Jump to content

Leaderboard


Popular Content

Showing most liked content on 02/27/2017 in all areas

  1. 2 points
    Had some strange shapes, I guess Affinity "booleans" are not well suported ! Here is an updated svg, Genji style ! cut.svg
  2. 2 points
    Hey guys! Here's my latest short called REACTION that I've been working on and off with for a couple of months. Enjoy! All Houdini and rendered with Octane
  3. 1 point
    Just so happens that I created my very own bubble tool that works just as you've described it! Here's some videos: I simply implemented a spherical particle intersection algorithm. I intend on releasing the file soon in a tutorial once I have some time after this term's finals week. -Tighe
  4. 1 point
    You can already collapse them if you put them in a netbox (the most left icon in the group of 4, that contains the subnet, at the top of the network view), next to the sticky icon
  5. 1 point
    It's a bit tricky but yeah, I can attest to the fact that too many nodes is one of the most daunting factors when learning Houdini. While I like the general direction Houdini is taking with splitting up nodes into smaller nodes that do one thing ( like the split up group nodes that make it much easier to use them ) in some cases it might be undesirable and downright confusing. Not to mention following older tuts adds to the confusion Eg : I just used the duplicate node and the node type shows up as Copy and Transform Sop (copyxform). Flummoxed I used a copy and transform node and it is the exact same thing. Perhaps some house cleaning is in order. And while we are on the topic of wishlists reg nodes... a way to collapse a chain of nodes under one 'folder' or 'pack' node would help reduce the clutter, especially for a chain of nodes that are accessing or passing information only one way ( not talking about subnets etc ). A simple toggle can collapse and uncollapse them.
  6. 1 point
    I made myself a Katana icon You can grab my svg and put it in your Houdini folder (may be hidden) ..\Houdini 16.0.504.20\houdini\config\Cursors Make sure you backup your old cut.svg, just in case you want those scissors back ! cut.svg
  7. 1 point
    I found a way now! It wasnt the most obvious way to change shape but this is the way i found out: node.setUserData('nodeshape', "bulge") to get a list of all available node shapes : editor = hou.ui.paneTabOfType(hou.paneTabType.NetworkEditor) shapes = editor.nodeShapes() print shapes
  8. 1 point
    https://beesandbombs.tumblr.com/post/57971648339/hexagons-pulsin One of the easier ones and its not a perfect replica, but i certainly learned a lot by trying to recreate it! The hipfile turned out to be more of a little vex playground... hexagons_pulsin.hipnc
  9. 1 point
    you could generate the final shape with uvs first, then modify that geometry, moving the points around and blasting and fading in parts of geomety as it grows. you could use the l system (which I don't like to use because it's not intuitive to use especially if other people needs to use the setup or modify it, and the same thing can be accomplished with other methods) to drive some attributes on the final geometry that you'll deform / fade. if the l system grows and change the position of the branches over time, which I guess happens, you should try to separate the growth process from the deformation.
  10. 1 point
    redshift: Fast, because of GPU speed. somehow limited to vram of your GPU. I think when you work with scenes that frequently go out of core, the speedadvantage over CPU rendering shrinks significantly? I heard about different experiences here. Maybe someone can bring up more details. no pointrendering at the moment.(advantage of octane). smart biased renderer, advantage over other GPU solutions. best Houdini integration (GPU) mantra: due to the fact that mantra is a sidefx product it will always have advantages in terms of integration when you work with H. handles polysoups and packedprims a.s.o. (redshift is working on this), advanced shaderbuilding with VEX and VOPs, you can not compare the level of flexibility you get here. gridmarkets, amazon and some other online services to expand your render capacity, i don't know any solutions for redshift and H so far. mantra handles volumes and particles better. unlimited rendertokens with one FX license!! learning mantra might give you a deeper understanding about rendering, like working with houdini gives you deeper insights in 3D in general. I am shure sidefx will push rendering with mantra or (something else?) in the near future. If you look at arnold GPU i.e. things seem to change a bit. I d say it depends on what you wanna do. When you do personal and smaller scale projects the speed advantage of some GPU's is really great. We see more and more studios adapting such a workflow. cheers
  11. 1 point
    I think you can give speed variation to the propagation using a per point factor of aggregation on each iteration. That can give you faster or slow zones of accumulation, then you can use that factor to grow your instances in a more smooth way. I hope that this helps! Cheers!
  12. 1 point
    The best solution depends on what you need in terms of self-intersection-detection. If you do not care about self intersection you have options: -the Sweep SOP -the Polywire SOP -using your curves as profiles for a polyExtrude If you do care about self-intersection you may need to clean up the curves a bit, using the "Intersection Stitch" SOP for instance (talking about H16 here) -after that you could still use the Polywire SOP with maybe a better result -you may be able to use the PolyExpand2D (but to do that you will have to flatten your curves to P.y = 0; and raise them again after the operation) -finally (a guy I know :P) made this: https://www.orbolt.com/asset/Twan_de_Graaf::TdG_2D_Polywire its bascially an older-less-fancy implementation of something in between PolyExpand2D and Polywire, likely more stable though.
  13. 1 point
    I make first steps in integration Houdini with my existing pipeline for Maya so there is not too much particular information for Houdini users, but there a lot of ideas and tools for Maya, which could be used with Houdini as well. I would mention: - Unified folder structure for all project materials (2D, 3D, editing, grading, pre-production, managing etc) including scenes, caches and renders - Naming, versioning; assets and shots structuring rules - Tracking versions and data (assets, renders, caches etc) with Ftrack I plan to develop same as for Maya tools, which will allow automatically creating and naming Houdini scenes, exporting and importing data etc. Hope you can find something useful in pipeline wiki.
