Still there is no drag and drop feature to open .hip file.
I wish it will be in Houdini 15.
Houdini 15 Wishlist
68479 146 18- PradeepBarua
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- Werner Ziemerink
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- kahein
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Awesome H14
There is someone who would like to develop a plug CoronaToHoudini ?
https://corona-renderer.com/blog/ [corona-renderer.com]
https://corona-renderer.com/forum/index.php?board=3.0 [corona-renderer.com]
There is someone who would like to develop a plug CoronaToHoudini ?
https://corona-renderer.com/blog/ [corona-renderer.com]
https://corona-renderer.com/forum/index.php?board=3.0 [corona-renderer.com]
- OneBigTree
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- mandrake0
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OneBigTree
1. Viewport angle-based smoothing for geometry preview
(aka Autosmoothing, angle-based cusping etc.)
2. Bridgetool
3. tweak tool with symmetry
4. GPU Acceleration for mantra.
Funny, thought I could think of more. That means something from a XSI-User
1. Viewport =>do you meen something like this: https://vimeo.com/116797433 [vimeo.com]
4. GPU Acceleration => fact is that the GPU is too limited…. so it's need more features in the GPU to integrate the mantra render. but i hope the xeon phi can solve this: http://www.anandtech.com/show/8732/intels-xeon-phi-after-knights-landing-comes-knights-hill [anandtech.com]
- chrism
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Hi ho! If you guys want to post to this thread just to get it out there, that's fine, but if you want to actually log an RFE for your suggestions, that's so much better. That way, it actually gets logged in our bug database and put on someone's to-do list. i.e. If you log it, programmers will see it. If you just post here, they may not see it and it won't be on anyone's list of things to do.
TO LOG A BUG OR RFE:
http://www.sidefx.com/index.php?option=com_content&task=view&id=768&Itemid=239 [sidefx.com]
Thanks!
TO LOG A BUG OR RFE:
http://www.sidefx.com/index.php?option=com_content&task=view&id=768&Itemid=239 [sidefx.com]
Thanks!
Chris McSpurren
Senior Quality Assurance Specialist
SideFX
Senior Quality Assurance Specialist
SideFX
- imensah
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- PradeepBarua
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- OneBigTree
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mandrake0OneBigTree
1. Viewport angle-based smoothing for geometry preview
(aka Autosmoothing, angle-based cusping etc.)
2. Bridgetool
3. tweak tool with symmetry
4. GPU Acceleration for mantra.
Funny, thought I could think of more. That means something from a XSI-User
1. Viewport =>do you meen something like this: https://vimeo.com/116797433 [vimeo.com]
4. GPU Acceleration => fact is that the GPU is too limited…. so it's need more features in the GPU to integrate the mantra render. but i hope the xeon phi can solve this: http://www.anandtech.com/show/8732/intels-xeon-phi-after-knights-landing-comes-knights-hill [anandtech.com]
Viewport: Yes like the normal or facet or cusp sop but without having to add a sop. Just for the viewport. Doing that by adding a sop requires keeping the operator at the end of the network while modeling. Tedious and uncomfortable and can produce errors.
GPU Acceleration: Redshift or cycles are hybrid renderers utilizing GPU acceleration (Redshift) or GPU rendering with limited features (cycles). There could be an Option to turn on GPU Accelerationes when I don't need particles or volumes for example but only Surfaces with HQ GI. A lot of renderings involve Characters only, which can be done quite efficiently with GPU only already. Don't see why it shouldn't be possible with mantra. Except mantras architecture wouldn't allow for such an extension.. ?
- protozoan
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Viewport: Yes like the normal or facet or cusp sop but without having to add a sop. Just for the viewport. Doing that by adding a sop requires keeping the operator at the end of the network while modeling.
This has been discussed (even on the beta, iirc) but I shall post the counter-standpoint: it should be like it is now. I get that you need automatic point normals to see anything at all, but other than that, the viewport should show what's actually there, and if no vertex normals or open (“cusped”) edges are present, none should be shown.
