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  1. 8 points
    Hi Zunder, I think the second video you have posted shows almost the entire process: He is basically deforming a spiraling grid.. flower.hipnc
  2. 7 points
    Let's suppose we want to imitate graffiti art pieces with minimal effort. Warp the lines into curvy curves. Map the direction to the closest curves with greyscale values. Colorize each segment. And e x p l o d e by color difference. curve_art.hipnc
  3. 5 points
    Just need to connect randomly but i get it cmm2002.pdf
  4. 5 points
    Hi, here is another approach inspired by the method of the first video. It looks like, that in this tool the petals are transformed to each guide curve using something like a pathdeformer. The guide curves themselfes can be created procedurally using incremental rotations. Using a foreach allows you to set control parameters using ramps etc... . rose.hipnc roseA.hipnc
  5. 4 points
    Hey guys, here's a river I made and rendered with Redshift ! Tell me your thoughts about it ! I didn't followed Knipping tutorial cuz I can't afford it but I tried my best. I got a problem with some flicker in the refraction pass, somehow whitewater particles were disappearing and reappearing randomly, and I solved it by increasing the refraction max trace depth. Cheers,
  6. 4 points
    Modeler 1.0 for Houdini released! Free for all the DM 2.* users. $70 for the DM 1.* users. https://gum.co/xKBKM What's new: 1. DM now renamed to Modeler 1.0 2. new feature: the DM menu (Z hotkey) has been replaced with a new alignment menu where you can use tools for fast and accurate transformation. The menu includes the whole set of tools for working with a compass, geometry centring, quick flattening with gestures and many other transformation tools. Use the hotkeys for the tools of the old DM menu. 3. new feature: Deform Menu (N hotkey) with lots of interactive deformation tools including a new Lattice tool 4. new feature: MODELER_PICK_STYLE environment variable allows to override Modeler startup selection pick style. Add it to the houdini.env file. Use "Box", "Lasso", "Brush" or "Laser" values, then restart Houdini. 5. new feature: the hard and soft boolean tools are now combined in a new menu called Boolean (J hotkey) 6. new feature: a Fix Curves tool helps get rid of broken lines in open polygons. This helps when beveling corners of open polygons. 7. new feature: a Select Curves tool helps to select open polygons (curves) in the model 8. improvement: now some tools can create curves and process them. For example, the Extrude tool can produce lines from selected points. The Collapse tool can flatten open polygons (curves). The Connect tool can be used to cut a segment between two selected points or connect two open faces. The Push tool now properly moves points in open faces. 9. improvement: the RMB menu of the Push tool has a new item Toggle Connectivity, which allows you to move points, capturing the points of other closed pieces 10. improvement: the Push tool now works slightly faster 11. improvement: the Push tool can now slide point with Ctrl+MMB 12. improvement: the mouse and keyboard shortcuts of the Push tool have been completely redone 13. improvement: if nothing is selected, the Hose tool searches for all the curves in the current geometry 14. improvement: a Group parm added to the Hose Tool. Can be used in conjunction with a result of the Duplicate tool 15. improvement: Hose now creates straight edges tube if the Resample Curve set to zero value 16. improvement: Geometry Library renamed to KitBash and works only as the python panel 17. improvement: KitBash replace feature now doesn't update the item icon 18. improvement: Tools Panel now has a new category KitBash with tools for working with the library items. Now you can create, save, overwrite and update icons faster, without actually working in the KitBash panel 19. improvement: volatile edge sliding now does not require explicit movement of the mouse pointer to the edges 20. improvement: volatile edge sliding now can be used to slide points and faces 21. improvement: Fix Overlaps can now use face groups 22. improvement: Duplicate applied to edges now creates a curve in the current geometry object 23. improvement: the Resymmetry tool now works slightly better. The Tollerance parameter is no longer saved between nodes (). This allows you to not change the position of the seam points. 24. improvement: mouse wheel manipulation in various tools has been improved 25. improvement: new simple box type has been added to the QPrimitive HDA 26. improvement: Tools Panel now has a more logical structure for faster access to popular tools 27. improvement: the Modeler shelf was fully revisited 28. improvement: the Walk History Up and Walk History Down tools (Up and Down hotkeys) now work more interactively when traveling through nodes with more than one input or output. 