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Thomas Helzle

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Everything posted by Thomas Helzle

  1. Controlling Focus Distance

    Thank you symek and no hurry at all! Redshift can use the Mantra camera parameters (which is what I tried) so that shouldn't be the issue. I also tried to create a Z-Depth AOV in Redshift to no avail. I never used python scripting in Houdini so am a bit out of my depth... :-) Thanks and Cheers, Tom
  2. Controlling Focus Distance

    I totally lost track of this but now finally tried it out - works great, but only for Mantra. With Redshift I get the Python error: So I guess Redshift (2.5.62) doesn't provide the needed handles (Houdini 16.5.378). I'll probably have to wait for their render viewer to provide this natively. Cheers, Tom
  3. Controlling Focus Distance

    // Camera focus distance to a null called focus: vlength(vtorigin(".","../focus")) Works for me in the same version you use. Did you parent the null to something that it creates a loop? I just use a camera and a null on the obj top level.
  4. Toms "Learning Houdini" Gallery

    "Brushed" I'm currently working on my first VR-Art-project with "Invisible Room" in Berlin and was exploring 3D-brushes from - in this case Tiltbrush - and Quill in our R&D. Here the result was exported as Alembic, procedurally coloured in Houdini and rendered with Redshift over a scanned-in rice-paper-texture: Interesting times... :-) Cheers, Tom
  5. Toms "Learning Houdini" Gallery

    Over the last couple of weeks I started to learn Houdini, partly from tutorials by Entagma and others, partially by implementing things I worked on in Grasshopper for Rhino (which is single threaded and rather slow for larger assets) over into the Houdini world. This one started out from the Entagma tutorial on differential growth but I then first extended it to avoid the text areas and today implemented a first version of a threading solution to make it look more like yarn: This one is similar to an older test I once did in Softimage XSI and Arnold, but this time with Houdini, exported as FBX and rendered with my favourite renderer Thea Render: And the last one for today was a study on how one can visualise noise in Houdini. It uses a solver and the trails node. I found it hard to make it look really subtle in Mantra, so in the end I created poly wires and also exported it to Thea Render via FBX: Thanks everybody on Odforce for knowledge and inspiration!!! Cheers, Tom
  6. Toms "Learning Houdini" Gallery

    "Contours" Experimenting with contours on a terrain mesh. Rendered in Redshift and post-processed in Lightroom: And with different post in Luminar 2018: Cheers, Tom
  7. Toms "Learning Houdini" Gallery

    "Lantern" A test image for organic spatial subdivision rendered in Redshift: Cheers, Tom
  8. 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
  9. 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.
  10. 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
  11. Fabric Engine no longer being developed

  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. 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
  19. 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
  20. 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
  21. Houdini 16.5 Sneak Peek

    A built in code editor with tooltips for command syntax and some other things to make VEX more fun. :-)
  22. 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
  23. Toms "Learning Houdini" Gallery

    "Feathers" Working on building a feather-designing tool from scratch... Rendered in Redshift. Cheers, Tom
  24. Toms "Learning Houdini" Gallery

    "Cubicles" Same structure as above but rendered semi-opaque in Redshift: And a detail view: Cheers, Tom
  25. Toms "Learning Houdini" Gallery

    Then I thought I should take it to the third dimension and came up with a funny solution: This is about 12 divisions from a cube. My idea was, that I would pack the initial cube, check the boundingbox in primitive mode in my loop and if it contained at least one point, "subdivide" it by scaling it down by 0.5, unpack it and place one still packed downscaled cube on each point of the resulting unpacked cube with copy to points. If the cube contains no points, it would not be in the "do" group so I would not scale or unpack it and place only one packed cube at the centroid point - redundant but works compiled where a merge does not. I guess there are better algorithms out there, but I enjoyed the compact simplicity of this one. Compiled it's still rather fast, although no longer realtime as the 2D one. Cheers, Tom