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sebkaine last won the day on January 2 2017

sebkaine had the most liked content!

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About sebkaine

  • Rank
    Houdini Master

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    Emmanuel Mouillet
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  1. Small tablet or laptop for Houdini

    Razer are very compact and powerfull but noise + heat are invevitable if you want a 13-14 inch gaming laptop https://www.razer.com/gaming-laptops MSI Phantom / Asus ROG / Gygabyte Aero are good series for compact laptop with good perf. I personnally love asus ROG serie because their cooling system design is great , ( few noise / few heat )
  2. MOPs: Motion Graphics Operators for Houdini

    Thanks Guys ! Great Stuff and very sweet logo .
  3. Cigarette Smoke Pyro fx - Question

    Hi check this, some interesting idea http://pepefx.blogspot.com/2016/04/cigarette-smoke.html
  4. Houdini 17 Wishlist

    - hexadecimal color input in the color picker - gltf 2.0 import / export - better typo font / svg support for motion design - some love on the traditional deformer likes twist deform / wire deform to make them more straightforward / user friendly ( i still do twist in VOP in H ... ) - a visual preview of the shaders coming from external render engine in the shader palette ( octane / redshift / arnold / prman )
  5. Swirl Pyro Equivalent

    i reopen maya and check inside houdini microsolver. if you look inside gaz vortex confinement solver you see that the logic is extremelly close to what i describe for maya. i think i would start from that instead of vortex boost if i was trying to replicate it. confinment in houdini is close to what you get in maya with high details solved on and a decent rez, you get those extra swirl. but replicate the maya swirl behavior when high density grid is off would need some custom work. i find that confinement when you use high rez introduce a lot of parasite motion. one way is to use the exact same logic but as a post process to displace your sim. basically you compute the confinement but you don't add it to the velocity in the grid, you use it to advect your density along the confinment vector, like a sort of displacement. this logic of advecting extra detail is also there when you use uprez node on the shelf, but it is a 2 step process. i recommand to watch those 2 videos to better understand pyro, they are great https://vimeo.com/42988999 https://vimeo.com/119694897
  6. Swirl Pyro Equivalent

    I don't think that you will have the exact same thing as Maya Fluid swirl parameter , by default. If i remember correctly from my maya days , swirl just - take the velocity grid - analyse it to isolate area of high curl - multiply velocity vector of the grid by the input set in swirl in the isolated area. In houdini we do add swirl with all method mention above, aka confinment microsolver and vorticles but i think you will not be able to replicate the exact same thing as swirl. I have set a dumb scene with all methods and you are right it does add at some point curl noise to the vel grid. it is not just a dumb multiplicator. You could try to play with all methods, i find vorticles to slow down sims a little bit. I agree with bunker from what i have see the closest thing to maya swirl would be to start from vortex boost confinment. But a simplify version of it where you just compute curl with gaz analysis isolate the area you want and then use this as a mask to multiply your initial grid would be sufficient to replicate maya swirl. Cheers E confinment_test.hiplc
  7. Houdini 17 Wishlist

    that would be cool to have some AI based denoiser for mantra like the nvidia and pixar stuff https://developer.nvidia.com/optix-denoiser https://www.disneyresearch.com/innovations/denoising/
  8. NodeGraphPro.incNodeGraphPro.incGotcha ! With the new graph the background pref of the network view are in a new pref files. C:\Program Files\Side Effects Software\Houdini 16.5.378\houdini\config\NodeGraphPro.inc edit this line : GraphBackground: GREY(0.5) NodeGraphPro.inc houdiniPref.zip
  9. Hi Guys I was wondering how to modify the Network View Background color, in order to match the old houdini pro UI presets. I am playing in the 3DSceneColors.bw files, where i think it is the only place you can modify this, but i haven't find yet the good id for what i want to do. Any Ideas ? Thanks for your time. Cheers E
  10. Houdini 17 Wishlist

    Thanks thomas , the pb with resample is that it create uniform space beetween points, i you want to get uv coord it's not working. In the hip attach the first method use a resample to get u with att transfer.
  11. Houdini 17 Wishlist

    Having a VEX command to query u coord of a point on a curve directly would be great. f@u = ucoord(0,@P); The best option in vex is still : // Run Over -> Points int prim; vector uv; xyzdist(0, @P, prim, uv); int mode = 4; // PRIMUV_UNIT_TO_UNITLEN u@uv_profile = primuvconvert(@OpInput1, set(uv.x, 0.0), prim, mode) vex_command_u_coord.hiplc
  12. How to merge poly points correctly ?

    I have finally solve my issue to get a clean proper merge point on a poly curve. To get the exact equivalent of a maya merge centered point, i need to use 3 nodes in this exact order - snap centered - closed straight - fuse point With this combination i am able to grab the merge point correctly. If you have a cleaner / more simple way of doing this , i would be happy to know ! Cheers E merge_point.hiplc
  13. How to merge poly points correctly ?

    Thanks for your answer Nache, i think 50% of my problem is that i am confusing Maya / Houdini concept ... to me you need a vertex normal (vertices ?) each time you want to attach a point to a face. so 4 points creating a quad only need 4 vertices to create one quad prim -> this is the REF exemple in my scene => that sound logical to me. in that scenario if your geo is merge correctly you don't need 5 vertices. BUT you indeed need 5 vertices if you want to store correctly your uv 's because you indeed need to store 0, 1, 2, 3 and 0 to close the UV map properly. and i guess that this concept of vertex normal and uv's in H is still not crystal clear in my mind. But you are right the solve is to close the geo before the fuse , i was thinking that merging the point will automatically close the geo, but it is not the case.
  14. Hi Guys, I would like to know what is the proper way to merge point on a poly geo in H. I have attach a very simple scene, when i use fuse to merge my points, it does merge the points, but i still get 5 vertices ? How would you do to get a clean merge with 4 vertices only ? Thanks for your time. Cheers E fuse.hiplc
  15. Fabric Engine no longer being developed

    https://www.awn.com/news/mpc-adds-paul-doyle-global-head-rd http://moving-picture.com/film/content-pages/mpc-film-appoints-fabric-software-s-paul-doyle-as-global-head-of-rd/