I'm aware that other softwares do that differently, but they should be shunned for that. It's wrong and counterproductive to hide low level things like that from the artists. One of Houdini's stongest points was always to enforce understanding of what is really going on onto people, and not have a magic black box.
If you try to fix broken geometry coming from external sources and have a magic viewport that shows stuff that isn't there for convenience, it's one real pain in the neck.
Martin Winkler
money man at Alarmstart Germany
money man at Alarmstart Germany
- OneBigTree
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protozoanViewport: Yes like the normal or facet or cusp sop but without having to add a sop. Just for the viewport. Doing that by adding a sop requires keeping the operator at the end of the network while modeling.
This has been discussed (even on the beta, iirc) but I shall post the counter-standpoint: it should be like it is now. I get that you need automatic point normals to see anything at all, but other than that, the viewport should show what's actually there, and if no vertex normals or open (“cusped”) edges are present, none should be shown.
I'm aware that other softwares do that differently, but they should be shunned for that. It's wrong and counterproductive to hide low level things like that from the artists. One of Houdini's stongest points was always to enforce understanding of what is really going on onto people, and not have a magic black box.
If you try to fix broken geometry coming from external sources and have a magic viewport that shows stuff that isn't there for convenience, it's one real pain in the neck.
Then I will mst likely never model in houdini. Nor will I buy a full commercial license.
I really can't understand that point of view. Al I want is to see how my model will look as early as possible. I don't have the faintest idea what could be wrong with that. It is there for a good reason in literally any other 3d software on the market.
Edit: Your point of view is like saying “there should be no shaded preview(!) of the geometry as long as it is not rendered”. Sorry, but this is absurd.
- OneBigTree
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I have a wish for H15:
A simple method to keep the normal SOP automatically at the end of the network with the viewport flag on, so I can see my angle based normals - how I want them to be in the finished model- while working. Of course it would be easier if I had another option for the viewport display in addition to flat and soft shaded, but that would require a lot of people to really and completely change their workflow.
A simple method to keep the normal SOP automatically at the end of the network with the viewport flag on, so I can see my angle based normals - how I want them to be in the finished model- while working. Of course it would be easier if I had another option for the viewport display in addition to flat and soft shaded, but that would require a lot of people to really and completely change their workflow.
- anon_user_37409885
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- circusmonkey
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OneBigTree
I have a wish for H15:
A simple method to keep the normal SOP automatically at the end of the network with the viewport flag on, so I can see my angle based normals - how I want them to be in the finished model- while working. Of course it would be easier if I had another option for the viewport display in addition to flat and soft shaded, but that would require a lot of people to really and completely change their workflow.
You could do this simply by making your self some tools and adding it automatically to the end of the tree. The great thing about Houdini is you are given the frame work to make tools to suit “your” work flow
Rob
Gone fishing
- OneBigTree
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circusmonkeyOneBigTree
I have a wish for H15:
A simple method to keep the normal SOP automatically at the end of the network with the viewport flag on, so I can see my angle based normals - how I want them to be in the finished model- while working. Of course it would be easier if I had another option for the viewport display in addition to flat and soft shaded, but that would require a lot of people to really and completely change their workflow.
You could do this simply by making your self some tools and adding it automatically to the end of the tree. The great thing about Houdini is you are given the frame work to make tools to suit “your” work flow
Rob
Yes, so why make things like everybody else? Convenience is for babies, right?
But seriously, I tried that. Sadly, as I said, this can be problematic. I have experienced errors for example when adding an edgesplit while having a facetnode at the end of the chain.
Why not just do something that is very common, can be turned on and of like subdivision and texture and be done with it. It hurts no-one, I promise
Edit: this isn't “my” workflow. Thousand of modelers are used to that. That is why the percentage of models “done in houdini” at turbosquid is near zero.
