xilofotonNo, they won't. they only make HDAs with native nodes in it. But better Curve SOP should write in C++.
Perhaps SideFX Labs (Game Tools) could solve this issue, they did so many useful enhancements/tools.
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Houdini Lounge » Will we be able to select&edit multiple points in Curve node in Houdini 18?
- EricSheng
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PDG/TOPs » TOP net: Geometry Visualise
- EricSheng
- 159 posts
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Technical Discussion » how to pass a ramp parameter of a hda to a node inside the hda?
- EricSheng
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ChenAtamteChenAit wouldn't work if you just put ch(“../../slope_ramp”) as an expression in there, use one of the mentioned methods as those link the ramp multiparm properly
I use ch(“../../enable_slope”) and ch(“../../slope_ramp”) to connect the hda parameter and heightfield mask byfeature node parameter.
Thanks.
When i use “Paste Relative References” it works.
I check the expressions, it's “ch(”../../slope_ramp“)”.
But when i use a foreach in the hda, i need the expressions to be something like
“ch(strcat(”../../slope_ramp“, detail(”../foreach_count1/“, ”iteration“, 0) + 1))”,
“detail(”../foreach_count1/“, ”iteration“, 0) + 1” is the index.
then sometimes the ramp don't work, but the toggle (“ch(strcat(”../../enable_slope“, detail(”../foreach_count1/“, ”iteration“, 0) + 1))”) always work.
because the loop times is variable(read form a json use python), so i can't use the method you mention before.
why can't just use the expression like the toggle parameter?
Thanks.
Yeah, the ramp parm is buggy with multi-parm block / for loop. So I just replace it with VEX chramp to direct get the ramp from the parameter panel.
The Import Block is not work well with multi-parm block / for loop as far as my experience.
Houdini Lounge » Houdini 18 Sneak Peak
- EricSheng
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Can't wait for such a big release.
No Curve SOP 2.0, a little disappointed, though.
Also, for game dev, a renderer like EEVEE is way useful than another offline renderer Karma.
No Curve SOP 2.0, a little disappointed, though.
Also, for game dev, a renderer like EEVEE is way useful than another offline renderer Karma.
Edited by EricSheng - 2019年11月4日 04:12:59
Houdini Lounge » the best way to import complicated models into h?
- EricSheng
- 159 posts
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Houdini Lounge » Houdini 18 Sneak Peak
- EricSheng
- 159 posts
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Jim RutherfordIt's compilable and can be used with Python verb.
Whats a verbified sop? Compilable?
PDG/TOPs » Gamepad Camera with Invoke TOP will freeze Houdini
- EricSheng
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I create the Gamepad Camera in the shelf tool. And if I cook a complex Invoke Top node will cause Houdini to freeze. 17.5.420/391/397 all of this will freeze with no response when cooking the Invoke node.
And after I delete the Gamepad camera from the scene, it comes back to normal.
And after I delete the Gamepad camera from the scene, it comes back to normal.
Technical Discussion » Does Houdini viewport terrain material only support 4 maps ?
- EricSheng
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I changed the heightfield shader file, try to add another map(glH_DiffuseMap5), but it won't sample at all. Is there any way I can blend more than 4 layers for heightfield??? I REALLY need that.
Technical Discussion » How can I overwrite the default HeightField viewport shader?
- EricSheng
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I want to extend the default HeightField viewport shader, after digging in the Houdini files, I find the default HeightField shader is defined in
C:\Program Files\Side Effects Software\Houdini 17.5.397\houdini\glsl\material\GL32\beauty_game_lit.frag
whatever shader I assign to the HeightField, it will use the beauty_game_lit/unlit anyway. How can I overwrite the default viewport shader for HeightField? I just want to blend more than 4 texture for HeightField just for preview.
Thanks.
C:\Program Files\Side Effects Software\Houdini 17.5.397\houdini\glsl\material\GL32\beauty_game_lit.frag
whatever shader I assign to the HeightField, it will use the beauty_game_lit/unlit anyway. How can I overwrite the default viewport shader for HeightField? I just want to blend more than 4 texture for HeightField just for preview.
Thanks.
Technical Discussion » Questions about OpenGL materials in viewport
- EricSheng
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twodHi, is it possible to write GLSL shader for HeightField preview? I've checked the HeightField Quickshade node and found it use the “volvis_blend_masks” keyword to blend layer masks but only support 4 layers in total. Can I extend it or write my own GLSL shader for more than 4 layers terrain material preview?
Currently the UV layers are only supported by Heightmap materials. There are plans to expand this to be supported in the general case, but not for 16.5.
Thanks.
