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qlib's Issues

desaturate VOP

A vop node that applies desaturation for colors with intensity greater than 1.0.

idea: a ROP node that can push button(s) on operators

(...amongst other things). So it could press the 'Clear Cache' button of cache SOPs, for example.

Other ideas:

  • setting obj visibilities * (e.g. for abcexport, etc.)
  • enabling/disabling OPs *
  • ...

( * : should support bundles and other ways of specifying "dynamic" lists in houdini )

retire Xform-by-Points SOP -- in favor of Transform Pieces SOP

I, for one, am fully convinced that the (relatively) new Transform Pieces SOP in Houdini was inspired by our Xform-by-Points SOP!!1! In fact, this exists as a fact in my mind. :DDD And I don't mind this -- on the contrary: this is cardinal functionality, and was missing for a long time now.

Also, their approach and implementation is pretty cool. The last proper rethink-and-update of xform-by-points was a long time ago, and it's doesn't support several ways of working that are introduced since then.

Options:

  • Retire this node. Transform Pieces does the same thing (and a bit more, at this point), handles things "naturally" (i.e. automatically, based on input geo attributes). We would have one less node to do maintenance for. (The example scene should be modified to use TP instead of XbP.)
  • Do a deep examination of TP, check what's missing / what could be improved, and do it as a new XbP variant (might easily end up as an interface version 2 asset).

Point Mix SOP could be reimplemented with VEX Snippet OPs

...and "automatic" code generation, a la Scatter qL SOP or Attrib Builder SOP. (This would get rid of the internal for-loop, and would be way faster and true multithreaded stuff)

(see code in Ray qL SOP)

more like the Time Blend qL SOP

should have 3 inputs, and "get from input 1/2/3" for weight attrib


This could be rewritten as an Attrib Wrangler gallery item (e.g. see the particle group visualizer dop/pop wrangler), and this asset should be sent to the graveyard.

Clip Capped SOP: the last chance before the put in the ground

...and let's pray Houdini will receive a decent facelift when it comes to polygonal booleans (such as the "carve" library).

The asset just doesn't work how (it did in H11 but it was due to some good alignment of the stars, since it has Cookie SOP in it.)

update: let's try a different approach that might work before graveyarding this thing.

Point Texture SOP enhancements

  • sort out Colormap VOP unpremultiply issue (when outputting RGBA datatype it seems to always premultiply with alpha?!)
  • should have a multiparm for performing multiple lookups too complex to implement and maintain

A "misc/helper" ROP

...that can

  • reinitialize arbitrary OPs (clear DOP memory caches, Cache SOPs, etc -- just like in Waypoint)
  • ...

Xform-to-BBox: padding whazop

Padding doesn't affect fitting, only grouping and clamping.

Bounding box displays are incorrect for negative padding values.

Tools for the "hidden" particle DOPs

I mean the ones that were in the betas but are now hidden in the final release (but can be un-hidden with the opunhide command).

There's a fully multithreaded particle system in there -- beats POPs even now. I'm using this stuff right now and it rocks, big time.

What's to be done:

  • a proper emitter (might be based on Source qL POP?)
    • emission rate driven by geo attrib
    • max lifespan multiplier (by geo attrib)
    • lifespan spec: min, max, bias! (bias between min and max)
  • curl noise! with velocity/position modes (if possible)
  • collision events somehow (stick, die on collision)
  • particle advection, somehow...
  • reimplement "POP Advect by Point Cloud qL"
  • ...

Please comment any other ideas!

Check Noise qL SOP, attrib layering

When two Noise qL sops are connected after each other, and the target attribute is Cd, but float (so only a red color is present), add is working like replace mode, and multiply produces black

Compositing-related nodes

Check out what's missing in order to be able to do "proper" basic compositing, and create some assets for that.

TODO: Volume-related SOPs (or gallery items)

  • Volume Texture SOP (should work with tapered volumes, i.e. "movie projector" mode!)
  • Volume Ramp qL SOP (like attrib ramp but for volumes)
  • Volume Extract Slice SOP (?)

...and everything else that came up recently (for the johannes ๐Ÿ” ๐Ÿน :D ) -- if not general enough as assets, they should go to the qLib--sop/volumes gallery.

gallery:

  • VDB: adjust VDB volume X/Y/Z resolution (w/ multiplier) and resample the volume gallery item created
  • any volume: crop volume with a box
  • ...

(SideFX: processing arbitrary no. of volumes with Volume Wrangle SOP; ...)

Point Texture qL SOP enhancements

  • parameter for specifying uv attrib name ()
  • publish "wrap" and "border color"
  • add gamma correction
  • add internal COP network for previewing input image/seq
  • button for easy access or display of aforementioned COP network (make sure it shows the proper copnet if a cop network is specified instead of a file)
  • sort out Colormap VOP unpremultiply issue (when outputting RGBA datatype it seems to always premultiply with alpha?!), might be a daily-build thing

Point Texture SOP is time-dependent

tracked down to the cmap_out -> cmap linked parameter (where cmap_out contains an ifs() expression)

tracked down to the cmap_out parameter contains the substring "$F" :(

Add Volume Compression to Waypoint SOP

Should be experimental, but it could save a lot of space.

  • Also, somehow the before/after memory footprint should be displayed.
  • Quantization tolerance should be 0.0 (especially for SDFs)

Connect by Distance qL SOP malfunction

(as of 12.5.366) the internal vopsop tries to generate the groups it's supposed to, but for some reason, not all groups "survive" (when debugging the vop sop, the printf node runs for all groups that should be -- and properly)

Wiki loving

The Wiki needs some love! User and Developer guides does not cover the new changes.

Good news is that links to subsections are possible by some html insertion and boilerplate links.

Welcome: Your bug reports / RFE's to come here...

Hi there,

This is the place where you can create a "New Issue" entry, if you find a bug, or you'd like to request for an enhancement (RFE).

  • In case of a bug, make sure you give a detailed description.
  • If it's an enhancement request, please label your entry accordingly.

Cheers,

qLib team

Camera Frustrum SOP is a mess

'Fancy' output for visualization purposes, unusable lame output for procedural work. Implementation is much too complicated. It only needs two Add SOPs for wire and solid modes.

TimeBlend qL SOP: velocity interpolation enhancements

  1. The "velocity interpolation" mode could be improved to use cardinal interpolation if the "accel" per-particle attribute also exists. It could take the current position [P], the next-frame position [P+v/$FPS], and calculate a third position from P, v, and accel.

2. There should be support for a list of geometry attributes to interpolate -- especially velocity (v), which should even be hard-wired.

Peak qL SOP zeroes out N attrib if not used.

For example if the "Vector Attrib" param is "up" and both the pre- and post-compute normals are toggled off N will be (0,0,0) regardless its value before applying the operator.

idea: an "unintersect" [S]OP

a smooth/relax (S)OP that smoothes or "pulls" any self-intersecting parts of geometry. (Would be useful for generating correct VDB volumes, cloth sim bug fixes, etc.)

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