear which adjacent point to use for the tangent. I guess we could just pick one.
I think there are multiple reasons we associate z with the normal so much in Houdini. One is definitely the idea of mapping depth to z. In camera space, things coming out of the screen are aligned with the z-axis, and the normal is what is coming out of a surface. Another is particle velocity (or heading), which is often mapped to z when copying for instancing and is often initialized from a normal.
I think there are multiple reasons we associate z with the normal so much in Houdini. One is definitely the idea of mapping depth to z. In camera space, things coming out of the screen are aligned with the z-axis, and the normal is what is coming out of a surface. Another is particle velocity (or heading), which is often mapped to z when copying for instancing and is often initialized from a normal.
Technical Discussion » Orient on Snap
- Ondrej
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McNistor
T- when I snap say a sphere to a point of a grid and set “nearest axis to normal” under orient on snap it will rotate itself after the normal of the point on its nearest axis, but it doesn't take into consideration the point's surroundings. If Y was the axis aligned to the normal, XZ remains untouched. Would be nice if those where aligned as well to the underlying topology. In fact not just nice, but quite useful.
You want to use “Nearest Axis to Frame” if you want the other axes aligned as well.
McNistor
An o related note - wouldn't be more straightforward and useful if in the drop-down list instead of “nearest axis…” options would be X, Y or Z? If you want to align an object after a specific axis, you have to eyeball rotate it first so that the desired axis becomes the “nearest”. Wouldn't be less time consuming if you'd just specify the axis (e.g. Y to normal) and Houdini would do the rest?
I wasn't really thinking about trying to align a specific axis. We either align the z-axis to the normal (Standard Axes to Frame) or the closest axis to the normal to minimize rotation when the mouse moves from one snap target to another. There's no reason we couldn't add two more versions of Standard Axes to Frame, to align the x- or y-axis to the normal, respectively. The issue that arises when trying to align a specific axis is that you might also really care about whether we align the positive or negative axis, and that balloons out the options somewhat.
Technical Discussion » Polyexpand (attributes in offset)
- Ondrej
- 1072 posts
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pusat
I assume PolyExpand3D is out of the question then?
Bardia has some thoughts, but I temper optimism with an equal measure of skepticism.
Technical Discussion » Transformer blocks other actions
- Ondrej
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OneBigTree
Ok, I understand. Still I ran into this problem following every step of an official SideFX Learning video.
I haven't watched this particular video, but if we make that mistake it's probably rooted in the more explicit distinction between the edit state and SOP level move tools using the edit SOP that we had in earlier pre-release H15 iterations where you would hit ‘2’ to drop down to SOPs, ‘t’ to trigger a move tool to get an edit SOP, and ‘Enter’ to switch to the edit state to get all the new functionality. We've since made the move tools mostly interchangeable with the edit state, so that last step is not as necessary anymore.
OneBigTree
One thing that is annoying is that houdini - while never nannying you - tends to do exactly that with the manipulators. It switches view and select modes, component modes and so on. This is the wrong are to make decisions for the user :wink:
I actually find we do very little of this so I'm surprised to read this observation. I know we sometimes mess about with selection modes when the operation for which you're making the selection expects a certain type of selection, or when the output of the operation is a different component type. When are you running into Houdini messing about with view or select modes?
Technical Discussion » Transformer blocks other actions
- Ondrej
- 1072 posts
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McNistor
@Ondrej You have to admit that Houdini has one of the most complicated way of dealing with these simple things from all the 3d apps out there and this is not from the fact that Houdini's procedural and all that jazz.
I can't deny that. When I reply to these posts it's usually to explain what is going on and why it might be happening, not to defend an untenable position.
Proceduralism may not be entirely to blame, but when combined with the explicit object/SOP hierarchy, people mucking about with networks in the worksheet, attempting to maintain consistency across a lot of different workflows and general (not to mention legacy) tools, we sometimes have to make compromises for reasons that, from the outside, may appear to be arbitrary. And of course, sometimes those compromises will prove to be the wrong approach. I like to think we're making progress. .
Technical Discussion » Polyexpand (attributes in offset)
- Ondrej
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PolyExpand2D in H15 does not support varying widths. This is in the plan for the next release. This SOP works by computing the straight skeleton of the input graph and doing this for varying widths (in the general case) is quite a bit more complicated.
