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Showing most liked content on 03/04/2014 in all areas

  1. 2 points
    Houdini not good at rigging and animation? All due respect, but I don't agree at all. Interactive modeling, yes, that needs help, but I love it as an animation system. I'm an ex-Softimage user, and a 2-year Houdini convert. Saw the writing on the wall a year and a half ago.
  2. 2 points
    R+H is trying to assess all avenues on how they can push Voodoo forward; I hope that it could see a second life beyond these walls, myself.
  3. 1 point
    Python in CG pipeline Masterclass with Pavel Giydenko originaly taught in Russian, translated (by me) to English. Toppics include - Python in CG Pipeline intro - Implementation of PyQt - Python- operators in Houdini - Live Connect and Data Transfer - Correct pattern for Object Oriented Programming Formore info, scene files and code: Pavels Blog
  4. 1 point
    To be clear, there's only going to be one renderer in future versions, the GL3 viewport renderer currently in H13.0. So it isn't exactly new, but is still under development to improve various things (performance among them). It'll just be referred to as "the viewport"
  5. 1 point
    Transparent Samples is the first thing to adjust when you find you are getting the "salt and pepper" look in your volume. The default of 4 is a starting point that may work for dense volumes but less so for transparent volumes. If you have objects with an opacity that is not 0 or 1 with Stochastic Transparency enabled, you will be firing opacity rays first. Houdini does this prior to firing shading rays. It computes the transparency by partitioning the surface shader and evaluating only the part of the shader that computes final opacity or Of. This is what makes this very efficient. You have decoupled the opacity rays from the sample rays. This also means if you are creating your own shaders, keep the Of opacity path clear of any shading models. If you have Stochastic Transparency off, each ray will compute opacity first and then colour. Not as efficient.
  6. 1 point
    You can also try to add some artificial drag. Write something like this v@v *= 0.9; v@w *= 0.9; inside geometry wrangle dop . You can also chek for velocities magnitute and use this expression only if certain threshold is exceeded, so the simulation wont look less "alive".
  7. 1 point
    I think the first thing to do when reducing noise in volume renders is to start increasing transparent samples / stochiastic transparency
  8. 1 point
    Yes. And this one is a bit more than one year-old. http://www.cgchannel.com/2012/09/autodesk-denies-intent-to-kill-off-3ds-max-softimage/
  9. 1 point
    I just uploaded this to youtube. Thought it was fitting.
  10. 1 point
    No, don't fool yourself, everybody will go Maya. Right? I think that more interesting news this week are that Blender got Vray. This should shrink 3dsmax grip on small companies and freelancers even more. And Modo is next in line .
  11. 1 point
    i think sesi need's a welcome package for the softimage user base.....
  12. 1 point
    If you have a performance regression, please submit your file to SideFX. Performance improvements are continuously worked on but the developers don't necessarily know the exact situations that you're using it in.
  13. 1 point
    Since you are generating your particles in a POP, you might want to take advantage of using the collision pop node. In your collision pop just go to the Attributes tab and enable "Add Num Hit Attribute" to capture the number of times a particle hit the ground. You could then take your particles and delete by expression: $NUMHITS == 1 and swithc to delete non-selected. This will only display the points that have hit once. You could copy some geo to the "HIT" points and source smoke off those, since they're only visible when hit. I'll see if I can get you a example.
  14. 1 point
    Hi, This is Frederic Servant, main developer of HtoA, the Houdini to Arnold plugin at Solid Angle. HtoA is currently in private alpha with a limited number of testers. If you are interested in testing and willing to provide feedback, please contact us through http://www.solidangle.com/info.html but I cannot guarantee we will accept everyone at this point. The test platform is currently Linux. Windows and Mac ports are coming soon. You'll also need access to an Escape or Master license, Apprentice or Apprentice HD won't work. I'll also be at Siggraph next month, contact me if you want to meet and discuss HtoA or Arnold and maybe get a quick demo. Cheers, -- Fred
  15. 1 point
    To be clear, you save out your simulation (ie, create a .sim file using the Dynamics ROP) and then reference the frame of the simulation you want, in the Initial State parameter of the DOP Network node (Simulation tab). You don't save out geometry.