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Houdini Lounge » A Question About Toggle Stowbars
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- animatrix_
- 4616 posts
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Houdini Lounge » Anyway to switch between vulkan and ogl view
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- Wren
- 531 posts
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This topic covers it more in depth.
https://www.sidefx.com/forum/topic/96922/?page=1#post-426078 [www.sidefx.com]
https://www.sidefx.com/forum/topic/96922/?page=1#post-426078 [www.sidefx.com]
Houdini Indie and Apprentice » Mayan pyramid procedural modeling
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- jeremyBer
- 2 posts
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Houdini Lounge » Houdini UI Needs to Change
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- hMonkey
- 98 posts
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probiner
What's the reason for swapping the flags around? I.e. Display being bottom left, when your previous diagram has it top left, etc.
I think changing the display to the left would counter a bit of existing muscle memory but I agree with your reason to make space for some info.
In this case the muscle memory would be retrained fairly quickly if color coded correctly. Anyway it was about clearing up the node info space and grouping higher frequency buttons together, but it's fine ether way.
Houdini Lounge » Karma XPU in Vulkan viewport less responsive than opengl
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- ajz3d
- 541 posts
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I switched back to OpenGL two weeks ago and the program feels much more responsive. Random crashes are also much, much less frequent than what I had been experiencing with Vulkan viewport. I'm currently working primarily in Copernicus, so with OpenGL viewport I'm missing some COP features that are available in Vulkan (like "Tile Vis: 3", for instance), but even that is better than having to restart Houdini dozens of time a day. I hope that Vulkan stability and performance will be progressively improved within future 20.5.x minor versions, so we don't have to wait until 21.0. After all, it was decided to make Vulkan Houdini's default viewport renderer, and while I don't expect it to be faster than OpenGL (as it's probably more complex), I think it should at least offer stability similar to OpenGL.
terry_williamsThanks for checking, Terry.
@ajz3d - I ran the command in Sudo but I couldn't find in the log anything related to "SWITCH TIMEOUT" the only line related to NVRM said: " NVRM: loading NVIDIA UNIX x86_64 Kernel Module 555.58.02 Tue Jun 25 01:39:15 UTC 2024"
Houdini Lounge » Houdini UI Needs to Change
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- lrntbrt
- 9 posts
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please... dark nodes against a dark background. No.
I'm fine with the nodes as is. I could used more shapes tho. They added that customization a long time ago but no one seem to have had the time to create their own. Myself included.
If anyone knows of a libs of custom ones, I'm all ears.
I'm fine with the nodes as is. I could used more shapes tho. They added that customization a long time ago but no one seem to have had the time to create their own. Myself included.
If anyone knows of a libs of custom ones, I'm all ears.
Houdini Indie and Apprentice » How to Fillet/Bevel Curve and Line with perfect radius.
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- Jikian
- 140 posts
- Online
Houdini Indie and Apprentice » How to Fillet/Bevel Curve and Line with perfect radius.
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- Jikian
- 140 posts
- Online
Houdini Lounge » Vulkan/OpenGl with Matcap/COP.
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- RGaal
- 113 posts
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And again the mysterious Houdini interface.
Two copies of Houdini, one with OpenGl, the other with Vulkan.
1. Screenshot with tori with the same matcap. The same gamma settings, all by default. The picture is strikingly different. Why? Which of them is correct?
2. File from the content library Texture_mask_paint. Three screenshots, because I had to turn off the lamps.
1 screenshot - both areal lights are disabled.
Why does Vulkan look so bad? The tiles are all torn, as if the resolution is 4 times smaller. Does Vulkan need any other settings? I searched, but couldn't find any.
2 and the third screenshot - I turn on areal light one by one.
White areal light has no noticeable effect. But turning on the yellow sphere destroys OpenGl, but has almost no effect on Vulkan, gives a barely noticeable yellow glare. The difference is simply enormous.
Total -
1) matcap looks good in Vulkan (but crashes Houdini when resetting with matcap), but looks bad in OpenGl.
2) COP - looks good in OpenGl and looks terrible in Vulkan.
3) Lamps - overexposure in OpenGl, and good in Vulkan, much closer to the brightness in Karma.
What can I say? Houdini's amazing ability to make problems everywhere...
Although lamps are still more important and Vulkan wins overall. Probably.
Two copies of Houdini, one with OpenGl, the other with Vulkan.
1. Screenshot with tori with the same matcap. The same gamma settings, all by default. The picture is strikingly different. Why? Which of them is correct?
2. File from the content library Texture_mask_paint. Three screenshots, because I had to turn off the lamps.
1 screenshot - both areal lights are disabled.
