[Sidefx-houdini-list] Houdini OGL viewports

Simon Barrick simon at primalpictures.com
Tue May 22 11:53:10 EDT 2007


Works in wireframe too for me. The wires for the top half of the sphere
are drawn over the lines in the grid whilst for the lines in the bottom
of the sphere the grid is drawn over them. Or do you mean something
completely different?


-----Original Message-----
From: sidefx-houdini-list-bounces at sidefx.com
[mailto:sidefx-houdini-list-bounces at sidefx.com] On Behalf Of jordibares
Sent: 22 May 2007 16:53
To: <sidefx-houdini-list at sidefx.com>
Subject: Re: [Sidefx-houdini-list] Houdini OGL viewports


On 22/5/07 13:54, "Peter Robbinson" <probbins at sympatico.ca> wrote:

> Are you by chance looking in wireframe? If so, the opengl doesn't use 
> a depth que to determine the location of the "wires". In an ortho view

> that should be fine, but in perspective it can be a bit confusing. In 
> shaded view though everything should be fine.

That is what I noticed... So it is not possible? This is what I see in
XSI and how I would I see it in HOUDINI.



As you can see the viewport in Houdini is very very distracting because
the grid is OVER the sphere... If this is not a bug/driver issue, my
feeling and suggestion is to change it toward the xsi style.

> 
> Could you fill us in on the general reason why the current project is 
> better handled in Houdini and how you determined that. Without of 
> course giving anything away.
>

Building this in Maya/XSI would mean to write a custom plugin that
builds more than 600 objects with hundreds of elements each (a challenge
in itself
already) and textures them based on a sequence of footage, making sure
we can change anytime animation, number of objects, number of elements.

Basically a big investment (around 2 months development 1 person) that
once is used has to go to the bin as this is not going to happen again.
In 2 weeks we already have it working btw.

> And this list, along with the forum and Odforce are fantastic places 
> to get answers. I've never met a more generous and knowledge set of 
> people. Ask away.
>
Thanks, I sure will ask  ;-)

jb

> cheers, PeterR
> 
> On Tue, 2007-05-22 at 11:53 +0100, jordibares wrote:
>> I will have a look at this drivers thing... :-/     thanks so much.
>> 
>> 
>> Yes, we are pushing this very seriously now after many failed 
>> attempts and got a 2nd master license to help in this current 
>> project, a project that simply could not be done with Maya or XSI 
>> without a big software development investment while in Houdini is 
>> "just" lego-work.
>> 
>> The thing is that we are going to need a bit of help (at the moment 
>> we have a freelancer helping us) but I will take the advantage of 
>> this thread to invite all of you that could be interested in helping 
>> us in future projects.
>> 
>> Thx
>> jb
>>  
>> 
>> 
>> On 22/5/07 11:13, "Peter Bowmar" <pbowmar at gmail.com> wrote:
>> 
>>> Hey Jordi,
>>>     Nice to hear another London facility is taking the Houdini 
>>> plunge
>>> :) Sorry, I don't understand your construction plane question... It
>>> looks right to me, in that if the sphere is above the c-plane, then
>>> you see the sphere, if the sphere is below the c-plane then you see
>>> the cplane over top of the sphere. Like XSI maybe?
>>> 
>>> Cheers,
>>> 
>>> peter B
>>> 
>>> On 22/05/07, jordibares <jordibares at the-mill.com> wrote:
>>>> Hi all, just a simple question
>>>> 
>>>> As we are jumping in our full fledged production with Houdini a 
>>>> number of things I am of course adapting to and others I just feel 
>>>> are not right.
>>>> 
>>>> Is any way the construction plane is painted correctly? I mean, if 
>>>> you get an sphere in your scene and you look top-down the bottom of

>>>> the sphere should be painted under the construction plane (opengl 
>>>> painting I mean) while the top of the grid should be painted over 
>>>> this construction plane.
>>>> 
>>>> Is any preferences for this behavior?
>>>> 
>>>> Funny enough in Maya the object is always painted OVER the 
>>>> construction plane but in XSI it is depending of where those points

>>>> lay in space (which I feel is very wise)
>>>> 
>>>> 
>>>> Thanks a lot
>>>> jb
>>>> 
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