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sebkaine

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sebkaine last won the day on January 2

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About sebkaine

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    Houdini Master

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  • Name
    Emmanuel
  • Location
    Paris
  1. Thanks Francis ! Well .ply is a little too academic for me. i would prefer to use a full equiped format with scene description / bones / morph etc ... for the moment sea has the edge with all feature supported / best compression. But the Max exporter while working perfectly is really not sexy imo. when i see this thread i'm also afraid glTF could become the next collada https://github.com/KhronosGroup/glTF/issues/696 the guys are debatting to support spec/gloss workflow, lot of big brain like cedric pinson / eric haines advise to support both metallic and specular but they doesn't look to listen so much ...
  2. i totally agree with Luke ... for previz i would also go with unreal. Unity is great when you want to develop something and be able to spread it on many different hardware (pc, mobile, console). UE4 suck for mobile and low ressource hardware.
  3. Thanks a lot francis that's definitly great to have a starting point ! I would be curious to know what geo format you use with three.js ? I'm tear apart beetween - Three Json -> https://github.com/mrdoob/three.js/wiki/JSON-Object-Scene-format-4 - glTF -> https://github.com/KhronosGroup/glTF - sea -> https://github.com/sunag/sea3d For the moment it looks that - json support lot of feature but compression / size suck , - glTF 2.0 is the theoretical good choice , agnostic / webgl oriented / pbr etc ... but specs are not final and compression with Open3DGC is not implemented yet ... so still wip ! - sea looks at the moment the best choice, lot of supported features / best compression with Open3DGC / instancing support etc ... but need 3dsmax to export geo Thanks again for your feedback guys !
  4. Well i can just speak for what i have see around me. But Maya / Houdini Combo is often already enough for 95% of users. People who use Fabrik are those with very specific R&D needs and they use fabrik because it help them to fulfill those needs faster than by coding all themselves. http://fabricengine.com/case_study/ you have some interesting case study here. the knitting and fur stuff are not that impressive Houdini wise ... But the article on rig evaluation in dneg is interesting. Fasten scene evaluation with LOT of character is definitly a great subject to investigate ! But use kraken to build a framework that could load your rig in both maya and H would be like killing a hornet with a rocket launcher. I still feel that Maya has the edge for rig / anim for those (not so very good) reason : lot of good riggers / lof of animators / nCloth / nHair / Sculpt tools / Blendshape UI / pyQT UI / tons of script / tons of tuts / tons of help ... Cheers
  5. Fabric Engine has a framework that was developed to be able to do this. https://github.com/fabric-engine/Kraken But it's just not an option for small projects (even for big ones imo ... :)). if you know Maya and if your friend know Maya , that might be the safest path !
  6. glTF 2.0 exporter https://www.khronos.org/news/press/khronos-releases-gltf-2.0-specification
  7. Well guys thanks a lot for your feeback ! There is nothing really serious for the moment, but i was curious to know how we could connect houdini with a webgl canvas. trigger write sop / read geo pop cache directly in a webgl canvas ... stuff like that. basically at the core of this i guess the best bet is to rely on pyrpc and use python for the backend and js in the front end. I have heard good thing about this one : https://github.com/pallets/flask or maybe node.js could also be an option ? https://nodejs.org/api/child_process.html EDIT Actually francis i've just realised that you are the guy who already make it work
  8. Hi Guys ! I was wondering if someone know how we could control houdini with a html5 / javascript UI. Something similar to this : http://www.sidefx.com/docs/houdini/hom/rpc https://www.youtube.com/watch?v=n2G0phKUKnk But with a javascript interface like this. http://idflood.github.io/ThreeNodes.js/index_optimized.html#example/particle2.json Thanks for your lights ! Cheers. E
  9. Having the equivalent of those Zbrush features would be great : - Zremesher : Rebuild low poly with clean quad from a very high poly - UVmaster : ability to analyse complex mesh , create seam , unfold automatically
  10. in fact jonathan that might be better to be able to use an other var like $SNIPPET - to allow people who like to keep the current state in snippet to use only $EDITOR, - and those who want to open sublime directly in a wrangle to define also $SNIPPET to sublime.
  11. ALT+E in a wrangle open the editor define in $EDITOR directly. At the moment to open your editor you have to use the redundant 2 * ALT+E.
  12. Replicate the Maya Preserve Instances options in the ROP fbx exporter, when using the Houdini Instance node.
  13. Well ben i agree that many loves the dark palette more, i don't want to replace that, the thing is that there are 3 default theme - bright grey - mid grey - dark grey each one was able to pick his favorite one before h16. Now those who prefer bright or mid are force to use the dark grey theme for the network view. i don't ask to replace the dark grey theme by an other color , i just ask that previous theme to stay the same as in previous H versions. Cheers E
  14. those are a stupid one - edit > color settings > color scheme > houdiniPro -> the network view keep the dark color scheme, bring back the mid-grey color would be nice - the big Houdini Indie Tag on the network view is kinda annoying and attract the eyes
  15. the pdf is on the post linked ! as attached piece