99% of the times I do a “Tear off pane tab Copy” on a parameter pane of a certain node, is because I want a floating window locked (“following selection”) so that I can drag and drop its parms to other nodes (typical use: when I create the main controls of a digital asset).
I noticed few things that break a lot my workflow:
1) When you do “ctrl-alt-c” to tear of off the pane, the new floating panel starts super minimized in a top left position (as shown in the screenshot). This requires 2 operations: 1) drag the corners and resize the panel to make the top bar appears. 2) Drag the panel from the top bar and move it in a more useful position (I usually move it over the area of the other non-floating parms pane, so that I can drag and drop parms easily between the twos)
2) In my experiences, after 1, 99% of the times I'm going to press the “follow selection” button as well. (and most of the time I forget to do it, resulting in losing my link when I dive into the subnetwork. Time wasted, break of flow)
3) Also 99% of the times I will open the Edit Parameter Interface of the new floating panel, which requires another 2 mouse operations (click on OP menu, click on Edit parameter Interface). The shortcut “E” doesn't work, even if your mouse is over the new floating panel.
So a total amount of 5 point and click operations in order to be ready to work. This is only for the setup. But consider to add another 2 * N point and click operations during the actual work, where N is the amount of times I need to recall the Edit Parms Interface.
I'd say the whole thing is a flow breaker and potentially energy waster.
Ideal Scenario:
I don't know if the following could be the ideal scenario for every user, but regarding my needs ideally when I press the “ctrl-alt-c” shortcut the new floating panel should start already resized (with the top bar already existing) and positioned in the area of the non-floating parameter pane. Also it should have already checked by default the “following selection” button.
And allow the “edit parameter interface” to be called by the shortcut “E” when mouse is over the new floating panel.
Is there a simple way I can at least improve issue 2 and 3 like in my ideal scenario?
Thanks a lot!
Cheers
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Houdini Indie and Apprentice » "Tear off pane tab copy" user experience: a little bit frustrating. How can I improve it?
- Andr1
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Houdini Engine for Unreal » Unable to reference UE material + bug found in one orbolt asset
- Andr1
- 118 posts
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Houdini Engine for Unreal » Unable to reference UE material + bug found in one orbolt asset
- Andr1
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Hi there,
I can't manage to assign Unreal Materials inside Houdini.
As I understood I should create a string attribute named “Unreal_Material” (or “unreal_face_material”, indifferent) and as Value type the name of the Unreal material I want to use inside UE4.
This is not working, UE4 loads the houdini default material instead of the material I'm referencing.
Could anybody be so nice to provide a simple working otl that hooks to a UE4 material?
Thanks!
Also I've found a little bug in the “haunted staircase” example.
The “floor height” parm is able to raise only part of the geometry in UE4, while it's working fine inside Houdini. My config is Houdini Indie 15.565 and Unrel 12.5
I can't manage to assign Unreal Materials inside Houdini.
As I understood I should create a string attribute named “Unreal_Material” (or “unreal_face_material”, indifferent) and as Value type the name of the Unreal material I want to use inside UE4.
This is not working, UE4 loads the houdini default material instead of the material I'm referencing.
Could anybody be so nice to provide a simple working otl that hooks to a UE4 material?
Thanks!
Also I've found a little bug in the “haunted staircase” example.
The “floor height” parm is able to raise only part of the geometry in UE4, while it's working fine inside Houdini. My config is Houdini Indie 15.565 and Unrel 12.5
Houdini Indie and Apprentice » [Houdini - substance plugin]Basic info needed
- Andr1
- 118 posts
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Hi there, as recommended I posted in the Substance forums and luckily Josh, a developer from Allegorithmic, is trying to help me out.
Unfortunately I still can't manage to render scenes when the Substance Plugin is in use.
Now I've discovered a new issue, which I feel people from the Houdini boards can help me to fix.