29. improvement: the Select By Shells tools was replaced with a new Convert To Shells tool (Ctrl+1) 30. improvement: double-clicking with LMB in the viewport is completely revisited. Now you can jump to objects level by double-clicking LMB in an empty space. Clicking on a geometry allows you to quickly switch between objects. If you are in a certain state, double-clicking activates the selection mode. All these improvements speed up the modeling process. 31. improvement: the deformation tools (Size, Ramp, View) now have the fixed blend feature. The transition between the deformable points and the undeformable part looks more correct. 32. fix: Hose now orients rings copies correctly 33. fix: Slice, Mirror and Cut tools now set correct geometry center on tool activation 34. fix: JumpUp and JumpDown tools does not work when Compass is active 35. fix: QLight now works properly if you run it from the orthographic viewport 36. fix: sometimes camera movement with Alt did not work after a mouse click 37. Lots of tools have changed hotkeys. Look at Tools Panel for more details. 38. Python code has been revisited 39. Documentation has become more detailed 40. Overall speed improvement 41. Other improvements Works only in Houdini 18. Use build >= 18.0.346
  7. 4 points
    http://patreon.com/posts/33249763 In this video I will show you some of the inner workings of the context-sensitive rule-based hotkey system that I implemented and one I have been using for a while to speed up my workflow inside Houdini. It's a very light-weight and flexible system that allows an arbitrary number of actions to be assigned to any key, with extensive modifier key and state support (Ctrl, Shift, Alt, Space, LMB, MMB, RMB, selection state). It's deeply integrated into the overlay network editor workflow.
  8. 4 points
    I've tested RenderMan with spline rendering. it's much faster compared with baked Geometry. the spline primitives are very good in Renderman. I've stopped the test with mantra after 10 minutes, it is super slow even with optimized render settings. the Renderman images rendered for 3:20 on a 6 core Xeon 2.7ghz with pxr pathtracer. 4k resolution geometry: splines primitives: rendering splines directly saves a lot disk space and meshing time. interactive rendering was super responsive. Octane 2019.2 renderings is very fast, I've used the geo to render it. 2 minutes, as except its lot faster the CPU renderings. the spline rendering in octane does features custom width yet. Octane gives physical correct shading out of the box. Renderman the shading is extreme flexible with NPR renderings, which is hard to get in Octane. the IPR responsibility was a little slow with shader tweaks.
  9. 4 points
    Hi Jiri, to get started I just wrote a script that turns a bunch of lines with three points into circles: It's basically calculating the intersection point and radius of rectangular vectors starting from the lines' midpoints. To be run in a primitive wrangle: // 3D INTERSECTION // https://stackoverflow.com/questions/10551555/need-an-algorithm-for-3d-vectors-intersection function vector intersection(vector r1, r2, e1, e2){ float u = dot(e1, e2); float t1 = dot(r2 - r1, e1); float t2 = dot(r2 - r1, e2); float d1 = (t1 - u * t2) / (1 - u * u); float d2 = (t2 - u * t1) / (u * u - 1); vector p1 = r1 + e1 * d1; vector p2 = r2 + e2 * d2; vector pos_center = (p1 + p2) * 0.5; return pos_center; } // INPUT POSITIONS int pt_0 = primpoint(0, i@primnum, 0); int pt_1 = primpoint(0, i@primnum, 1); int pt_2 = primpoint(0, i@primnum, 2); vector pos_A = point(0, 'P', pt_0); vector pos_B = point(0, 'P', pt_1); vector pos_C = point(0, 'P', pt_2); vector mid_AB = (pos_A + pos_B) * 0.5; vector mid_BC = (pos_B + pos_C) * 0.5; // DIRECTIONS vector dir_BA = normalize(pos_B - pos_A); vector dir_BC = normalize(pos_B - pos_C); vector dir_rect = normalize(cross(dir_BA, dir_BC)); vector dir_BA_rect = normalize(cross(dir_BA, dir_rect)); vector dir_BC_rect = normalize(cross(dir_BC, dir_rect)); // ADD CIRCLE vector pos_center = intersection(mid_AB, mid_BC, dir_BA_rect, dir_BC_rect); float radius = distance(pos_center, pos_A); int pt_add = addpoint(0, pos_center); int circle_add = addprim(0, 'circle', pt_add); matrix3 xform_circle = dihedral({0,0,1}, dir_rect); scale(xform_circle, radius); setprimintrinsic(0, 'transform', circle_add, xform_circle); // REMOVE INPUT GEOMETRY removeprim(0, i@primnum, 1); circles_from_points.hipnc
  10. 4 points
    Renderman 23 CPU vs Arnold 6 GPU with 2 minutes time limit. Renderman 23 CPU Arnold 6 GPU the reflection differences come from normals, Arnold calculates it's on normals, Renderman took the normals from the Geometry. i've tried with Karma but i had issues and crashes with it.
