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Thomas Helzle

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Thomas Helzle last won the day on October 2 2017

Thomas Helzle had the most liked content!

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  1. Houdini 17 Wishlist

    I see. I guess I work too much with organic shapes where this is actually what I want... :-) Cheers and sorry for the noise, Tom
  2. Houdini 17 Wishlist

    I usually just put a resample node before my wrangle and let it create curveu... Although this works best when actually resampling.
  3. Toms "Learning Houdini" Gallery

    "Shells of Light" My second piece with extreme DOF in Redshift. The basis is a shell made of wires. There are no lights other than a HDRI environment in the scene and no post effects are used other than color correction in Luminar2018 & Photoshop. All the structures are the result of the very shallow depth of field. Rendered at 10000 pixels square for high res printing. Took about 9 hours with a GTX 980 TI and a GTX 1080 TI at 32768 samples per pixel max. Prints: https://fineartamerica.com/featured/shells-of-light-thomas-helzle.html
  4. Fabric Engine no longer being developed

  5. Too much contrast, how to tweak indirect lighting

    @AntoineSfx Check Diffuse Depth in the Mantra ROP. Great Link @Skybar. Has anybody converted those LUTs to something Houdini/Redshift can use directly? I'll have to dig deeper into this I think. :-) Thanks and cheers, Thom
  6. I don't think topology changes at all in the case of the SideFX ident, just the form. Could be a mixture of deforming noises running through the structure or other parameters being animated. Didn't look at your scene yet, but you could always project your end-result (high-resolution) back onto your first steps with a ray node and also transfer the normals from the low-res mesh, so that the rendering looks similar or the same and then morph between those projected states - simple since they have the same topology. Cheers, Tom
  7. Too much contrast, how to tweak indirect lighting

    Looks like you maybe need more GI bounces, but it's also a normal problem in reality that if your camera captures the sun on the floor and makes it look well balanced (like in your image), the room around it will be too dark. And if you balance out the room, the sun will be too bright. The human eye (= how you remember it) is much more flexible there and makes it look "good" automagically. CG != "Reality". Tonemapping can help in this situation too. Cheers, Tom
  8. 16.5 edgetransport

    Well, in this specific case I think it's easier to just enable "curveu" in the resample node and use that instead of @distance, but for more complex cases I also look forward to using this node a lot! Cheers, Tom
  9. Fabric Engine no longer being developed

    XSI was my main software for about 10 years and I actually bought Shake from the dead Apple, so I am fully aware of this. ;-) And no, I did not enjoy either. Cheers, Tom
  10. Fabric Engine no longer being developed

    I find this kind of thing really sad each time it happens. No matter if they went bust or got bought out, it always leaves a crater of frustration with everybody who was using the software before and invested time and money into it. So in the future, people will be less willing to trust a new and small company, which makes the already rather monoish-culture in the field even stronger. Especially if it would have been bought by AD, it really would be a sad day seeing another hopeful contender for a fresh approach getting sunk into that black hole. Would feel like that old carcass Maya getting another injection of fresh blood from a youth... I keep my fingers crossed that it is something at least halfways non-necromantic... ;-) And that everybody involved is well... Cheers, Tom
  11. 16.5 drums

    Good stuff! "Quick marks are now saved with the scene file." Hallelujah :-) I may even use them now... No changes to the code editor though it seems... :-( Well, there's always Houdini 17 to hope for a decent editor... Still the Nr. 1 feature I'm missing each and every minute I use Houdini... Funny how devs can be blind to something they use probably 24/7... Cheers, Tom
  12. I use the same and it works. #Redshift: PATH = "C:/ProgramData/Redshift/bin;$PATH" HOUDINI_PATH = "C:/ProgramData/Redshift/Plugins/Houdini/16.0.705;&" Check if you have the Redshift toolbar. Cheers, Tom
  13. Renderfarms renderers and plugins

    Used FoxRenderfarm a while ago: http://www.foxrenderfarm.com/ They are one of the few who support Houdini and GPU rendering with Redshift. Not Europe though - China/Shenzen No plugin for Houdini, only Max/Maya. Wrote down some of my experiences here: https://www.redshift3d.com/forums/viewthread/14391/ They are actually looking for feedback and took even my critique very positive. Cheers, Tom
  14. Houdini 16.5 Sneak Peek

    A built in code editor with tooltips for command syntax and some other things to make VEX more fun. :-)
  15. Houdini 16.5 Sneak Peek

    Looks all awesome. Let's hope the VEX editor saw some love too finally - still the biggest flaw in the whole application.... ;-) Funny to see a pretty much 1:1 copy of Lulu xXX work with the flow field , for instance: Check his other work for inspiration - great stuff! :-) "The planned released date for Houdini 16.5 is November 7, 2017." Nice, Christmas comes early this year :-) Cheers, Tom