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koen

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koen last won the day on September 6 2014

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About koen

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    Koen
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  1. Hello all, I also should have mentioned, this jobs is in the Los Angeles area, for this position I would prefer someone to be here on site. Cheers, koen
  2. Hello all, We are looking for people to help us expand our toolset with some procedural options. This would be for a very well known and very large game. Since games are getting bigger and bigger, generating enough content gets harder and harder, luckily we found Houdini can help. If you are interested and have a decent amount of experience with procedurally creating scenes in Houdini ( more sops then dops at this point in time) please send me a message on oddforce and I can provide more information. Cheers, Koen
  3. aces cg workflow

    It's starting to come close with the new ocio support, but it will need a little bit more love, but going through OCIO is definitely the way to go. There are some things to solve like the pyro shader color lookups etc and if you have a neutral grade, I don't think it's possible yet to apply a lut to the background but not to the render. There are probably plenty of other little issues but we got to busy to keep digging. Koen
  4. Houdini 17 Wishlist

    I think USD is interesting for much more then just going between packages, it seams great for going between departments, or scene assembly in general. You can layer information on top of information to end up with a final composited scene that is ready for rendering. There are some interesting demo video's Cheers, Koen
  5. Houdini $EYE variable

    The $EYE variable is the current view for a stereo camera. If you create a stereo camera, you can control what is used in the 3d viewport. To change the value, you can use menu->edit->Stereo Eye. If you echo the $EYE, you can see the values. Cheers, koen
  6. node evaluation

    Houdini is pretty smart about figuring out if a node is time dependent or not. The simplest way to check, is to middle click on a node and look at the bottom line, it will say "Time dependent cook: no" or Yes if it believes the node needs to be recooked with a time change. Cheers, koen
  7. Please take a look at this video starting at 1 min. Andrew explains it very nicely Cheers, Koen
  8. Forum upgrade

    I love the recent topics box, that was exactly the one I was missing Cheers, Koen
  9. Forum upgrade

    The feature i used the most in the old forum was the "new posts" list. Is there an equivalent in the new forum? Thanks, koen
  10. I am not sure about the cases you debribe here, but in the past I have used UT_String::matchPattern to do similar things. All this does is check if a string matches the pattern, so you'll need to build the list and check them. "matchPattern(UT_WorkArgs &) assumes that the arguments contain the components of a pattern to be matched against. The method returns true if the pattern matches, false if it doesn't. This matching process handles ^ expansion properly (and efficiently). If the string doesn't match any components of the pattern, then the assumed value is returned." From: http://www.sidefx.com/docs/hdk15.0/class_u_t___string.html#a158f3b7b5fab18af745f218a8d2fdc68 Hope that helps, Koen
  11. Smoke circulation inside defined shape

    You could also take a look at the target driven smoke tools ( based on this paper http://www.cs.huji.ac.il/labs/cglab/projects/tdsmoke/tdsmoke.pdf). They construct forces to get smoke to form a shapen and stay inside it. If you are only sourcing inside, you should be able to get what you are after without collisions. Cheers, koen
  12. Find attribval should be able to do this: http://www.sidefx.com/docs/houdini15.0/vex/functions/findattribval Cheers, koen
  13. FX in games, where to get started?

    Guerilla does pre-bake some of the dynamics (using houdini): http://www.sidefx.com/index.php?option=com_content&task=view&id=2923&Itemid=68 or http://www.sidefx.com/index.php?option=com_content&task=view&id=1454&Itemid=68 Cheers, Koen
  14. Another thing you can look at is the sourcing of the velocity. It looks like the velocities are all just set to zero at one frame. Not sure what would cause this, but if you are sourcing the velocity with a "copy" mode and your source ends up funny, it might overwrite all the velocities in the sim. Not sure if this is still the case, but for a long time houdini did not have a great way to source velocities out of the box, it really pays off to implement an "over" mode and an "max length" mode and they are not hard to do. Hope that helps koen
  15. Can you do it in the shader? If you transform P into ndc space you can easily look up an image. If you store rest-p, you can make it stick to a frame. Cheers, koen
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