Why does Vulkan look so bad? The tiles are all torn, as if the resolution is 4 times smaller. Does Vulkan need any other settings? I searched, but couldn't find any.
2 and the third screenshot - I turn on areal light one by one.
White areal light has no noticeable effect. But turning on the yellow sphere destroys OpenGl, but has almost no effect on Vulkan, gives a barely noticeable yellow glare. The difference is simply enormous.
Total -
1) matcap looks good in Vulkan (but crashes Houdini when resetting with matcap), but looks bad in OpenGl.
2) COP - looks good in OpenGl and looks terrible in Vulkan.
3) Lamps - overexposure in OpenGl, and good in Vulkan, much closer to the brightness in Karma.
What can I say? Houdini's amazing ability to make problems everywhere...
Although lamps are still more important and Vulkan wins overall. Probably.
Edited by RGaal - 今日 14:29:45
Houdini Indie and Apprentice » Help with Ramps in Multiparam Block in HDA
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- Jikian
- 140 posts
- Online
Houdini Indie and Apprentice » How to Fillet/Bevel Curve and Line with perfect radius.
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- RGaal
- 113 posts
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Houdini Indie and Apprentice » How to Fillet/Bevel Curve and Line with perfect radius.
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- BabaJ
- 2110 posts
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RGaal
Just to make a round bevel in Houdini.
If you do that with nurbs/bezier curves to start with, it's much simpler and much less code.
I do that with my modeling - the 'secret' being keeping all your prelimaray work done in nurbs/bezier space first,
only converting to polygons when you are at the end of your building.
Houdini Lounge » Creaseweight after subdivide. Why ?
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- tamte
- 8723 posts
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Nothing mysterious about it, crease is an attribute so it gets interpolated as any other attribute
This only points to the fact that devs didn't make exception to exclude it from interpolation or to reset it
Rather than doing this on purpose to make your life more difficult
If you are ok with resetting it then you can as well just use crease override on the subsequent Subdivide SOPs and call it a day
But if you wish it was recomputed on the subd geo to correspond to the original crease edge lines, or had additional option to zero out after aubdivision, submit an RFE
This only points to the fact that devs didn't make exception to exclude it from interpolation or to reset it
Rather than doing this on purpose to make your life more difficult
If you are ok with resetting it then you can as well just use crease override on the subsequent Subdivide SOPs and call it a day
But if you wish it was recomputed on the subd geo to correspond to the original crease edge lines, or had additional option to zero out after aubdivision, submit an RFE
Houdini Learning Materials » I’m looking for some documentation about "Action Button" tab in "Edit Parameter Interface"..
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- vinyvince
- 263 posts
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What confuse me is why this is the action button section is to accessible (empty) with a button parameter?
Only in with an event. I tried to build one but for now im failing
Only in with an event. I tried to build one but for now im failing
tamteMasoudthere is not much else to it
Is there any tutorial about how to work with this?
so as mentioned on the goldfarb's link
- put a code in there that you want to be executed when the action button is clicked
- use kwargs dictionary variable to access some intrinsic data (node, parmtuple, ...)
so overall it's similar to setting up a parameter callback for a button
Houdini Lounge » Houdini UI Needs to Change
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- PHENOMDESIGN
- 144 posts
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lrntbrt
They added that customization a long time ago but no one seem to have had the time to create their own. Myself included.
If anyone knows of a libs of custom ones, I'm all ears.
ref: https://lesterbanks.com/2017/06/create-custom-node-shapes-houdini-16/ [lesterbanks.com]
Edited by PHENOMDESIGN - 今日 19:59:20
Houdini Lounge » Houdini UI Needs to Change
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- BrianHanke
- 443 posts
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ruffemotion, can you share what you're using for your mockups? Specific colors, fonts, icons, etc. I'd like to make my Guide Groom interface proposal match your style. Thanks!
Houdini Lounge » Karma XPU in Vulkan viewport less responsive than opengl
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- Antti1999
- 29 posts
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Solaris and Karma » What is the render delegate parameter expression meaning?
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- jerry7
- 642 posts
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Hi,
The karma tab tool create a usdrender_rop1 node. The Render Delegate parameter has an expression.
I check it but can't find any reference or function.
What the expression is driven by? Is it safe to be deleted?
Thanks!
The karma tab tool create a usdrender_rop1 node. The Render Delegate parameter has an expression.
I check it but can't find any reference or function.
What the expression is driven by? Is it safe to be deleted?
Thanks!
Technical Discussion » Labs File Cache topnet display
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- Ivan L
- 199 posts
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bump, I find it inconvenient, no way to tell if you cache something or it just stuck there forever
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