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Thomas Helzle

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About Thomas Helzle

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  • Website URL http://www.screendream.de

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  • Name Thomas Helzle
  • Location Berlin
  1. In a mantrasurface you dive into the network after making it editable and then replace the two normal inputs in the main surface node with the output of a "Hair Normal" node, that will give it a roundish look. Cheers, Tom
  2. "A Torus Line" Fast additive line-rendering in Mantra + DOF... Best look at it in full size, scaling doesn't like it too well. Cheers, Tom
  3. Revisiting my Spline-Smoke series (JPG doesn't really like this image ;-) ): Cheers, Tom
  4. Two variations of a YinYang symbol, again, using above technique: Cheers, Tom
  5. Hey, I initially struggled a lot getting EXR files from Houdini into Photoshop correctly (CS 6, Win here), neither the native importer nor the one from Otoy/Octane did work well. Then the developer of a new one posted on the Lightwave forum and "Exr-IO" is working great, has some nifty features and it's free: http://www.exr-io.com/features/ I had different problems with AfterEffects CS 5.5, which would not handle Houdini EXR correctly either (wrong image size), but later found out that proEXR is now free: http://www.fnordware.com/ProEXR/ So both of those applications are back to working perfectly with EXR for me :-) I hope this is useful for more people here... :-) Cheers, Tom
  6. Thanks Sam :-) Yeah, it's a similar setup, but the shader is derived from this thread: Where MENOZ showed a way to render curves very very fast. I extended his shader in the meantime a bit to also cater to points and I always use it when I want a more "graphic" look without actual 3D shading. It's a great basis for experimentation with very reduced shading. I work with shortest walk (Grasshopper) and shortest path (Houdini) for quite a while now and really love what it allows me to do. This tutorial by Animatrix recently opened my eyes on how to be able to do even more "directable" paths by simply painting them in: Although I usually use a convert node instead of resampling, since I prefer using NURBS curves and love their smoother look (and you can render them directly as well in Mantra). Cheers, Tom
  7. Two more in this series - I just love this directable growth :-) Best viewed in full rez for all the detail, especially the second one "Energy 2" "Life" Cheers, Tom
  8. "Energy" Shortest Path again... Big thanks to Animatrix for his tutorial - this directable, paintable shortest path growth technique is really brilliant: Cheers, Tom
  9. Should be soon - I downloaded an extension on Orbolt yesterday and was asked if I have Houdini 16 installed or want to download it. The link didn't work, but it looks as if the gears are already turning... :-) Edit: there is also this Tweet: Cheers, Tom
  10. I only started last September with Houdini but I do 3D for 20+ years, so YMMV. I found the Entagma videos very helpful to get into VEX, they are clear and to the point and explain what they are doing and why. Start with the old ones though, newer ones assume more. With learning coding as such I can't help much, since I started so long ago, that my meandering path through Amiga shell scripts, Visual Basic, C.O.F.F.E.E., C, Actionscript, C++, Javascript, Processing etc. isn't really something that would help you. Basically I would say, learn one language halfways well to get into the basic thinking of programming but don't get stuck. From there, learning a new one is more about syntax and structure, the basic thinking is the same. VEX is okay to start with. It's rather close to the overall syntax standard of many languages with only some smaller things being unusual. So if nothing else tickles your interest, go with it, play around, make a lot of errors, hunt bugs for days on end, get annoyed like hell, then solve it anyway. ;-) Nodes are awesome, but I really love how Houdini allows to interweave Nodes and Code, since some things are done so much more to the point with some lines of code. You can see that especially well in VOPs, where even the most trivial stuff becomes a huge pile of nodes fast... And: Don't see it as daunting. Just start somewhere and if you love what you are doing, it will come with time. Cheers! Tom
  11. This is how I usually do it: UVtexture in row/column mode to create a uv value (on points for this usecase) along the curve and then a pointwrangle to create a Base_Width value and a Width_Ramp for the tapering. I also put in a colour gradient using the same technique: Cheers, Tom FIND_POINTS_CURVE_Tom.hiplc
  12. "Childs Play" Procedural animation test, almost everything created and animated by code. Post & FX in Fusion. Cheers, Tom
  13. I wondered that myself, but this is what I got from importing the data from the link I posted. In some areas it makes sense, in others less so (and the GPS-resolution is rather rough). But for instance for Berlin they list every part of town separately, so that is what makes it so dense I think. The company the data comes from offers services to find out where people come from from an IP-address, so I guess that's why it's more granular than one dot per town/city. Cheers, Tom
  14. Since it came up earlier in this thread: I finally have network rendering with the Houdini Indie Engine working after several weeks of back and forth with support (thanks guys). - The first problem was, that the HQserver didn't work with a custom installation path (I never install stuff on C:). This is fixed now in 15.5.696. - Then I struggled with getting the client (my laptop) to connect to the server (my main machine) and was thrown off by it creating tons of python errors. It turned out in the end that the problem was just the firewall settings on the server which I had created wrongly (I created a rule for the hqserverservice.exe - which does not work - instead of a general rule for port 5000). - Finally I didn't understand how to get the Houdini Indie Engine Licenses for the client. Like Ikoon pointed out to me on this thread before, I had to "buy" those licenses for free (I didn't do so when I bought Indie since at the time I had no clue that they work for rendering and simulating, my impression was, that they are for Maya, C4D, Unity etc. which I don't use). So I'm finally set up and running and my laptop does better than expected. Cheers, Tom
  15. Experimented with the Lsystem in Houdini - quite fascinating, somehow I never got into those things before. Rendering in Thea Render (which has a special price until January 5th BTW if you should be interested: https://www.thearender.com/site/) using it's fast DOF and beautiful translucency. Cheers and a good 2017 everybody!!! Tom