In the special case where your curves won't interact, you can use a for loop in SOPs to process the curves individually.
In the special case where your curves won't interact, you can use a for loop in SOPs to process the curves individually.
Technical Discussion » Extrude fuse points (bug?)
- Ondrej
- 1072 posts
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ndickson
It seems to have a small bug with the E, but not as bad as with Extrude.
Happily, in this particular case there is no bug with PolyExpand2D. This is actually a symptom of the tolerances being too high for the input geometry. You can fix it by reducing the Coincidence Tolerance on the PolyExpand2D (say to 0.001) or scaling the input geometry up a bit.
Technical Discussion » Setting the H15 Tweak tool to screen space...
- Ondrej
- 1072 posts
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When moving something in a way that is not inherently constrained (say dragging the origin of a translate handle or holding the LMB on a component and immediately dragging) Houdini needs to constrain that movement somehow. Houdini constrains to the construction plane if it is visible, and to the view plane if it is not.
Dragging the origin of a view aligned translate handle is inherently constrained to the view plane and is independent of the construction plane.
Translate handles allow indirect drags with the middle mouse button when the mouse is not over the handle. By default, the drag is mapped to the handle axis most aligned with the drag direction, but this can be changed to translate in the view plane in the preferences dialog.
So, to drag in view space, you can do any of the following:
- use a view aligned handle
- use the MMB indirect drag with the preference set to Drag in View Plane
- turn off the construction plane and LMB drag components directly
Dragging the origin of a view aligned translate handle is inherently constrained to the view plane and is independent of the construction plane.
Translate handles allow indirect drags with the middle mouse button when the mouse is not over the handle. By default, the drag is mapped to the handle axis most aligned with the drag direction, but this can be changed to translate in the view plane in the preferences dialog.
So, to drag in view space, you can do any of the following:
- use a view aligned handle
- use the MMB indirect drag with the preference set to Drag in View Plane
- turn off the construction plane and LMB drag components directly
Technical Discussion » Transformer blocks other actions
- Ondrej
- 1072 posts
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The t,r,e hotkeys (and move icons on the left sidebar) only launch a move tool if the current handle/state cannot handle the operation. In this case, hitting ‘t’ from the select state (which is where you end up after hitting ‘2’) will launch the move tool. Hitting ‘Enter’ is generally a way to switch to the state of the current node, not to launch edit (tweak).
Technical Discussion » Compare two geometry
- Ondrej
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chenzunfeng
Hi, which library does this command line tool geodiff come from? I wanna study the implement of geodiff. Is it an open source tool?
It's a binary application shipped with Houdini ($HFS/bin/geodiff).
Technical Discussion » Can't export seq from MPlay to *.mov
- Ondrej
- 1072 posts
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Technical Discussion » Error: Couldn't remove old operator
- Ondrej
- 1072 posts
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This was likely caused by attempting to overwrite a factory node type, in this case the Add SOP, with a digital asset definition of the same name. To avoid such problems in the future, you'll want to put your digital assets into a custom namespace.
Technical Discussion » [HDK] - Handle Rotation
- Ondrej
- 1072 posts
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No, the local orientation data is part of the handle/PI, not the operator node. Accessing private handle data like this is not really something that's appropriate during a node cook.
Unfortunately, I don't think the code for computing the local frames is even exported to the HDK.
Unfortunately, I don't think the code for computing the local frames is even exported to the HDK.
SI Users » Script Editor History Pane - equivalent in Houdini?
- Ondrej
- 1072 posts
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Houdini does have some (very) limited support for this in the hscript textport. You can turn on command echoing by running “commandecho on”. This will echo any hscript commands that Houdini runs internally to perform user actions.
SI Users » project "Houdini, a great modeler"
- Ondrej
- 1072 posts
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McNistor
Is the white glow for the gizmos added recently or did it completely fly over my head in the previous builds?
Whichever the case, it doesn't look good. It looks a bit kitschy and in the same time, a more efficient (while also better looking) way to emphasize the axis when pointing at it would be to simply change color to white or yellow.
The locate glow has been replaced for the next major release… with a way nicer glow.
Technical Discussion » [HDK] - GU::Detail::notifyCache SYS_DEPRACATED?
- Ondrej
- 1072 posts
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I had forgotten about the old viewport. You'll also need to keep that call if you're using the H11 viewport for whatever reason in 13.0.
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