  14. 1 point
    As far as Alembic if you are working with a later version of Houdini 15.5 and Maya 2016/2017, we were able to completely round trip from within Houdini as is back to Maya this past summer with a fairly complex pipeline. The authoring from Maya aside, as I did not write that part. Depending on how you choose to structure your data as you send it to the alembic file. You may need to use a few python scripts in a python sop, to pull extra data that is not available in the alembic sop, or alembic import interface. The alembic import at the object level has all it's python code available so you can easily override the alembic sop it places down, with your own .hda wrapper of that node if you need to do something custom. But you should only need to do this if you purposely are storing the data into different places. $HFS\bin\AbcEcho.exe will be your friend in debugging how the data appears in each alembic file. As far as standardizing, I made my alembic import node at the sop level. That way it was easy to reference in different workflows, as opposed to always at the object level. You can handle .fbx the same way too if you have character rigs. If you are doing character rigs off the shelf i would stick with .fbx as they handle fk/ik out of the box, where as alembic you currently need to re-interpret that data.
  15. 1 point
    I will be doing a session for this course at the beginning of may. Thanks Saber
  16. 1 point
    besides the ones already mentioned, for me the most important is: - meaningful folder structure - naming conventions - and the most important: backtracing files/caches. theres no worse thing than having to change/rebuild something and not knowing from which file it was generated. or searching though tons of folders trying to find the right asset or cache or scenefiles.
  17. 1 point
    Could be good to decide what to do with bind/rest poses for characters if you are doing hair/fur in Houdini.
  18. 1 point
    Colour pipeline! Having the correct colour space (luts etc) for plates, texture maps & viewers is a crucial aspect to any pipeline as it can be confusing trying to integrate different sources (Red, Alexa etc) with Cg elements and comp-library elements and keep the colour consistant. A good linear workflow can save a lot of headaches down the line, and allow the lighters & comp dept to work confidently. Good luck! Matt,
  19. 1 point
    As far as materials, I would recommend Substance Designer. It is a third party program so you need to shell additional money, but with great integration into Houdini. Then all your teams can use the same shading program in all your packages. Otherwise you'll have to recompile, and build custom shaders in each program that shade them same way. Unless you are only using one render engine, like mantra. The key part is to manage a transferable list of textures, and settings like diffuse contribution. If it is a fairly simple two program switch, a python binding to read from an .xml isn't too bad to create. The one thing especially if you are using mantra as your default engine. I would develop a single uber shader for every type of hard surface asset, and a common one for volumes and hair, too. A shader with at least three layers. This will only be more complex in the upfront development but at run time it will render just as fast your simplest shader, since, mantra does not compile anything in a shut off if block. This will minimize the the amount of shaders you have to manage, and the different lighting models and variations that can happen from different look development setups. After you have a series of developed looks, in one shader, it's extremely easy to build up a library of very common materials, like car paint. There are a hundred of ways to do car paint that look correct in different lighting environment, but as a studio and especially for your lighters, and whom ever has to maintain these shaders, you only want one. Good luck with your team!
  20. 1 point
    scale!! of cameras and assets...really important to set some standards and enforce them.
  21. 1 point
    string groups[] = detailintrinsic(0, "primitivegroups"); foreach(string s; groups){ if (inprimgroup(0, s, @primnum)){ i@zone = opdigits(s); } } There is no way to delete groups in VEX as far as I know. You will need to add a Group SOP and go to the Edit tab, then Delete and type zone*
  22. 1 point
    Hello Everyone, This is a fairly long introduction to Arnold in Houdini.
  23. 1 point
    Something which will help join the dots between math theory (and a little physics too) and 3d in Houdini is this book: Clear language, a steady pace and none of the denseness that usually afflicts textbooks. https://www.amazon.co.uk/dp/1568817231/ref=cm_sw_r_tw_dp_x_fXqHyb06VP256 And even though this 3rd edition dates back more then ten years, it's the daddy tome on proceduralism. https://www.amazon.co.uk/dp/1558608486/ref=cm_sw_r_tw_dp_x_I7qHybFZEQAV7
  24. 1 point
    And here's The Mill taking it to the next level... Some really cool, inspiring setups in this clip...
  25. 1 point
    It's no secret. With simulations like this, it is trial and error. You have more than enough information in this thread and the videos posted to make the effect that you want but, you seem to ignore it. Even Atom made a couple of hip files for you. His suggestion about separating the props and making them spin to create churn is a great idea. He didn't say anything about separating it into another simulation... You just add it in as another collision with velocity on it. Pretty simple stuff actually. I took a look at your file that you posted before and you have changed values in the flip solver that you obviously have no idea what they do. You seriously need to go back and learn the basics of the flip solver and read the help on what each parameter does. From taking a look at your post history on odforce, this isn't the first time you come off as demanding on wanting a hip file. If you are looking for someone to do everything for you and give you a production file, I can tell you that it is probably not going to happen. If you want a simulation just like Graham, you should just send a message to him and ask him. You are using the same exact ship as he was using after all. Good luck.
×