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sebkaine last won the day on January 2

sebkaine had the most liked content!

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About sebkaine

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    Houdini Master

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    Emmanuel Mouillet
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  1. Optical Mocap Solutions

    Hi Guys, I would like to know what would you recommand for optical mocap solutions. I need a solution that connect to IKinema LiveAction and UE4 so this restrict the choice between Vicon and Optitrack. If anyone has some xp with those system i would be happy to get some feedback. I just need a 5*5m capture area and the ability to capture fast movment I was hesitating between: - Vicon Vero 2.2 - OptiTrack Prime 17 Both looks to have good res / good price / fast FPS Thanks for your lights ! Cheers E
  2. Fabric Engine no longer being developed

    in that scenario i will have to quote the dude from tech-artists.org ...
  3. Realtime rendering in browser

    I agree with Luke if you want to do your homework and start with a flexible frameworks Three.js is great. Getting PBR render / and clean post process to work as good as in sketchfab and toolbag viewer will take some time at the begining. You also have other cool options : - https://www.babylonjs.com/ for an open source game engine - https://playcanvas.com/ for a closed source game engine with great editor and great pbr workflow - https://threejs.org/ is a great generalist framework to do a little of evrything. 2 other great framework have been build on top of three. - https://aframe.io/ which is a declarative framework using HTML language - https://facebook.github.io/react-vr/ which is also a declarative framework using javascript i would personally go with sketchfab first and three.js if i need more ctrl ! but all options are good ones it depends on your needs.
  4. Realtime rendering in browser

    hi you have basically 2 options : - fake 3d by shooting 360 turnaround img sequence that are display when the user move. - webgl both solutions have +/- - fake 3d will work in any browser without risk of don't supporting webgl, and you will be able to have precalc quality. - webgl give you real 3d with great interaction, but it's heavier if you load mesh/textures , and can have problem on some device. some webgl exemple : https://sketchfab.com/models/792c802b482540e5b863efdbf930da57 https://sketchfab.com/models/ceefad643974410ab50873fc549f54f8 https://sketchfab.com/models/9b8a42c13b864fbaabb0a87e9814e7f5 https://sketchfab.com/models/cea743f31ae34aa0901267ca750b21bb - good tools for fake 3d : https://ggnome.com/object2vr - good tools for easy and nice webgl : https://sketchfab.com https://www.marmoset.co/viewer/?page=features Cheers E
  5. Fabric Engine no longer being developed

    @CinnamonMetal VC = Venture Capitalist Paul Doyle twitter doesn't mention anything at all https://twitter.com/fabricpaul ? weird !
  6. Houdini 16.5 Sneak Peek

    great stuff ! thanks sesi !
  7. Random link of interest

    fun webgl demo with sbd/rbd stuff by Lars Berg http://www.larsberg.net/#puffs http://www.larsberg.net/#hexanemone http://www.larsberg.net/#burton http://www.larsberg.net/#starskins http://www.larsberg.net/#rollingNoodles
  8. Rendering Normal Maps?

    Thanks a lot for the extra info guys ! i will push that further. From my test for occ / height / N / thickness beetween high / low substance is just the best tool in term of speed. But houdini shine to export all the exotic stuff you want. As a side note i was using an old H16 release, i have update it and you now have a MikkTSpace option in the rop bake.
  9. Rendering Normal Maps?

    Hi guys ! i would be curious to know , what is now the proper workflow to compute a tangent space normal map for UE4. I have try the new H16 ROP bake texture, but the normal map i get looks broken compare to what i get in substance ? Cheers E EDIT: To solve the pb you must install the last Game Dev Tools Shelf https://github.com/sideeffects/GameDevelopmentToolset Beware to switch the GitHub Branch to Development before download. And use the ROP Game Baker
  10. Houdini 17 Wishlist

    @symek just a small erratum . I think it was Chalice and Rayz. http://web.archive.org/web/19990127211724/http://www.silicongrail.com:80/ Silicon Grail Corporation is a joint venture between Ray Feeney and Side Effects Software, with involvement from Richard Hollander, Greg Hermanovic, Kim Davidson and Wyndham Hannaway. Silicon Grail is dedicated to creating software solutions to meet the needs of the film professional. The first product from Silicon Grail is Chalice, a 2D image composition and adjustment product. The product was buy and kill by apple like shake ... http://www.linuxjournal.com/article/5933 Back on topic i agree with you guys some cops love would be nice ! - 2d tracker - ofx plugin support - better RGB curves - better HSV curves - good / fast defocus basically something that give us the exact same feature as shake 2.5 would be good enough.
  11. How to connect HTML5 / JS UI with Houdini

    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 ...
  12. 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.
  13. How to connect HTML5 / JS UI with Houdini

    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 !
  14. Exporting Houdini Rig to Maya

    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
  15. Exporting Houdini Rig to Maya

    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 !