Houdini 15 Wishlist
68468 146 18- Alejandro Echeverry
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It would be nice a way to track the editing of an asset when you make it editable, like some color coded nodes that are modified in comparison with the parameter defaults when you dive inside the asset.
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- animatrix_
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RFE: MMB info display should highlight the new changes as well as deleted ones
As you can see, without really scanning the massive amount of info shown, I see what's new in this node.
The same highlighting should be done for new attributes, bbox size, center, bounds change, point number, prim number, vert and polygon number change, etc.
This way you can tell if your topology changed when you don't expect or if a new attribute is added when you don't want it. It might be hard to spot otherwise if there are tons of attributes.
Additionally you could also highlight the removed items like removed attributes or groups in red for example. Then you can tell those are gone.
You might think this could be confusing but if you put this list at the end of the MMB node display then it wouldn't be. Because then if you look up, you will only see what you really have but if you look down, you can see what's been removed. It could even show how much memory is saved there so you can be even more informed.
As you can see, without really scanning the massive amount of info shown, I see what's new in this node.
The same highlighting should be done for new attributes, bbox size, center, bounds change, point number, prim number, vert and polygon number change, etc.
This way you can tell if your topology changed when you don't expect or if a new attribute is added when you don't want it. It might be hard to spot otherwise if there are tons of attributes.
Additionally you could also highlight the removed items like removed attributes or groups in red for example. Then you can tell those are gone.
You might think this could be confusing but if you put this list at the end of the MMB node display then it wouldn't be. Because then if you look up, you will only see what you really have but if you look down, you can see what's been removed. It could even show how much memory is saved there so you can be even more informed.
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youtube.com/@pragmaticvfx | patreon.com/animatrix | pragmaticvfx.gumroad.com
- anon_user_21411066
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pusatSounds quite handy, hopefully it doesn't turn out too colorful and this way creates more confusion than it's supposed to eliminate.
RFE: MMB info display should highlight the new changes as well as deleted ones
+ 0.9 from me
I have one more RFE, which I've just logged:
The Polyextrude SOP needs a toggle on the vieporthandle, or just somewhere in the viewport close at hand to toggle between local and global extrusion mode.
- Werner Ziemerink
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Korny Klown2pusatSounds quite handy, hopefully it doesn't turn out too colorful and this way creates more confusion than it's supposed to eliminate.
RFE: MMB info display should highlight the new changes as well as deleted ones
+ 0.9 from me
I have one more RFE, which I've just logged:
The Polyextrude SOP needs a toggle on the vieporthandle, or just somewhere in the viewport close at hand to toggle between local and global extrusion mode.
You can use the ‘m’ key to toggle between global, local and viewport. You can even right click on the gizmo to toggle on ‘local control’ to pop the gizmo to the center of the selection. I use my own shortcut key for that…much faster.
- anon_user_21411066
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Werner ZiemerinkI know but that doesn't do the trick. Even with your handle aligned to world space the extrusion happens in local mode.
You can use the ‘m’ key to toggle between global, local and viewport.
Werner ZiemerinkThat one I didn't know about, seems to work, thanks. But still I would find a viewport toggle kind of convinient.
You can even right click on the gizmo to toggle on ‘local control’ to pop the gizmo to the center of the selection.
- circusmonkey
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- ajz3d
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Full UDIM (viewport display included) and Tangent Space Normal Map. out-of-the-box support, please. :roll:
Compliance with the mainstream PBR texture workflows: roughness/metalness and specular/glossiness, would be cool too. The latter works fairly well with mantra surface shader, but not always brings the desired results. Sometimes it requires a little bit of tweaking.
Compliance with the mainstream PBR texture workflows: roughness/metalness and specular/glossiness, would be cool too. The latter works fairly well with mantra surface shader, but not always brings the desired results. Sometimes it requires a little bit of tweaking.
- fxrod
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- * Deprecate redundant nodes.
* Upgrade all legacy SOPs to VEX (Point SOP, Attribute SOP, etc)
* More attention to DOP POPs, in general.
* Rebuild all missing, old-style POPs in DOP POPs (Rotation POP, Orbit POP, etc)
* Better SDF POP Collisions
* Better POP auto-freeze controls so that them crazy particles stop rotating when they come to rest.
* Hire a Usability Expert to design interfaces more intuitively. The new Mantra ROP interface in H14 was a good initiative.
Francisco Rodriguez
Effects Animator | Walt Disney Animation Studios
Effects Animator | Walt Disney Animation Studios
- Jak Erdy
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- SreckoM
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- jparker
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- Stalkerx777
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- matthias_k
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My greatest wish is a simple nurbs curve shader material with real UVs like this one:
http://www.bt-3d.de/div/v45shader/v5/nurbs_intro.html [bt-3d.de]
http://www.bt-3d.de/div/v45shader/v5/nurbs_material.html [bt-3d.de]
http://www.bt-3d.de/div/v45shader/v5/nurbs_diameter.html [bt-3d.de]
Please notice that there is a simple curve rendered, no additional geometry.
Have a closer look at the ends, a real tube. Width is simply defined by a ramp. Resolution independent, always smooth.
And a simple EdgeRounding Shader, too ops:
http://www.bt-3d.de/div/v45shader/v5/nurbs_intro.html [bt-3d.de]
http://www.bt-3d.de/div/v45shader/v5/nurbs_material.html [bt-3d.de]
http://www.bt-3d.de/div/v45shader/v5/nurbs_diameter.html [bt-3d.de]
Please notice that there is a simple curve rendered, no additional geometry.
Have a closer look at the ends, a real tube. Width is simply defined by a ramp. Resolution independent, always smooth.
And a simple EdgeRounding Shader, too ops:
English is not my native language, sorry in advance for any misunderstanding :-)
- ctedin
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- Pavel Geraskin
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- malexander
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- grayOlorin
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- anon_user_89151269
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- malexander
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grayOlorin
Hey twod, I think this refers to the good Ole ability to bake color, normal, occlusion, etc from a Hires mesh to a game res mesh. We can do some of it using the gather loop vop in mantra, but it is definitely not an easy thing to do (especially tangent space normal maps)
Ah. Yep, a good RFE then.
- martinkindl83
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