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.
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Houdini for Realtime » Game Tools | Maps Baker
- ajz3d
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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 - Jan. 13, 2024 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 - Jan. 12, 2024 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 - Jan. 12, 2024 12:15:49
Houdini Lounge » Ultra Widescreen curved monitor?
- ajz3d
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It means that you will have approximately 56% less square pixels of space available in the new setup, than you have with your current one.
You need at least a 7680 x 2160 display to match it, and that usually comes with 57" monitors.
2 * 3840 * 2160 = 16588800 [px^2]
5120 * 1440 = 7372800 [px^2]
7372800 / 16588800 = 0.4(4)
You need at least a 7680 x 2160 display to match it, and that usually comes with 57" monitors.
Edited by ajz3d - Jan. 3, 2024 17:43:18
Rigging » Apex Graphs docs
- ajz3d
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janettePerfect. That was the missing link. Thanks, Janette!
(...) click Update Rest Transforms From Skeleton. When the dialog comes up, select the Skeleton SOP and press Accept. The restlocal values should be updated.
Rigging » Apex Graphs docs
- ajz3d
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In the
The second question is regarding the same example, but is about
I'm kind of stuck recreating this particular example, so I'd be grateful for advice.
constrain_transform_component
example [www.sidefx.com], each joint_*
TransformObject has some arbitrary restlocal
values typed in (Matrix4, I believe). This is not mentioned anywhere in the text, so my first question is: where do these values come from?The second question is regarding the same example, but is about
create_character
Pack Folder SOP. It contains three vector spare parameters named point_?_t
filled with another set of arbitrary values. This is also not mentioned in the docs. What these parameters do and how their values were determined? Are they connected somehow to joint_*
TransformObjects? It doesn't look like they are.I'm kind of stuck recreating this particular example, so I'd be grateful for advice.
Rigging » Apex Graphs docs
- ajz3d
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Thanks Janette, but these are SOPs. I was looking for documentation of nodes that you find in APEX graphs.
While most of them are self-explanatory, some are not (like
While most of them are self-explanatory, some are not (like
geo::DragPoints
, or dynamicpath::*
for example).
Rigging » Apex Graphs docs
- ajz3d
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Are APEX nodes documented somewhere in the docs? I don't mean APEX framework overview, but docs for nodes themselves. I can't find it, so it's probably still in the works?
By the way, the examples from the documentation are VERY helpful. The more we can get, the better.
By the way, the examples from the documentation are VERY helpful. The more we can get, the better.
Edited by ajz3d - Nov. 28, 2023 13:37:08
Houdini Lounge » Need community help with a small test.
- ajz3d
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Both selections don't work. Probably because of the presence of certain types of poles Houdini finds on its path. But I'm not sure why the selection in Houdini aborts completely, ergo: no edges are selected at all. In other software when I make this selection at least I get a selection of edges between ambiguous areas.
Interactive loop/ring selection in Houdini was always somewhat... um.... capricious? For the lack of a better word.
Interactive loop/ring selection in Houdini was always somewhat... um.... capricious? For the lack of a better word.
Edited by ajz3d - Nov. 18, 2023 17:18:49
Technical Discussion » Karma XPU with NVidia GPU on Linux
- ajz3d
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jsmackCan a hardware driver that was released just about four months ago be called "old"?
535 is already pretty old. The current driver is version 545
After such a short time, I would think twice before even calling it "stable".
Technical Discussion » Karma XPU with NVidia GPU on Linux
- ajz3d
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briansWell, this is an unpleasant surprise.
But be warned it requires 535 driver minimum :/
535 wasn't even uploaded to Debian Experimental repository yet, and it will probably take half a year for this, or a newer version, to even reach Unstable. Are you sure this is not a typo?
Houdini Lounge » Houdini Viewport Enhancement Wishlist
- ajz3d
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LukePWhen it was first introduced, I thought so too.ajz3dThat almost looks like a bug in that video lol
I'd like to see the manipulator even if its position is not within visible boundaries of the viewport.
But after realizing it's not, I began to appreciate it. It saves a ton of time which otherwise is spent on navigating the viewport in search for the manipulator.
Edited by ajz3d - Nov. 3, 2023 16:54:28
Houdini Lounge » Houdini Viewport Enhancement Wishlist
- ajz3d
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I'd like to see the manipulator even if its position is not within visible boundaries of the viewport.
Edited by ajz3d - Nov. 3, 2023 15:38:32
Technical Discussion » Auto create spare parms when VEX preset is selected
- ajz3d
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Many thanks for your input guys. Much appreciated.
It's funny that it didn't occur to me to use an operator preset instead of a VEX preset. The darkest place is indeed under the lantern.
I like @viklc's approach too. In fact my initial thought was to use some form of a callback script, but I wasn't sure where to start. Perhaps I should pay more attention to Python modules supplied with Houdini.
It's funny that it didn't occur to me to use an operator preset instead of a VEX preset. The darkest place is indeed under the lantern.
I like @viklc's approach too. In fact my initial thought was to use some form of a callback script, but I wasn't sure where to start. Perhaps I should pay more attention to Python modules supplied with Houdini.
Technical Discussion » Auto create spare parms when VEX preset is selected
- ajz3d
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We can define our own VEX presets for various nodes using the
And ideally, in case another VEX preset is selected, is it possible to automatically remove unused spare parameters?
VEXpressions.txt
file. Is it possible to tell Houdini to automatically create appropriate spare parameters when a preset that uses them is selected?And ideally, in case another VEX preset is selected, is it possible to automatically remove unused spare parameters?
Edited by ajz3d - Oct. 30, 2023 18:15:17
Technical Discussion » How to delete points?
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Or, if this is a curve --- Refine SOP set to "Unrefine" operation. Play with "Tolerance U".
Houdini for Realtime » Labs Decal Projector is broken
- ajz3d
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I just stumbled upon this issue a moment ago. It's still present in SideFX Labs 19.5.752.
The workaround is to duplicate decal HDA into a path we have write permissions to (I used slightly different HDA name to differentiate it from the original asset), and then change the reference in "project_or_place/input" from
I think someone intended to change the parameter name, but forgot to update the reference. Or vice-versa.
The workaround is to duplicate decal HDA into a path we have write permissions to (I used slightly different HDA name to differentiate it from the original asset), and then change the reference in "project_or_place/input" from
ch("../mode_1")
to ch("../fd_project1")
.I think someone intended to change the parameter name, but forgot to update the reference. Or vice-versa.
Edited by ajz3d - Oct. 21, 2023 15:54:14
Technical Discussion » How to accurately position joints at the center of a mesh
- ajz3d
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You can extract centroids from selected parts of your mesh and then use the resulting points as snapping targets for your joints. Or even as joints themselves after piping them through Parent Joints and Rig Doctor.
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