Whenever I try to render a displaced geometry with the Substance Plugin I get to render this image if I use a close camera:
While with a more distant camera, Mantra is able to render the scene (but still some artifacts are occurring in the outline):
I can't understand what kind of artifact is that!?
Thanks for any help!
I'm with 15.5.565 Indie
Unfortunately I still can't manage to render scenes when the Substance Plugin is in use.
Now I've discovered a new issue, which I feel people from the Houdini boards can help me to fix.
Whenever I try to render a displaced geometry with the Substance Plugin I get to render this image if I use a close camera:
While with a more distant camera, Mantra is able to render the scene (but still some artifacts are occurring in the outline):
I can't understand what kind of artifact is that!?
Thanks for any help!
I'm with 15.5.565 Indie
Edited by Andr1 - Aug. 17, 2016 06:18:23
Houdini Indie and Apprentice » VDB Combine through noise map?
- Andr1
- 118 posts
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Hi there,
I'd like to combine 2 vdbs (one eroded, the other dilated) through a 3D noise map acting as alpha mask.
Do you know what could be a suitable workflow?
screenshot for reference:
Thanks for any help!
I'd like to combine 2 vdbs (one eroded, the other dilated) through a 3D noise map acting as alpha mask.
Do you know what could be a suitable workflow?
screenshot for reference:
Thanks for any help!
Edited by Andr1 - Aug. 10, 2016 05:48:26
Houdini Indie and Apprentice » [Ramp creation] bugs? and questions..
- Andr1
- 118 posts
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Hello there,
I'm struggling with the creation of Ramps in the Edit Parameters Interface.
thanks for any help,
Andr
I'm struggling with the creation of Ramps in the Edit Parameters Interface.
- My goal is to create a Ramp(float) parameter and link its Default Points to an integer parameter called “PointsAmount” created in the same node, so that whenever I change my PointsAmounts the number of points of the ramp change accordingly.
I don't really know the syntax to use here: I tried to type {PointsAmount} in the “Default Points” field, without success. I also tried to use the path chi(“../myWrange/PointsAmount”).
Also, one frustrating thing for debugging here is that if you do wrong once in the “Default Points” field, the whole Ramp breaks forever, even if you manually revert the “Default Points” to an integer value, the Ramp remains broken and won't let you add any point to it.
This slow down the debugging process because you would need to delete and create another ramp every time to check any new syntax combination. - A second weird thing about the ramp creation process: let's say I drag and add a Ramp(float), set “Default Points” to say 20, hit apply: the ramp is created with 20 points perfectly spaced to cover all the length. If I reduce the Default points to say 10, hit apply, and back on the node RMB on the ramp + revert to default (in order to update the new changes), the ramp is able to reduce the amount of points to 10, but they are no more perfectly spaced. They just cover half of the ramp width.
Instead, if I increase the amount of “Default Points” to 30 (hit apply and revert to default), the new 10 points are added on position 0.0
- To fix 2, I thought I could renormalize points position in my Wrangle node through Vex. I don't know which function I could use to set points position of the ramp and their value. I've found chramp(), but this function looks like is only capable of reading from a ramp, not writing to.
thanks for any help,
Andr
Edited by Andr1 - July 30, 2016 16:24:42
Houdini Indie and Apprentice » [Houdini - substance plugin]Basic info needed
- Andr1
- 118 posts
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Houdini Indie and Apprentice » [Houdini - substance plugin]Basic info needed
- Andr1
- 118 posts
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Hello there,
I managed to load a basic substance with the following outputs: base color, roughness, normal, metallic and displacement (instead of height which is not recognized).
The substance is displayed correctly onto the object (a basic grid-plane), also the displacement shows up.
Few questions:
thanks for any help
I managed to load a basic substance with the following outputs: base color, roughness, normal, metallic and displacement (instead of height which is not recognized).
The substance is displayed correctly onto the object (a basic grid-plane), also the displacement shows up.