Technical Discussion » Any document about the volvis_blend_masks attribute
- EricSheng
- 159 posts
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If you look inside the HeightField Quichshade node, you'll find the node use a detail attribute called “volvis_blend_masks” to blend layers for viewport visualization. But I can't find any document about this. As my test, this attribute can only blend up to 4 layers. Can I extend the layer numbers for visualization? Or how can I make my own HeightField visualization viewport shader for more than 4 material layers terrain?
Thanks.
Houdini Lounge » April fools' day
- EricSheng
- 159 posts
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Will H25 support selecting/editing multiple points in Curve SOP or will the Curve SOP be more easy to use? I don't think so.
Technical Discussion » Why is Houdini constantly making decisions for me?
- EricSheng
- 159 posts
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eikonoklastesI believe the ref for better Curve SOP was refed at least 10 years ago, for so many years without any improvement. Shall we be patient for another decade?
Meanwhile, patience, workarounds, and RFEs is key.
Houdini Lounge » Houdini 18 release date?
- EricSheng
- 159 posts
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jarenasIn my opinion, Solaris is much more important than PDG, the development of PDG is somehow a little slow and still in an early stage. I hope the Solaris will be a more complete product.
Don't you think they will do a launch event like the PDG one? Solaris seems as an important feature as PDG for the future foundations of Houdini…
Houdini Lounge » Will we be able to select&edit multiple points in Curve node in Houdini 18?
- EricSheng
- 159 posts
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peteskiThe Curve tool is too bad to make the Curve based hda bad, too. I'm really afraid to make hda that require a Curve input, but it's quite common in game dev .
The curve tool is just the worst It’s a really commonly used node too so it’s strange that it’s been left in such a bad state.
Houdini Lounge » Will we be able to select&edit multiple points in Curve node in Houdini 18?
- EricSheng
- 159 posts
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zengchen01It's been beyond a decade since I saw some guys ask for it in 2007, I guess SESI will never improve the Curve tool in Houdini, they're only focused on impressive new tools, sad.goatThis is really bad news.
dont count on it, the previews of H18 have the same old curve tool.
Hope H19 release…
Houdini Lounge » Will we be able to select&edit multiple points in Curve node in Houdini 18?
- EricSheng
- 159 posts
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This is the most function I missed in Houdini and it's been talked about for so many years. I've sent a ref but without any further reply. It's not efficient nor procedural for us to add another edit node to edit multiple points at a time. So please update the Curve node in Houdini 18. (It will be better if we can visualize the Nurbs handle in Curve node just like all the other software but I guess it's too much for SESI)
Edited by EricSheng - 2019年10月12日 23:17:19
PDG/TOPs » paneTabType for opening up Task Graph Table
- EricSheng
- 159 posts
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Hi joshm:
I guess this should do the work.
Edit:
It works fine when call from file, but it raises error when run in Python Shell:
I don't know why, and if I run again this line
then run the rest, it works in the Python Shell.
————————————————
Edit again…
Also, if you check the file in your Houdini installation folder like
C:\Program Files\Side Effects Software\Houdini 17.5.397\houdini\python2.7libs\nodegraphtopui.py
You'll find the way SESI does this in the bottom of the file.
There's a function called openTaskGraphTableWindow, you can even just do this:
I guess this should do the work.
desk = hou.ui.curDesktop() i = desk.createFloatingPanel(hou.paneTabType.Parm, size=(hou.ui.scaledSize(1400), hou.ui.scaledSize(800))) pane = i.panes()[0] pp = pane.currentTab().setType(hou.paneTabType.PythonPanel) pp.setActiveInterface(hou.pypanel.interfaceByName("taskgraphtable"))
It works fine when call from file, but it raises error when run in Python Shell:
AttributeError: 'PathBasedPaneTab' object has no attribute 'setActiveInterface'
pp = pane.currentTab().setType(hou.paneTabType.PythonPanel)
————————————————
Edit again…
Also, if you check the file in your Houdini installation folder like
C:\Program Files\Side Effects Software\Houdini 17.5.397\houdini\python2.7libs\nodegraphtopui.py
You'll find the way SESI does this in the bottom of the file.
There's a function called openTaskGraphTableWindow, you can even just do this:
import nodegraphtopui as topui node = hou.selectedNodes()[0] # make sure you have select a Top node. topui.openTaskGraphTableWindow(node)
Edited by EricSheng - 2019年10月11日 09:04:51
Houdini Engine for Unreal » Houdini Engine for Unreal - Version 2
- EricSheng
- 159 posts
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Technical Discussion » Houdini often crashes when dive in/out complex hdas
- EricSheng
- 159 posts
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It always happens in HeightField hdas, like 20+ times a day. It gets more likely to crash when the viewport opens.
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