  11. 3 points
    Hello! I'm starting a twitch dot television channel and will be streaming Houdini training content. I've worked at several large VFX and advertising studios as well as taught Houdini classes at Academy of Art university. I'm hoping I can reach a larger audience through Twitch as well as the idea that people viewing the stream can participate by asking questions and providing feedback in real time. This is my channel: https://www.twitch.tv/johnkunz My first stream will be starting on Sunday (Jan 26th) @ 1pm PST. If you follow my channel (it's free ), you'll get an email notification whenever I start a stream. I'll be going over this project I recently finished https://www.behance.net/gallery/90705071/Geometric-Landscapes showing how I built things (VOPs, packed prims, Redshift render) and why I set things up the way I did. Some of the images I made are shown below. Please come by this Sunday with any questions or ideas you might have!
  12. 3 points
    Vellum Paperbags have been taking a beating from RBD steel balls for far too long..... It's time to fight back !!! Vellum Paperbag Vs RBD Steel Ball
  13. 3 points
    Hi all, As some of you may know I have recently started a youtube channel where I am sharing some techniques, setups and tips. My goal is to first cover some of the fundamental tools/setups and then build more elaborate setups. I wanted to share this with the odforce community too as this community will always have a special place in my heart :). Thank you for watching & have fun learning! The channel: https://www.youtube.com/channel/UCZMPkkgnAFghvffxaTh6CsA My first video:
  14. 3 points
    Try opening Wacom Tablet Properties and under Grip Pen / Mapping uncheck "Use Windows Ink". That should fix it. If only there was a check box somewhere you could uncheck "Use Windows"
  15. 3 points
    See attached for an example .hip of a simple method to preserve UV seams in a flip sim: UV_to_FLIP.hipnc
  16. 3 points
    Just released some videos on the SDF (signed distance field).
  17. 2 points
    Here is my rebuild of your popnet to generate smoke. The upward movement of the smoke is controlled by the buoyancy on the popsolver. When you are rasterizing a particle into a volume, the f@pscale attribute plays a role. If the particle is too small, it may not generate any density. You can link density generation to particle age so it starts off less dense and grows more dense as it ages. ap_particles_trail_2_v03.hiplc
  18. 2 points
    I am still amazed at how quickly you can build complexity with Houdini. This scene has just a few nodes - sphere, spring, add, copy stamp, poly wire - and result looks rather good, even if I say so myself
  19. 2 points
    I suggest you check this scene https://github.com/pedohorse/educational-hips/tree/master/throwing_knifes
  20. 2 points
    Here's the beta. Give it a try (it's free). https://gum.co/SOpPT
  21. 2 points
    I've start test Houdini 18 and Arnold 6. the first test was simple splines rendering, 250.000 splines instanced 25 times. it loads a 140MB alembic file. rendered in 6 core Xeon CPU and Nvidia Quadro RTX 5000. (windows 10 pro) the startup for Arnold GPU is slow, it renders faster, so it seems but for clear up the final image it takes for forever or just dropped /crashed, hard to tell on the GPU. the CPU is quite fast but much slower then GPU if it ever would finish. (adaptive sampling was on) As soon as Arnold finishes rendering the scene, it stops and do not refresh any more on parameter changes. so far i am not impressed with the Arnold GPU rendering. here is the same scene Arnold CPU with only direct Lighting. (on my MacBook) some test with Arnold GPU. it performed much better with just direct lighting.
  22. 2 points
    I want to share a couple of my favorite splashscreens with you. Just add - HOUDINI_SPLASH_FILE = /path/to/file.jpg - to env file.
  23. 2 points
    Hi all! This is the dynamic cloud I created with time-lapse effect in Houdini 17.5. I tried many ways and added several types of Gas Microsolvers, especially during the process of the dissipation and creation of the could. Because this is a difficult problem that must be solved in order to complete simulation, I added more Gas Microsolvers to control the shape of the cloud and adjusted its ambient temperature and buoyancy forces. Eventually the problem is solved. You’re welcome to make comments and discuss the related skills. https://vimeo.com/376645761 My PC specs: Memory: 64GB Processor: AMD Ryzen 1950X Graphics: GeForce GTX 1070Ti Simulation: 20H Space disk: 500G Render:Mantra I recommend using Linux for massive simulation because Linux requires less ram usage than Windows.
