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miguel m

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About miguel m

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  • Birthday 09/06/1977
  1. Houdini and realtime soulutions

    the common solution is buying a decent scan converter and use it's controls to crop out everything but the 3d viewport. Some accept very high res like 1600x1200 and also let you choose a region to output. I don't have such a videocard but there's a chance you don't need to buy anything if your card can drive two screens. Use a tv as the second screen, in houdini copy your 3d viewport pane and drag it to the second screen (tv). Maybe a bit of overscan so that the viewport margins are not visible on the tv. in a perfect world you'd have both a dual head vga and the scan converter. EDIT: just read you have a geforce4, that one shoud be able to drive a monitor and tv independently. good luck
  2. nvidia + rh8 stuff

    can't remember the syntax right now but... try -if (force install) or -uf (force upgrade). You might have typed something wrong because the force option is there to bypass the "already installed" warning good luck!
  3. nvidia + rh8 stuff

    what module? nvidia's? is it a version mismatch error? If it simply can't find it reinstal with -f option (force). I had this work once when upgrading kernels around.
  4. z-depth renders

    sorry for that shiFt-r, a laughable errata. I'm not editing it
  5. z-depth renders

    try "adapt to full pixel range" (shit-r) to save out an image just right click on the tile you want to save and "save image". then choose what plane(s) you want to have in the color channel and maybe alpha. For example saving a tiff file with color set to Pz and alha to none would output a single channel float tiff.
  6. How to get a system time in HScript?

    the unix command from hscript lets you run shell commands, for example unix date would work but houdini isn't aware of whatever the date command outputs. still you can do a unix "echo %TIME% > c:/temp/start_time.txt" play the animation, blah blah then unix "echo %TIME% > c:/temp/stop_time.txt" or append with >> (the double quotes are there to prevent hscript from interpreting anything inside them, well i think variable expansion would happen) do the rest in perl and call it again using the unix command like unix perl blah.pl hum well i'm sure there are 10^6 better ways to do it
  7. compositing

    rendering a depth channel of the grass, then clip or z-compose to get the part you want? i don't know if i'm understanding you well
  8. Uberlight Super Sale

  9. Happy Birthday to DaJuice!

    aw i'm late but still...
  10. Skinning and unwrappping models

    hi if you right-click on a sop there's a command called "save texture image" that will save an image with your uv's stamped on it. that makes a nice reference to add as a layer for easier texture painting. btw, with this I often prefer to smudge the texture to fit into a nice laid out uv set than to move lots of uv points around to fit a texture. the unwrap sop is great too. using the optinal second input for custom planes to unwrap to is great. Saves a lot of time. In other software i'd have to make several custom ortho projections, then battle them to fit and the overlapping. beware that unwrap makes one region of continuous uvs per plane, so you'll have seams. It does well with more or less homogeneous textures. another option i use is to modify the source geometry then apply one simple projection. For example a head has lots of concave and convex surfaces that will give you overlapping with one single spherical or cylindrical proj. I use the smooth sop to even out a bit the surface, then the ray sop projecting the head halfway towards a bounding sphere turns out well. Then just need to copy this uv attrib to the original geometry. for skeletal deformation there's just so many solutions (joint, arm, limb, etc) but these are a bit on the vintage side . i think the best start is using bones and the more standard tools. there are 2 capture methods and two weight editing methods, so there's plenty of flexibility there. There are no "dedicated" deformers a la mirai or i guess maya, but no problem either, we got lattices, metaballs-bulge and more. Alex showed me a nice scene with custom bone-driven blends (still got it to show?). In my case I try to rely more on houdini's solution but I'd like it to have more than one behavior to choose from. In softimage I could choose from bycep, finger behavior and the like. I mean, those behaviours were built-in into the bone object and the distribution of the bone's "force field" changed with each.
  11. Reloading DSO

    erm, mike are you sure? i though dsreload was used to reload dialog scripts, useful for writing writing shaders and the like. Sorry if i'm wrong
  12. OT - Maya 5 humor

    the maya arse-blower MG posted the other day was far more laughable
  13. mantra - renderman

    hey betty, if you want to take a look i can scan and send you a chapter or two. Let me know. Still there's a whole lot of good food for the brain in the siggraph papers from renderman.org, here and many other places. Maybe a bit more disperse but just as good.
  14. Scaling individual particles based on age

    removed it: i thought you were going back to sops from pops.