Edited by - Jan. 23, 2015 17:29:40
- OneBigTree
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MartybNzOneBigTree
I have a wish for H15:
A simple method to keep the normal SOP automatically at the end of the network with the viewport flag on, so I can see my angle based normals -
Perhaps a new shader, ‘Cusped’ could be added below the Scene level, Display As menu.
Yes, that is what I'm talking about
- Siavash Tehrani
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protozoanViewport: Yes like the normal or facet or cusp sop but without having to add a sop. Just for the viewport. Doing that by adding a sop requires keeping the operator at the end of the network while modeling.
This has been discussed (even on the beta, iirc) but I shall post the counter-standpoint: it should be like it is now. I get that you need automatic point normals to see anything at all, but other than that, the viewport should show what's actually there, and if no vertex normals or open (“cusped”) edges are present, none should be shown.
I'm aware that other softwares do that differently, but they should be shunned for that. It's wrong and counterproductive to hide low level things like that from the artists. One of Houdini's stongest points was always to enforce understanding of what is really going on onto people, and not have a magic black box.
If you try to fix broken geometry coming from external sources and have a magic viewport that shows stuff that isn't there for convenience, it's one real pain in the neck.
Agreed, obfuscation is not the Houdini way. If I'm really concerned what a box or cylinder first looks like I'll go ahead and add normals.
- protozoan
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I have experienced errors for example when adding an edgesplit while having a facetnode at the end of the chain.
A facetSOP produces an actual open edge, when using its cusp-functionality, with double points and all. You should use vertex normals for what you are trying to do. (Or at least for what I *think* you are trying to do)
In H14 this workflow has been streamlined by neatly packing it into the new NormalSOP, which is what you should add to your chain. All your woes should go away, splits etc. should work normally since the edges all stay closed.
Unless you want an open edge of course, with all its implications.
Martin Winkler
money man at Alarmstart Germany
money man at Alarmstart Germany
- pavelPeh
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DaJuiceprotozoanViewport: Yes like the normal or facet or cusp sop but without having to add a sop. Just for the viewport. Doing that by adding a sop requires keeping the operator at the end of the network while modeling.
This has been discussed (even on the beta, iirc) but I shall post the counter-standpoint: it should be like it is now. I get that you need automatic point normals to see anything at all, but other than that, the viewport should show what's actually there, and if no vertex normals or open (“cusped”) edges are present, none should be shown.
I'm aware that other softwares do that differently, but they should be shunned for that. It's wrong and counterproductive to hide low level things like that from the artists. One of Houdini's stongest points was always to enforce understanding of what is really going on onto people, and not have a magic black box.
If you try to fix broken geometry coming from external sources and have a magic viewport that shows stuff that isn't there for convenience, it's one real pain in the neck.
Agreed, obfuscation is not the Houdini way. If I'm really concerned what a box or cylinder first looks like I'll go ahead and add normals.
Well..there is a flat shaded viewport mode that does not show proper normals, and is in fact really heplful (I use it as default). Can`t see why another option bother you so much.
- OneBigTree
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protozoanI have experienced errors for example when adding an edgesplit while having a facetnode at the end of the chain.
A facetSOP produces an actual open edge, when using its cusp-functionality, with double points and all. You should use vertex normals for what you are trying to do. (Or at least for what I *think* you are trying to do)
In H14 this workflow has been streamlined by neatly packing it into the new NormalSOP, which is what you should add to your chain. All your woes should go away, splits etc. should work normally since the edges all stay closed.
Unless you want an open edge of course, with all its implications.
It should not matter what SOP is at the end of the chain if I insert the other SOP before it, shouldn't it?
The problem in question was, that with a SOP at the end the second or third Split wasn't inserted in the chain. Not a geometry problem, but a network problem.
On the other hand I really don't see why I should waste time (read: money) and effort for something so trivial. If I want to have to create tools for the most common tasks then I can use maya but I just don't have time for that. I just use software where this isn't such a big issue.
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