Houdini 14 Wishlist

   139470   190   12
User Avatar
Member
4685 posts
Joined: Feb. 2012
Offline
RFE: Tabs with changed parameters should also be bold

Since Houdini uses tabs a lot in large OPs, it would be much faster to find changed parameters when you know which tabs have them, instead of going through each tab looking for changed parameters. Simple but a huge productivity booster.

Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | pragmaticvfx.gumroad.com
User Avatar
Member
17 posts
Joined: July 2006
Offline
OpenCL for cloth simulation.
User Avatar
Member
246 posts
Joined: July 2005
Offline
Fix my viewport problems.
User Avatar
Member
76 posts
Joined: Sept. 2011
Offline
stu
Fix my viewport problems.
User Avatar
Member
4685 posts
Joined: Feb. 2012
Offline
RFE: Signed random function

The default rand function is great, but often times, it's equally common to need a signed version, for particles, etc where you want to have random values with a range of -1 to 1, rather than always 0 to 1.

Using the fit01 function takes a lot more time and is too convoluted for such a common pattern.
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | pragmaticvfx.gumroad.com
User Avatar
Member
4685 posts
Joined: Feb. 2012
Offline
RFE: Point/primitive iterator for Wrangle SOPs

Sometimes when you want to use VEX sequentially using the Detail mode, for example to calculate the center of input points once, it becomes impossible without deleting geometry first.

Because there is no way to iterate through the supplied Groups in Detail mode.

It would be useful if we had iterators for points/prims so you could use them to go through the supplied elements (points or prims) by using your own loops, since your code will have to handle this in Detail mode if you want to use these elements.

Could be something like this:

foreach ( int pt; getinputpoints ( geoself ( ) ) )
{
}
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | pragmaticvfx.gumroad.com
User Avatar
Member
453 posts
Joined: Feb. 2013
Offline
* Sop-nodes to procedurally generate rigs from within a sop-network.
- Please point me towards tutorials/guides if that is already possible.

* A random function with rand01(seed source path, seed source offset value,minimum, maximum)
- Now that I think about that, I should have made it myself…
User Avatar
Member
1391 posts
Joined: Dec. 2010
Offline
DASD
* Sop-nodes to procedurally generate rigs from within a sop-network.
- Please point me towards tutorials/guides if that is already possible.

* A random function with rand01(seed source path, seed source offset value,minimum, maximum)
- Now that I think about that, I should have made it myself…

Yes ,You can make it easily yourself with rand , fit01 functions .
Also you can make custom function to do that automatically in the Python Module section 8)
https://www.youtube.com/c/sadjadrabiee [www.youtube.com]
Rabiee.Sadjad@Gmail.Com
User Avatar
Member
648 posts
Joined: Nov. 2013
Offline
1. Unicode UI
2. image channel syntax for Texture Map. Such like “$Hip/abc.tif:alpha” use only alpha channel for texture without need make another abc_Matte.tif.
3. show image thumb in File Open Dialog
User Avatar
Member
4189 posts
Joined: June 2012
Offline
jerry7
3. show image thumb in File Open Dialog

Try Preferences/General User Interface/Show Images for Image Files in File Browers
User Avatar
Member
210 posts
Joined: Jan. 2014
Offline
Since this is a wishlist I'll throw one of my biggest wishes in here because I finally have a name for it:
Heterogeneous network
No limitations anymore, no constraints just creative and intuitive freedom

http://www.derivative.ca/wiki088/index.php?title=First_Things_to_Know_Part_1_Vid [derivative.ca]

http://www.derivative.ca/wiki088/index.php?title=First_Things_to_Know_Part_2_Vid [derivative.ca]

http://www.derivative.ca/wiki088/index.php?title=First_Things_to_Know_Part_3_Vid [derivative.ca]
User Avatar
Member
4685 posts
Joined: Feb. 2012
Offline
RFE: Ability to define functions that return an array in VEX

According to SESI, this is not supported by the current VEX grammar even though it works with AttribVOP SOP, which is discouraged to be used in this case, due to crashes that might happen.
Senior FX TD @ Industrial Light & Magic
Get to the NEXT level in Houdini & VEX with Pragmatic VEX! [www.pragmatic-vfx.com]

youtube.com/@pragmaticvfx | patreon.com/animatrix | pragmaticvfx.gumroad.com
User Avatar
Member
87 posts
Joined: Oct. 2013
Offline
Some kind of simplified export workflow for GPU renderers like Thea, Octane, Cycles, Redshift.
restposition.co.uk
User Avatar
Member
643 posts
Joined: June 2006
Offline
Sam Howell
Some kind of simplified export workflow for GPU renderers like Thea, Octane, Cycles, Redshift.

i have made some time ago a simple mesh exporter for the cycles render.
the exporting of mesh data is simple but i didn't had much time for looking at the shader export.
User Avatar
Member
87 posts
Joined: Oct. 2013
Offline
mandrake0
Sam Howell
Some kind of simplified export workflow for GPU renderers like Thea, Octane, Cycles, Redshift.

i have made some time ago a simple mesh exporter for the cycles render.
the exporting of mesh data is simple but i didn't had much time for looking at the shader export.

Cool. Is this available to download? I would love to have a look.
restposition.co.uk
User Avatar
Member
643 posts
Joined: June 2006
Offline
Sam Howell
mandrake0
Sam Howell
Some kind of simplified export workflow for GPU renderers like Thea, Octane, Cycles, Redshift.

i have made some time ago a simple mesh exporter for the cycles render.
the exporting of mesh data is simple but i didn't had much time for looking at the shader export.

Cool. Is this available to download? I would love to have a look.

i have to make it abit better because it was my first try with python in houdini and in the moment there are some values where you have to edit in a xml file for using it (scene file). when i have got time this week i will released here.
User Avatar
Member
87 posts
Joined: Oct. 2013
Offline
mandrake0
Sam Howell
mandrake0
Sam Howell
Some kind of simplified export workflow for GPU renderers like Thea, Octane, Cycles, Redshift.

i have made some time ago a simple mesh exporter for the cycles render.
the exporting of mesh data is simple but i didn't had much time for looking at the shader export.

Cool. Is this available to download? I would love to have a look.

i have to make it abit better because it was my first try with python in houdini and in the moment there are some values where you have to edit in a xml file for using it (scene file). when i have got time this week i will released here.

Very generous, keep up the good work.
restposition.co.uk
User Avatar
Member
643 posts
Joined: June 2006
Offline
i just made it a bit better…. okey the code is very bad but it works and yes its even a 0.001 version :-)

and please don't take this any serious it was just for fun.

What works:
Polygon Mesh

What doesn't Work:
everything else :-)

EDIT:
Forgotten the OTL :-/
Edited by - June 6, 2014 14:41:04

Attachments:
cycles-render.hipnc (84.2 KB)
cyclerender.otl (8.1 KB)

User Avatar
Member
1 posts
Joined: Dec. 2013
Offline
cycles integration would be amazing!
User Avatar
Member
250 posts
Joined: Feb. 2013
Offline
My only wish :
http://www.smashmycode.com/wp-content/uploads/2011/12/lenna.bmp [smashmycode.com]
Add her to the default pic !
https://vimeo.com/obreadytom [vimeo.com]
  • Quick Links