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View Code? Open in Web Editor NEWA procedural asset library for SideFX Houdini. https://www.facebook.com/qLibHoudini
Home Page: http://qlab.github.io/qLib
License: Other
A procedural asset library for SideFX Houdini. https://www.facebook.com/qLibHoudini
Home Page: http://qlab.github.io/qLib
License: Other
A vop node that applies desaturation for colors with intensity greater than 1.0.
(...amongst other things). So it could press the 'Clear Cache' button of cache SOPs, for example.
Other ideas:
( * : should support bundles and other ways of specifying "dynamic" lists in houdini )
hip files are a mixture of binary/ascii and this causes automatic merge problems. We should configure things somehow to have git (and github!) interpret them as binary.
Man, you should be able to limit the effect of this node too.
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:
("i got the code stashed, man" :DD)
Should be entirely optional, but could be useful if the OP runs for several minutes.
(also check: the internal neighbour search shouldn't consider each point itself as its own neighbour)
(also report the sop scalar field bug!)
...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.
...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.
TODO: Make sure this is a correct behaviour (and that it works for various range overlap combos, etc.)
Make sure it has the same behaviour regardless of popnet oversamping, and fix it if not.
...that can
See Point Texture qL SOP (cmap_out hidden parameter)
Padding doesn't affect fitting, only grouping and clamping.
Bounding box displays are incorrect for negative padding values.
something funny going on with python expression results (linked to other parameters -- seems they getting a different string?), needs to be sent to SideFX.
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:
Please comment any other ideas!
Yet to be tested and confirmed, but if that's the case, it should convert them to polygons internally. (H12.5.391, linux 64bit)
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
...to the Output/Multiplier and Scale, there should be a 'Scale with' (attribute) option.
This asset won't be any less monolithic now, so what the hell.
Check out what's missing in order to be able to do "proper" basic compositing, and create some assets for that.
See example scene / Point Group example (messed-up geometry).
The current idea is to have a "convert volume to points" section in the Preprocess tab. (With the option of transferring the specified volume values as point attributes).
(...will also make the latter obsolete)
Naturally there should be parameters to specify the output attribute name and type. (This calls for interface version 2.)
...and everything else that came up recently (for the johannes ๐ ๐น :D ) -- if not general enough as assets, they should go to the qLib--sop/volumes gallery.
gallery:
(SideFX: processing arbitrary no. of volumes with Volume Wrangle SOP; ...)
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" :(
A single SOP that could provide multiple "extra" geometric primitives of various shapes in the style of the much respected 3dsmax application.
along these lines: http://docs.autodesk.com/3DSMAX/15/ENU/3ds-Max-Help/images/GUID-551607FE-6AAF-46BE-AA7E-96DECBA45E2A-low.png
Why it isn't there -- ?
Should be experimental, but it could save a lot of space.
(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)
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.
needs an update to 12.5 (different behaviour of voronoi fracture SOP)
It's called plain "connect_by_distance_ql" instead of the regular "qLib::connect_by_distance_ql::1" convention.
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).
Cheers,
qLib team
'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.
To visualize
2. There should be support for a list of geometry attributes to interpolate -- especially velocity (v), which should even be hard-wired.
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.
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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