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davpe

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davpe last won the day on January 26

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About davpe

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    David
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  1. well, seems like you're missing some fundamental knowledge. i made a little example you can start with (see attached rar). all essentials should be there and then you just need to read through houdini docs and watch some master classes from sidefx in order to understand better how things work there. good luck organic_shading_example.rar
  2. what exactly is the issue? do you have some geometry ready? regarding texturing, it seems like just image files mapped by triplanar projection and blended using geometry attribute.
  3. Hi, the more you know, the better. that's a fact. Knowledge of any relevant software package or technique will help you to be a better and more valuable professional. But the way you should go is very much matter of personal preference. Do you feel like more technical person who likes to deconstruct and inspect things? Then you might love Houdini. If you feel like more artistic guy who just likes to create beautiful things without worrying too much how does it work, you might like Maya better. You should try both to find out Don't worry about math or programming too much now. Just start doing things you like and you'll see what you need to learn. No need to push it too hard. It would only overwhelm you and demotivate you. Sure, with Houdini you'll be encouraged to do more math and scripting than with any other 3d software as Houdini is by far the most technical one. But it also offers most freedom to your creative needs and if you discover technical personality in you, you will love it! cheers, D.
  4. why don't you split that object or whatever it is into number of simple segments and run the loop on those? that should help with crashing... otherwise hard to suggest anything as I don't understand what exactly are you trying to achieve.
  5. I'm currently on 16.0.557. anyway, it's obviously not there yet for people to start seriously using it so I guess I'll leave it for now. hopefully Allegorithmic updates the functionality to match the Maya plugin soon (it would make a nice xmas present thanks for your effort Thomas, I appreciate it
  6. well, all you've mentioned is certainly a room for improvement. my initial question thou, was why it does not work at all for me? it literally does nothing no matter what i do and it seems like nobody other than me have this issue... weird. Anyway, I've seen this plugin for maya in action and I was quite impressed. Although it was caching textures into temp folder too, it was quite fast and not really a deal breaker. Definitely something we'd like to have in our houdini pipeline.
  7. hmm... that's interesting Thomas. i'm sure you've seen this video here: https://www.allegorithmic.com/content/substance-houdini it clearly shows material being altered/rendered without any need of baking anything and all of it is even shown in viewport. so, it's hard to believe that allegorithmic would show of this functionality if it wouldn't be there at all. actually, without that, the plugin has no point. why would you need it for if you can bake maps directly from substance painter? on top of it, as far as i know, maya plugin works more less as it is supposed to be working... thanks for your inputs guys, anyways.
  8. no difference if the object has uvs or not. still the same thing. i'm suspicious thou, after your answer, if I understand at all how the plugin is supposed to be working. my idea was that i design some material, export it a sbsar and then I can use it in Houdini - still as a fully procedural thing (only blackboxed) without need of any uvs or image files being baked out. just like when you do texturing inside houdinis' shop network... otherwise I don't see much reason why to use it at all if you have to have uvs and bake maps first. :| thanks for your insight thou. D.
  9. Hi, the plugin doesnt seem to work for me at all... I can load the sbsar file (which takes a ridiculously long time btw), I can see material parameters but changing those does nothing - render is always just sort of gray color and viewport shows nothing, as opposed to what I've seen in presentation videos. Due to zero posts complaining about plugin not working at all, I assume mistake must be on my side. And probably it's gonna be something trivial. I tried on two different workstations with two different Houdini 16 builds (no difference). Thanks for any help. D.
  10. something like this, perhaps? bottle_cap_example.hipnc
  11. take a look at Mantra ROP. there is a parameter called "off-screen quality" under Dicing tab. if you set that to 0, a displacement will not generate any new polygons on render time if the mesh is outside of the camera view. (still will be displaced though). if you want off screen polygons not to be considered at all in your displacement calculations you have to separate them to a different object and make it not perform a displacement.
  12. Currently, the most straightforward, fastest and human error resistant method for this is to create a separate ROP for the light and objects you wish to be affected (and create a preset out of it if you need to use it repeatedly). Alternatively, you can use Light linker. That's also really fast and easy, but drawback is it can't be shared between scenes, and if you bring in any new objects after you perform the light linking, it has to be reevaluated (which sucks). Light categories would be theoretically the best way, but right now, the implementation makes it useless (you have to manually add a Light selection parameter to every object in your scene to make it work). Let's hope it will get better in the future versions. As far as I know, it's not updated in H16.
  13. i don't know anything about cooling either but you don't need anything special I guess. or at least i don't even when rendering full throttle overnight i haven't ever noticed any overheating issue. sure, it can get pretty warm, but that's about it...
  14. i'm using laptop for houdini work quite often. it's not a problem, but I wouldn't consider anything smaller than 17", and external display is a must if you want to take it seriously few suggestions: avoid hp zbook. I own zbook g3 and I am not satisfied customer. hp seems to went down in manufacturing quality a lot in recent years. I'm going for dell next time. rather get xeon cpu than i7 if you can. it seems to perform better. don't save on RAM I've heard some people complaining about macbook not being great for houdini (on the other hand, many people are successfully using it) performance wise, I don't think there is any significant gap between laptop and regular pc. but it will cost you more for laptop being compact. also, hardware upgrades are limited with laptop (this is a biggest drawback to me)
  15. sure, yes, @id will help if you change topology afterwards and I agree it may become handy sometimes. once your initial model changes though (which is almost always, in a typical pipeline), it will all break .-/