  24. 2 points
    Hi, there are probably many ways to do this. Here is my approach: making a single prim curve by connecting each curves (reversing u-value manually, if necessary) defining an u-value (start) and an offset-value (width) additionally a speed modification can be used (to make the carves reach the ends at the same time) creating 2 curves with u + speed1*width and u - speed2*width Carve curve on controlled PT_.hipnc
  25. 2 points
    It does seem like the pop solution is causing the bad deformations. I disabled the pop section. I sorted the agents along the Z-axis. You may be able to automate triggering if they are in a linear order. Instead I took the hard coded approach which offers art direction. Place the Crowd Trigger node into Custom VEXpression mode. Use if statements to turn on the trigger, based upon individual point #s. // setting i@trigger to 1 will enable // setting i@trigger to 0 will disable int result = 0; // Stagger transition to ragdoll. if((@Frame == 13) && (@ptnum==0)){result=1;} if((@Frame == 15) && (@ptnum==1)){result=1;} if((@Frame == 17) && (@ptnum==2)){result=1;} if((@Frame == 28) && (@ptnum==3)){result=1;} if((@Frame == 29) && (@ptnum==4)){result=1;} if((@Frame == 31) && (@ptnum==5)){result=1;} if((@Frame == 37) && (@ptnum==6)){result=1;} if((@Frame == 39) && (@ptnum==7)){result=1;} if((@Frame == 42) && (@ptnum==8)){result=1;} if((@Frame == 46) && (@ptnum==9)){result=1;} i@trigger = result; For the ragdoll state, I dropped down a PopSteerSeek to make the agents move in the down stream direction. You can adjust the force on this node to match the agent speed to the fluid motion. ap_crowdFLIPtest_v1.hiplc
  26. 2 points
    test with previs Scene but with Blender realtime Eevee render. 2 million polygons. 10-20 fps on RTX 5000. (live viewport below) the offline rendering took 3 seconds not sure what is causes, probably loading time houdini openGL rendering: the prman 2-minute rendering for comparison : Realtime engines are on the rise! I will keep an eye on this!
  27. 2 points
    I didn't see much implementation of machine learning in Houdini so I wanted to give it a shot. Still just starting this rabbit hole but figured I'd post the progress. Maybe someone else out there is working on this too. First of all I know most of this is super inefficient and there are faster ways to achieve the results, but that's not the point. The goal is to get as many machine learning basics functioning in Houdini as possible without python libraries just glossing over the math. I want to create visual explanations of how this stuff works. It helps me ensure I understand what's going on and maybe it will help someone else who learns visually to understand. So... from the very bottom up the first thing to understand is Gradient Descent because that's the basic underlying function of a neural network. So can we create that in sops without python? Sure we can and it's crazy slow. On the left is just normal Gradient Descent. Once you start to iterate over more than 30 data points this starts to chug. So on the right is a Stochastic Gradient Descent hybrid which, using small random batches, fits the line using over 500 data points. It's a little jittery because my step size is too big but hey it works so.. small victories. Okay so Gradient Descent works, awesome, lets use it for some actual machine learning stuff right? The hello world of machine learning is image recognition of hand written digits using the MNIST dataset. MNIST is a collection of 60 thousand 28 by 28 pixel images of hand written digits. Each one has a label of what they're supposed to be so we can use it to train a network. The data is stored as a binary file so I had to use a bit of python to interpret the files but here it is. Now that I can access the data next is actually getting this thing to a trainable state. Still figuring this stuff out as I go so I'll probably post updates over the holiday weekend. in the mean time. anyone else out there playing with this stuff?
