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About Koyotemohn

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  1. Authoring Interactive HLSL OpenGL shaders in Houdini

    http://www.sidefx.com/docs/houdini14.0/shade/opengl So at this time it says that VOPS are not an option(hopefully that changes in version 15) I did make a new operator type and I see three chunks of Code that houdini has so kindly generated for me... the vertex shader the fragment shader the geometry shader I am going to get these into Sublime text for deeper access and observation. I will update my finding on this thread.
  2. I have been asked to author some reactive openGL shaders...and while I have the material to get started on my research...and i am not gun shy of coding. After a few keyword searched my questions concerning Houdini are: Can you generate this kind of shader in VEX/VOPS and then export the text file and use that textfile in Xcode and Cmake? If not then is it difficult to import my study code into Houdini to test it there? The reactive part is basically they want the shaders to react to sound...prefer via FFT. So far...what I have noticed is that home brew custom OpenGL can seem brighter than the standard shaders I see in the viewport....so if I code my own OpenGL shader is it possible to get better displays options happening inside Houdini? From what I understand about CHOPs...it should be fairly straightforward to get microphone input and getting that to affect a shading attribute...the thing is that I want to be able to "bind" that to the shader...so would I have to export to Unity3d or Unreal in order to do this? Thanks in advance for the responses and help.
  3. the difference between foreach and while

    After looking over and into it...do you guys find yourselves using one wrangle to define variables and then pipe those variables into a second wrangle to do your actual operations, or do you source your libraries in via define# and include# ?
  4. the difference between foreach and while

    Tomas thank you for the additional information. So you are saying that using the for loop with in the VOPS(versus point wrangle/attribute wrangle VEX code) is cleaner to assemble in VOPS than implementing the same operation in VOPS using the while loop? I understood how to use VOPS in a rather linear sense...but I hit a wall when I used the for loop and other iterative visually. I get how to use the Solver Sop, which is amazing with the switch sop. So I started studying how to use wrangle nodes in hopes to somehow compartmentalize the process. anyhow thanks again for taking the time out of your schedule for the insight.
  5. the difference between foreach and while

    thank you for taking time to clarify that.
  6. Hello I just got my Indie license and I had been using the apprentice HD for a while. Anyhow I have been studying Vex code and I know it is probably a noob question but I just wanted to understand something. the for each loop function is for arbitrary iterations and the while loop is for point clouds? To me it seems like they do the same or similar thing. I am just trying to properly wrap my head around it. thanks in advance.
  7. Hapi Beefday :)

    hapi beefday colosus!
  8. legacy tutorials

    yah know I am really grateful that sidefx decided to release and update this information. its like the tippy top secret did you pay for the training documents. life without these documents makes certain areas of houdini obscure, intimidating and unachievable. but you know what, this is what the user guide should have been when it got deleted back in 2.5-->3.0 days. for a bunch of us that was the closest thing we got to a teacher or a class in houdini, now like boom its back. i mean esp. with the pops + vex stuff. it alot of material. I think sidefx is doing the right thing. its a great start. I just hope the consistently continue in this new attitude towards information, and i hope that the user base will grow signifigantly because of it.
  9. Render pop

    thanx for info on the legacy tutorials.
  10. VOPS_gradient_layer

    hey I want to be able to use a gradient as a compositing tool for my shader. kinda like making a fresnel channel. lightwave does it really easy. but I want to do it in houdini because of the way vops is laid out. imagine you could set everything up in vops and then access the whole thing thru a shop or a sop or a pop. i feel like i felt when houdini first hit. so how do you take a gradient and make it react t the incidence angle of the object hmm. just thinking aloud. this vops stuff is pretty hot. just a bit confusing though. guess i am just used to having the software do it for me. but if i could do it myself...... i could make it infinitely cooler. anybody super enthusiastic about vops yet?
  11. new poll?

    requests for version 5.5-->6: more how to's/why to's. like how to make our own area lights. like how to make more advanced shaders. like taking the obscurity out of chops, which is own of the things that really sets houdini apart from other packages. ...problem is that chops needs to reexplained and redefined over and of again. two reasons: its not just for character animators. its for effects animators. more advanced conceptual tutorials. houdini users coming from other software packages need to feel confident that they can make they houdin images easily have a better final appearance than other renderer's smarter interact pop. like realflow's particles. dont get me wrong. houdini's particle system is incredible, on the whole. its just certain system's like the interact pop can be beefed up. edge loop and edge ring tools: like select edge ring and bevel edge or edge loop slide vertice along edge slide edge along edge double checking the nurbs modelling tools like the boolean sop. what a crummy tool until the cookie sop came back. reassessing the means by which one convert from metaballs to polygons. that needs to be beefed up if fluid sims are going to be a part of houdini. constantly enhance the interface. dajuice is right. seeing houdini from the start til now was made on user contribution and critique.interface enhancements improve the focus of the user to be kept on the accomplishing the task at hand. that cant be underestimated.
  12. "Houdini Apprentice"

    i agree with you one hundred percent jason. in terms of rendering vex could benefit from a number of things....but you know what would be a great challenge? to find a vex way to do a spinning lights setup. . . in order to achieve soft illumination and shadows. some guy named ekki did it for lightwave. His method seems like a peice of cake in houdini. what is hardest is sub surface scattering. using vex to really master translucency based on the actual thickness of a surface. as for computational dynamics...its kinda like the functionality is there, but the needs to be a bit more depth and options available in the interact pop. attributes like external pressure, fluidic/gaseous pressure, surface tension, temperature, is a lot to deal with. and in order to really do fluids, you may wanna take a look at how houdini converts metaballs. at first it is nice, but the get the results you may have to optimize and add options for increased functionality. modelling seems really robust still not like wings3d/nendo/mirai, but close...besides...wings3d is available if necessary. but the truth is in my opinion, nothing beats houdini. now, more than ever. I think that it was an important step to really get houdini feet on the ground with interface upgrades, and developing accessibility with the renderer. As far as I am concerned the stage is really set for the subtle additions that will round out a cutting edge package. as I teach it to other I often just have to marvel at the elegance.
  13. "Houdini Apprentice"

  14. real (flow...wave...etc...)

    good question. after using both systems it seems that the trick to realflows paricle system smarts is sort of advanced level interact(pop). houdini can do all the stuff the daemons do, but realflow real strength is in the way it can make its particles aware of each other. that is what the interact could really be. I mean WOW. chof viscosity gas and temperature and internal and external pressure. the mesh generation is metaballs .... but then it is also optimized. but realflow's inherit weakness versus houdini is no scripted geometry render. hours of opengl cook show and tell time. and that is what i see in 1.3 I hear 2.0 is really nice.
  15. Horse guy WIP

    the model has beautiful proportions. the waist is a bit slim. i would say make the obliques as important as the pectorals. also pay more attention to the lats(back muscles), the rear deltoid and the trapezius muscle... these shapes are important on this particular character because of the size of the head...which is about two times the size of a human head. these subtle shapes give a more menacing (hardcore) look and aesthetic. it will also bring forth individuality in the model. it looks great I cant wait to see more.