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vinyvince last won the day on January 22

vinyvince had the most liked content!

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About vinyvince

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  • Birthday 07/12/1976

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    Vincent Thomas

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  1. Heightfield Erode on geometry/VDB

    The Height project sample some ray to the geo, you have few options so i will "catch" to direct the raycasting but obviously it will not work great for small concav/convex in between are, it's mainly design shape roughly the big mass of your landscape or blends asset done in sop or whatever. * You would have to write in VEX an erosion algorithm . * Run different sim in houdini FX like rain, wind to affect the topology of your model... * You could consider to loop split/slice your model , project each and try to combine all. * Unfolding each big planar sector or your model , project , do your heightfield erosion, convert it back to surface sop and reverse the unfolding. * Or... Open zbrush and apply few brush strokes and get back to houdini without telling anyone but off course it s not procedural I don't know a trivial solution, maybe some other people have other idea, there are a bunch of really great smart minds here so ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  2. Ground, ground, ground, ... and ground again

    I have worked on a little less than 30 feature films over 20 years so yeah i know what you mean and i donùt know if i didn t express myself clean enough but my question and feedback had actually nothing to do with the render engine. If you still think both the vfx technique used in film and games have nothing to learn from each other, i believe you should may be take some time to think again
  3. Abstracting a bunch of photos in TOPs

    I did something similar on my own for a leaning exercice . Without talking about building the sweep, one thing which i have seen much yet and which will it bring it to the next level is taking care of the paint wetness and canvas pattern. And trying to find a possible esthetic algorithm which will mimic in which area an artist will decide oo use a dry sharp brush and when to use a wet smooth brush... Definitely an interest area of research here vince* http://fr.linkedin.com/in/vincentthomas
  4. Juraj's playground

    I missed your experimentions Juraj and your technical expertise There are some smart ideas in your Megascan implementation, are you still developing it or are ayou able to share in the state it is? For your photogrammetry workflow, as you ask for suggestion have you tried to fill missing geo hole and texture information seamlessly according to the surrounding area (edge flow and textures filling)?
  5. Bend step on foreach

    Nature is an endless source of fascination, isn it? This cactus is like an onion skin animation of a one petal opening.. Maybe it could be another approach combing with vellum, and offset detangle? You have already received some great idea i could think about for now vincent . t
  6. Ground, ground, ground, ... and ground again

    It looking god David! Yes, we agree here , only Houdini doesn't have something like Eeeve, and if you render in Arnold/redshift the viewport interaction and feedback is not be especially brillant, you are blind excepted doing an IPR, aven even so if i want to see the result in one click at a specific mark on my shader, it's doesn t look like possible excepted if i plug everything manually (in maya you could , make your lookdev's work smoother..) If you look how artist could work on an env in Unreal, like in this video from Andrew and Dice from 4 years ago, if if you love Houdini like i do, you might recognize there are some area here of improvement. Which the Labsù teams slowly but surely are trying to fill... Well at least that's impression... There are other realtime technique which are interesting like Object Blending with Dither Fade, Pixel Depth Offset and Distance when you want to blend obj to ground or whatever. Question... If i generated a surface between 2 other surfaces (similar to the now present "dirt skirt" from the Lab tool) Do you know how this blending surface could "raycast" the shading from the different surfaces it wants to seamlessly blend?
  7. Good afternoon Ok, i must confess ladies and gentleman Python is out of my expertise, but it seem the only solution for something i thought it will be handy to have in my everyday work. * I came some python codes like this and one implementation in Houdini to generate a thumbnail of a selected node and use the resulting image as a background pic. https://t.co/wwdtFkW7Rp?amp=1 One common useful tool will be for example to be able to automatically run this script for each geo input or cache geo in for example. * A second question will be how could Python script to collect all the textures of a given folders , then in houdini using a loop, and make me a plane for each imported images which will have the right aspect ratio than the picture. How could i use a code like this one ? https://stackoverflow.com/questions/54471432/reading-multiple-files-from-a-same-folder-using-python It s just an offside work imn trying to build here, i know there are few python gurus here who probably smashes more challengin questions everyday at their breakfast Hope to hear from you ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas EbB8JuwUwAAk803.mp4
  8. Python flipbook generation outputs only one frame

    Have to admit that if im getting into VEX now, scripting and python has never been my area of expertise. It would be great to have a python script, which to from a selected folder, open each hip file, and save a flipbook thumbnail preview image of the last output selected. Or actually more interesting will be to have it operate every time you save the file, with the jpg preview image with the same name as the hip file... The script under the Houdini blue print web site is brillant
  9. Rotating uv tile

    Have you seen Procedural-stochastic-texturing in unity or Unreal? Like this implementation
  10. Ground, ground, ground, ... and ground again

    In addition to methods lists by @Konstantin, similar to tex boming is Stochastic Height Blending/Procedural-stochastic-texturing. It is a really effective way to kill tiling on landscape, organic , natural asset, you could find implementation in Unity and Unreal It mirrors, rotates, offset and blend textures seamlessly. ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  11. On Growth and Form

    Even harder for me to get it, even in VEX or Python i will have more chance Find these experiments interesting as well, havenùt found an opportunity to dig into chop yet. Still obscur how you get this patern Did you trace the trail of particules motion using this chop expressions Tessan? Oh as Tessan like to say, have fun, Endless fun
  12. Using point deform

    I think if you use the point deform capture from the QL lib, you could avoid using an expansive loop and run faster It used an attribute to partition your geo so the capture weights and pts are generated accordingly. After just use a regular point deform but in deform only. ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env artist & Lighting & MattePainter & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  13. On Growth and Form

    Wire a polywire op at the end, what a a nice way to kill a computer
  14. Textures on Viewport (Simple Question)

    I tried this approach on a complex Vop network instead of P i could only feed x/ y and z with a constant , but does not really match and more problematic it is not refreshing excepted with toggle off/on material preview
  15. The little things about houdini

    Hahaha exactely! But if personnalyl after 20 years i found Houdini the most interesting software is exactly because i wanted to find what make Houdini different from other software and not trying to port my knowledge of other software inside. Tools are chnaging , the logic and problem solving are not, thatùs why i always investigated more time in the fundamentals and not be software centric. I never used it myself but i could see brillant work in C4d, so personnally why to change if you do only motion design? Just sharpen your knife is C4d