  28. 2 points
    The way Houdini works is that it evaluates nodes from top to bottom of your node-graph (well, in SOPs : not talking about DOP or PDG...). Therefore, each frame, your graph is re-evaluated independently of the previous frame.... until you use a SOP Solver node. The SOP Solver node allows you (when you dive inside him), to access (i) the incoming stream of nodes, evaluated at this particular frame and (ii) the same stream of nodes, evaluated at the previous frame. Therefore, you can perform your code on the incoming stream, make your tests and create geometry, and then merge it to the geometry of the previous frame. It allows you to keep changes you made on the geometry on previous frames (because each frame you can merge what you are doing with the results of previous frames). Here some docs : https://www.sidefx.com/docs/houdini/nodes/sop/solver.html
  29. 2 points
    3d flame rendered with renderman23 rendered with octane
  30. 2 points
    if you want your ray to continue through all backfaces and hit something behind you'd need to do something along the lines suggested in previous posts vector t = chv("t"); vector dir = normalize(chv("dir")); float maxlength = chf("maxlength"); // get all intersection int prims[]; vector hitPs[], primuvs[]; intersect_all(1, t, dir*maxlength, hitPs, prims, primuvs, .001, .001); // filter out backface intersections and stop at first frontface vector outP = t + dir*maxlength; foreach(int i; vector hitP; hitPs){ int prim = prims[i]; vector primuv = primuvs[i]; vector hitN = primuv(1, "N", prim, primuv); float dot = dot(dir, hitN); if (dot < 0){ outP = hitP; break; } } // create line int pt0 = addpoint(0, t); int pt1 = addpoint(0, outP); addprim(0, "polyline", pt0, pt1); ts_intersect_ignore_backfaces.hip
  31. 2 points
    Keep in mind that I have a biased opinion because I made Vex Foundations I & II, but here's why I'd recommend my course alongside CG wiki. Matt Estela has done an incredible amount of work. CG Wiki is very comprehensive, accurate, and full of many of the same ideas I teach in Vex Foundations I & II. Because of that, every Houdini TD ought to check it out because it's essentially $200-$300 worth of highly-skilled work provided for free. But - here's the catch - CG wiki is a collection of journal entries rather than a fluidly designed course. You don't get an awesome looking project, course files, feedback, and help if you get stuck. And that can be important if you're trying to learn something that's a difficult topic such as coding in Vex. It's not just reading what the content is - it's about how the content is taught. If you're someone with a computer science background, then Vex Foundations I and II is probably not for you. It's probably quicker and easier to just go through Matt's wiki, and then you can take what you already know about C-style languages from there. If you're 3D artist though - Vex Foundations I and II is the most approachable introduction to vex that you'll find anywhere online. And that might be difference between you getting frustrated and giving up on it vs. getting past that initial learning curve. So my advice is to do both. Check out Matt's wiki after you go through vex I and II. It'll be way easier to read through it, and by the end that, you'll be exposed to two different teachers teaching you concepts which aren't easy to get at first. Good luck! - Tyler
  32. 2 points
    Beware ! Librarian is trying to take control of our minds.
  33. 2 points
    Hi, I've found an older file. Here is a modification of it. three_point_arc.hipnc
  34. 2 points
    Hello, I'm happy to share with you the script plugin XPopMenu ! Initially developed on Softimage by Reinhard Claus, XPopMenu is a popup menu that you can associate to a hotkey to get under the hand a quick and easy customizable set of tools. you can layout your menu using simple method like "addItem", "addTitleItem", "addSeparator" and "addSubMenu" If you want you can add icon for each action item (icons collection come from axialis.com with some custom from Reinhard Claus) As concrete example, I've joined two bonus tools : one to get distance and an other to get angle. Quick demo : I Hope you like it ! Cheers XPopMenu.zip
  35. 2 points
    in my experience the best result are, if you handle it like real smoke, control the temperature. at the source its quite hot --> buoyancy push up the smoke fast, and when it cools down the smoke slow's down, if the temperature drip too fast in some area's, the smoke goes down like in your reference image.
  36. 2 points
    since polypath is just an HDA you can easily modify it to allow to specify such group, if you look inside, it's just an addition of the green groupcombine node polypathgroup_mod.hipnc
  37. 2 points
    Debugging - Fixed scaling for anything outside the unit circle. - Fixed curve framing with extreme angles by using dihedral to minimize rotation (thanks to Entagma for the theoretical insight on this one) Features - Added point sampling mode switch (cone cap or cone volume) - Added twist control - Added per connected mesh UVs using Toraku's "Get correct uvs with a sweep sop" fix - http://www.tokeru.com/cgwiki/index.php?title=Houdini#Get_correct_uvs_with_a_sweep_sop Some practical results with it here (and one of my first ever tutorials, haha): Give it a try and if you have suggestions, feel free. Cheers! grass_n_stuff_gen_18_4b.hiplc
  38. 2 points
    Maybe you should take a look at VEX. VEX and VOP are really two flavor of the same thing, it's just about code. If you are confortable with some language, then use VEX. If not it's probably why you're not confortable with VOPs VOP network can be build quickly, but if you have not created them, they can be very difficult to "decrypt". VEX is much simpler (IMO), especially when it comes to a succession of arithmetic operations or conversions. small illustration on the picture (pythagore theorem). If you become comfortable with VEX, then you will be comfortable with VOP, and you will choose to use it when it is advantageous. One of the things that VOP is best used for, is when you want to play with noises. But even then, I usually just create a VOP sop with the noise, export the result and process the datas behind it in a VEX sop. Well, that's just me. But as you understood, I'm not a fan of VOPs either.