Few questions:
- how can I access the displacement amount? Is there anywhere in houdini a multiplier for the displacement?
- how can I access the individual channel outputs of the substance? For example, I need to use the displacement map output of the substance in a attribute vop to drive some calculations, or spawn some particles from the white area. What would be the workflow to access any output of the substance?
- When the substance is loaded, viewport performance gets really poor with low fps. I guess it has to do with two 4k 16bit bitmap embedded in the substance, making it 26MB in size. Is there any way I can link those bitmap inside houdini into the substance?
- Also, I get black renders with mantra. Console report the following error:
mantra: Unable to load texture
'CUsers/User1/AppData/Local/Temp/hfsF034_cracks_displacement.png'
thanks for any help
Edited by Andr1 - July 19, 2016 13:44:44
Houdini Indie and Apprentice » Grouping points with the same attribute value
- Andr1
- 118 posts
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hello thanks a lot for the help,
but I've have a slightly more complex situation: I need to create automatically more than 1 group, without manually specifying the value.
The attrib vop should run over all the points, assigning the currently evaluating point to a new group if it finds a different value in @myattribute
I was thinking of some nested loop solution, but I'm not quite sure it's the way to go, seems too much overkill for such a basic need.
but I've have a slightly more complex situation: I need to create automatically more than 1 group, without manually specifying the value.
The attrib vop should run over all the points, assigning the currently evaluating point to a new group if it finds a different value in @myattribute
I was thinking of some nested loop solution, but I'm not quite sure it's the way to go, seems too much overkill for such a basic need.
Edited by Andr1 - July 7, 2016 07:14:42
Houdini Indie and Apprentice » Grouping points with the same attribute value
- Andr1
- 118 posts
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Hi there,
given a series of points with a custom attribute @att, how can I generate a series of groups (group1, group2, etc) based on points that share the same value in @att?
There's probably an easy solution, but I couldn't find any info about and I've already spent some time on it..
Thanks for any help
given a series of points with a custom attribute @att, how can I generate a series of groups (group1, group2, etc) based on points that share the same value in @att?
There's probably an easy solution, but I couldn't find any info about and I've already spent some time on it..
Thanks for any help
Houdini Indie and Apprentice » Questions about parameters creation (in Wrangle node and traditional edit parm interface)
- Andr1
- 118 posts
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Hello there, thanks a lot for the help!
Don't know why but I had the understanding that ch() was interpreted by default as float.
Anyway I've problems with the creation of ramps inside the wrangle.
Typing simply chramp(“myramp”); It creates the ramp but the node breaks.
Instead, to make it work I have to typein which case it does the following: creates myattribute and sets its value to 0.0 (??), whenever I hit the “create spare parameter”, the wrangle proceed to correctly create myramp, but changes myattribute value to 1.0 (?????).
I don't really understand this behavior.
And what would be the utility of having myattribute created? I don't really need this.
Clearly I'm missing something big here eheh (-:
tamte
2. ch() is ambiguous as on it's own it doesn't define type of the parm
therefore use chf(), chi(), chv(), chs(), chramp() directly
Don't know why but I had the understanding that ch() was interpreted by default as float.
Anyway I've problems with the creation of ramps inside the wrangle.
Typing simply chramp(“myramp”); It creates the ramp but the node breaks.
Instead, to make it work I have to type
f@myattribute = chramp("myramp" , 123);
I don't really understand this behavior.
And what would be the utility of having myattribute created? I don't really need this.
Clearly I'm missing something big here eheh (-:
Edited by Andr1 - June 10, 2016 08:40:12
Houdini Indie and Apprentice » Questions about parameters creation (in Wrangle node and traditional edit parm interface)
- Andr1
- 118 posts
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Hello nice people, total newbie here, hope you can give some hint (-:
Thanks for any help guys!
