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Gilly123's Achievements


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  1. Still loving your method of explaining in your tutorials.
  2. Thank you again, this "gotcha", got me as well. I guess some tutorials are using Parameter Interface over Type Properties in their instructions. Not knowing that this is for an Asset build, not just a project file. This holds true even 3 years after the fact!
  3. I am currently trying to work thru this tutorial on OSM Import (maps), At approx 19:30 in, he is attempting to get a pop net to animated points on lines using v (velocity) to drive them. I have gone thru the setup a few times and for the life of me, I cannot get the same result of moving the points on the lines to simulate "traffic". I've attached my file with the RED BOX showing the point of contention. Thankfully Youtube has the auto CC so I can gleam what is being talked about from Russian to English. His presentation skills are very good with explaining the "why", when he is doing something along the tutorial. nyc_map.hiplc
  4. You are correct. It was not really a missing point after looking it over. What was happening is that when you use nurbs instead of poly in the skin node, the last point would be forced to "connect" to the first point to complete the nurbs curve. In wire frame mode it is plain to see if you toggle between the two (poly&nurbs). I was trying to stay away from poly until last to keep things tight and clean. Amy idea why nurbs does this?
  5. no. I started off with that, and when I noticed losing a point, I started removing text from the expression in the Z channel of the old point. edit. I wasnt 100% if something was or wasnt happening with the expression on the line. ch("../ramps1/rampa")
  6. I've been working on trying to simplify how I can make tear drop shapes (bombs, fuselages, etc). So I got most of it figured, until I stumbled on losing a point during the copy sop. Im always missing the last point from my ramp. Any help would be appreciated. I find myself fighting my brain over "value" and "pos" till the cows come home. HAA. TIA Bill odforceExport.hipnc
  7. Even the early design images provide enlightenment. Which is what we seek. Looking forward to it.
  8. Yep, that was what I had seen on vimeo in a few places. All of them were part of a visual effects coursework. So many people have been given the same task for more than a few years. While I have been able to get the basic form of the shell from the formulas that are available online, the finer detail of building a tool would be a good tutorial on selecting parts of the shell with specific adjustments. Anyhoo. TIA.
  9. Thank you. I have done multiple tree building tutorials, and it has made me understand not only Houdini better, but also on how a tree, like a central nervous system, is not a simple item once you look at growth, age, materials etc. A tool such as yours, is a welcome addition to the powerful things that Houdini does.... depending on the work put in. So I ponied up the full amount $$ even though I am running the NC edition. You deserve it for the work put in..... Now if only I can find a decent sea shell tutorial, based on the work that Deborah Fowler uses for her students. Again, I dont want to hijack anything, I want to learn how and I think this is a good revenue stream for everyone that is using Gumroad etc. Sorry to ramble. Thanks again for the tool.
  10. I stumbled on the tutorial on youtube as well. Fantastic teacher he is. I had been scouring for VEX related videos related to shape drawing. Looking at the workshop that is available, wow! Not a cheap adventure, but more a tax write off for anyone in business. Being retired, I cannot afford this. I'm surprised it is up there as well, after learning it was produced as a pay per view. CGWorkshop needs to get w/ youtube to clean that from the web.
  11. Nothing in that respect, I have some distrust in the gpu, some driver/nvidia control panel app issues, so I dont rely on it. The cpu's earn thier keep with this build compared to my lesser computers. I still hold a special place for my b&w g3 micro atx single xeon /2011-3 socket/ work station. I was just wondering if Houdini is happier with more ram or not... If 32gigs was fine. The only crashing is typical hang if you accidentally bump a sim setting to some insane setting. Even then most times it means you have to wait, try escape key, or bail.
  12. I dont use the OpenCL options in Houdini. Tried them once and the render was awful. Stability-wise things have been ok by me. Just curious if Houdini would be happier with 64g, instead of the 32g. I do agree though, should have stayed in the surf and out of the Sierra's.
  13. I am currently running macOS on a Asus Z10PE-D16 with only 32g of ram. Would 64g of ram be the starting point for stable running. Im quite happy with having error correcting ram, though I think it is not as fast as most. It's the cpu I went for two Xeon E5-2640 v4 (10 cores each) and the gtx 980ti. TIA... Bill
  14. post it notes on the node parameters or a note text section. when notes are present within a node, some sort of visual que to signify their presence. Unless of course, this was already requested 40 pages ago, it was a passing thought and I didn't want to waste it, if it has any merit. Using the post it notes in the node layout view can sometimes be vague if you want to explain something, leave a setting note, you have to note the node the setting was for.
  15. Thanks Atom!! Yes, it is an old tutorial. 3DBUZZ TUTE It's hard for me to tell what version was used, but by the node icons, it seems old. It just seemed odd that in the tutorial, he would hit play for the sim and it was chewing right thru it. I have been trying to learn from the tutorials that go thru the ground up build, rather than shelf tools so I can get a better grasp on what the nodes are doing. I can always come back to this one and replace the setup with as you say, more modern coded DOPs. I'm still blown away with the depth that Houdini is capable of and that users can decide how deep they want to swim. I've still got water wings.... but I'm workin on it!!! Thanks again Atom. Bill
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