  39. 2 points
    Try a Fuse Polyfill combo to seal up any holes in the original mesh.
  40. 2 points
    Hi, thought I'd share this in this section too: I wrote an article for the german “Digital Production” magazine about my free LYNX VFX toolset. For the article I made a couple of renderings using the LYNX fabric tools. Luckily it even made the cover Here are my personal favorites, the rest of the images can be found on Artstation. You can also find the complete scene on GitHub under the Demo Files. So now anyone can design an ugly Christmas Sweater;) Looking forward to seeing what you guys come up with, enjoy! Links: LYNX VFX Toolset Odforce Thread: https://forums.odforce.net/topic/42741-lynx-free-opensource-vfx-pipeline-tools/ LYNX VFX Toolset (Sweater Scene File included): https://github.com/LucaScheller/VFX-LYNX Artstation (HighRes Renderings): https://www.artstation.com/artwork/OyeY6g Digital Production Magazin: https://www.digitalproduction.com/ausgabe/digital-production-01-2020/ Alternatively view the article in my latest blog post: https://www.lucascheller.de/vfx/2019/12/15/ynybp7wpiqtshoy/
  41. 2 points
    Hello again! It's been a long time. Today with the release of Houdini 18 marks the first "official" release of MOPs: v1.00. This includes a ton of changes since the previous Stable release, and is now feature complete, barring any future bugfixes. Development of new features will now be focused on the upcoming commercial version of MOPs. The list is way too long to post here, so I'll just link to the Github release page: https://github.com/toadstorm/MOPS/releases/tag/v1.00 Please continue to post bug reports, feature requests, or any other feedback, either here, on GitHub, or in the MOPs forums! Thanks as always!
  42. 2 points
    Few tips and tricks to manipulate gas simulation. 1. Independent resolution grid. E.g. Overriding vel grid size independent to a density grid. 2. Creating additional utilities. E.g. gradient, speed, vorticity and etc which can be used to manipulate forces. 3. Forces via VEX and some example snippets. smokesolver_v1.hipnc P.S. Some of this technique are not Open CL friendly though.
  43. 2 points
    A basic way to span a graph that efficiently connects all points using Prim's algorithm. https://en.wikipedia.org/wiki/Prim's_algorithm minimal_graph.hipnc
  44. 2 points
    This one already exists - it is called Houdini CORE.
  45. 1 point
    There are enough VEX and Wrangle SOP resources that you can dive directly into it without needed to learning something else beforehand. That is, of course, unless you're planning on learning Processing anyways, then, yes, it will be a little bit of help just like Twan said.
  46. 1 point
    hi / look hip file , change node color to red . VolumeCollision_Test_01.hip
  47. 1 point
    I demand this to be renamed to Curffiti
  48. 1 point
    I have this in my scripts/456.py file, maybe it works for you?: hou.setSimulationEnabled(False)
  49. 1 point
    Hey guys, Thanks a lot for the recommendations. @Noobini I put a cloth with cilinder shape over the weekend on my wrist and helped quite a lot. @McNistor I wish I had some custom furniture company here to make something like that, but for now I followed your advice about having the forearm at the same level as mouse desk and is also helping. As for Wacom recommendations, I think is time to give a shot, I was holding that because I'm pretty old school, but tons of people (apart from here) already told me to switch, and I know is probably a matter of weeks (maybe less because I used mine for 8 years with zbrush), so I'll give my Intuos 4 mid a shot as mouse. @Thomas Helzle thanks for the tip on the Windows Ink driver, will definetly come in handy Cheers!
  50. 1 point
    I've experienced that before, usually resetting the view zoom (H) should fix it