Andr
- Edit parameter interface: How to populate a Detail array from a parameter field? Let me explain, I have a list of known numbers (1.1, 1.3, 2.0, etc.), ideally I'd be able to type them in a parameter field of my “Main Controls” node that drives those numbers into a detail attribute. At the present time I'm only able to write them directly in a wrangle node using , but my goal is to create a digital asset where the user can write down different series of numbers and have the array populated. In the “edit parameter interface” I cannot find any “array” type.
f[]@myarray = {1.1,1.3,etc};
- Wrangle node: I'm struggling with the creation of custom parameters inside the wrangle. For example, if I type and press the “create spare parm” button, the wrangle node is able to create the parm, but the node breaks and return “ambiguous call to function ch()….”, while typing
ch("parm");
works fine.f@parm= ch('parm');
Same behavior if I typeto create a ramp, the node just breaks but it's able to create the ramp; on the contrary typingchramp("parm")
work just fine for a parameter string creation.chs("parm");
- Bonus question,Object Merge Node: I need to use a detail function inside the Object field (obipath1 parm) in order to retrieve a string detail attribute from a wrangle node. My aim is to dynamically create the path in the wrangle node (I'm able to do this) and feed the string into the Object Merge node (I'm having problem with this last step). Typing doesn't work. I get an “invalid Sop specified” error.
`detail("../myWrangle/", "myAttribute", 0)`
Thanks for any help guys!
Andr
Edited by Andr1 - June 9, 2016 15:15:36
Houdini Lounge » New Website: Post Feedback Here
- Andr1
- 118 posts
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also, a couple of things:
- https://www.sidefx.com/company/contact-us/ [sidefx.com]
Webmaster contact actual link is info@sidefx.com
Don't know if is it supposed to be like that - I struggle with new documentation without a search field in the main page
- Link to the new documentation 15.5 is broken on my browser, I cannot click on it http://archive.sidefx.com/docs/houdini15.0/nodes/sop/attribvop [archive.sidefx.com]
Houdini Lounge » New Website: Post Feedback Here
- Andr1
- 118 posts
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coccosoids
*hi guys! I can't seem to post new topics, especially in the technical discussion forum. I was able to a few weeks back. Help?
have the same problem..
Maybe it's new rule for members with posts count < N ?
UPDATE, now fixed (-:
Edited by Andr1 - June 9, 2016 14:50:56
Houdini Lounge » Does Houdini 15 steal focus on Windows?
- Andr1
- 118 posts
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I have the same problem in Win7, Houdini 15.5480 keeps stealing focus when I'm on Chrome.
It's pretty annoying.
Does anyone know a fix for this?
It's pretty annoying.
Does anyone know a fix for this?
Edited by Andr1 - June 9, 2016 09:28:57
Houdini Indie and Apprentice » Hot to set Parameter panel on the top left when network maximized
- Andr1
- 118 posts
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Houdini Indie and Apprentice » Hot to set Parameter panel on the top left when network maximized
- Andr1
- 118 posts
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How can I have the parameters panel on the top left in this scenario?
My 2 screens setup is the following: left screen for the scene viewport and right screen for the network pane maximized.
Problem is that, as the screenshot shows, the parameter panel is fixed on the top right (of the right screen), forcing me to constantly rotate my head left and right whenever I change some parameter.
Ideally I'd be able to have the parameter panel on the top left of the right screen, which means it would be close to scene view of in the left screen.
Any idea how to do that?
As far as I researched it seems impossible..
thanks for help,
Andrea
My 2 screens setup is the following: left screen for the scene viewport and right screen for the network pane maximized.
Problem is that, as the screenshot shows, the parameter panel is fixed on the top right (of the right screen), forcing me to constantly rotate my head left and right whenever I change some parameter.
Ideally I'd be able to have the parameter panel on the top left of the right screen, which means it would be close to scene view of in the left screen.
Any idea how to do that?
As far as I researched it seems impossible..
thanks for help,
Andrea
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