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Everything posted by kodiak

  1. OpenGL renderer

    Hey Mondi, Just out of curiousity, have you been part of the demoscene before? Just suspicious because of the subject/look of the images, the fact that you're coding the engine and also that you're Skandinavian (where it was so popular..still is). I was contemplating the idea about a year ago to create some classic, demoscene look with Houdini, but try and push it to another level of complexity. Looks like you're on the right track with this, I will be curious how this ends up. cheers, Andras
  2. African Buffalo

    It's a Australian golden silk orb-weaver (Nephila edulis).
  3. Autodesk Buys Softimage XSI

    muhaha..at least something interesting happens while we are living these couple of boring days until it just settles down and no one cares anymore back to your shots, ladiez
  4. Maya 2009

    And what about being paid to do your job at a low(er than - in my opinion - acceptable) efficiency? I'm a tad tired of preaching, not sure I really care to spread the word anymore.
  5. seams in NURBS surfaces

    Hey Sergio, I seem to remember conversations about IGES and Houdini single vs. double precision (and trimming) issues back in the 3.0 era, so there should be some information about this in the mailing list archive. Tessellation shouldn't be a problem, I remember rendering quite heavy CAD models in PRMan exported from I-DEAS and PRO/Engineer (that's how I got into it in the first place) other tessellating raytracers (maya software and some early versions - maybe 1.9 - of mental ray hooked into Pro/E) just failed on them because of the same issues. I don't think this changed since, so Houdini might have a precision issue with some of these rather than tessellation problems. There is also an solution in PRMan called binary dicing that sometimes helps these cases. Oh man, dealing with NURBS feels like memories of a previous life now Take care, Andras
  6. Maya 2009

    Stop making fun of us who are FORCED to use Maya...kthx
  7. The SSS Diaries

    Sorry for the offtopic (slighly less so than the gamma intermezzo), but don't you guys sit about 10 meters away from each other? Go on, interesting conversation.
  8. I don't think it's possible with the out of box toolkit in a pure technical sense (and not even considering budget and time constraints)..but that's just me. Someone could prove me wrong, if got a year worth of time on his hands
  9. Mdd Reader

    I don't think it's just a Lightwave thing, it can appear in other contexts as well. Having designed and tested the inhouse MDD tools Nicholas is talking about in the other thread on the SESI forum, I've also seen the necessity to have an option to flip the Z axis. Mind you, in that environment there was no data flow from Lightwave to Houdini, but rather we had an inhouse geo exporter for Maya that would export the static meshes later used to receive the MDD point cache. Earlier we had a Maya->Lightwave pipeline as well, and they seemed to be working consistently together. It might be the case that Point Oven did some "smart" manipulation to make Maya and Lightwave work together better, but that's likely to be the tool used by many people intending to use the factory MDD tools in Houdini as well, so I would say it's a good thing to have that option in general, it costs almost nothing performance wise. PO was the tool that we use that time to generate the MDDs from Maya before we rolled our own one, and I vaguely remember thinking about an option in the exporter to emulate that as well. Sorry for being a bit hazy but it was over a year ago I've been into this. cheers, Andras
  10. Houdini Work

    I don't know any GOOD artist/TD out of a job who wants one..I guess there isn't a huge difference in this regard (I hope at least).
  11. Linear To Light renders?

    Depends on if you want to go crazy or not For practical uses, I would say arguably a gamma of 2.2 (or rather correction) should do for texturing. For viewing purposes, making sure you have a screening device that maps this 2.2 gamma to the final screening device (that is projector/screen/print stock/light conditions) and also that you're comping in the right color space and your comp display LUT is setup accordingly (as is your comp output driver). Also, something I've seen happening is for example in Nuke, when you're applying a LUT to the loader, there is an option to pre divide + post multiply with that.. It should be on if there is an alpha involved (ie. a beauty pass, not necessarily with AOVs). For a little more involved setup, you could try to follow this interesting article. Additional comments/corrections welcome as it's an important but overlooked subject (especially at smaller places).
  12. Linear To Light renders?

    You could do it when you're converting your texture to RAT. Alternatively you could add a color correction VOP (or equivalent shader code) after the texture and change the gamma there.
  13. Linear To Light renders?

    Nope, you should render with a gamma of 1.0. As you said, you will need to put your textures to linear space as well beforehand, and use a display gamma of 2.2 in Mplay. Also, the colour picker will need to be set to a gamma of 2.2 as well to show you what you're actually picking by setting this environment variable. Not sure if there is a new/better way in H9. HOUDINI_COLOR_PICKER_GAMMA This variable specifies the gamma exponent for the device specific color correction of the color picker gadgets and color parameters.
  14. Where Are You Now?

    I'm from Hungary, been in the UK for a long while, now in Toronto..and soon moving on the other side of the world. Where do I click?
  15. Ramp Control For Hda

    Curves are working ok, I just did it over the week for a slightly different thing (controlling particle attributes from the asset interface through "ramps"). Slight problem was that I couldn't figure out (I don't think it's possible in 8.2 anyways) how to store a curve as a default for my asset, so I ended up storing my animation curves on a dummy node inside the asset and deploy them with "chcp" on creation/on user request (button).
  16. "CVEX" in Renderman

    Hi, Because there are many people who are into renderman related R&D stuff here, I thought to ask this. Basically what I'm looking for is a possible renderman equivalent of what Houdini exposes as a pair of Displacement VEX context- SOP Vex context and finally (most importantly) CVEX VEX context. I'm into developing a procedural that I would like to keep on the renderman side (for pipeline reasons) but I would also like to have CVEX like functionality exposed. The user would be able to provide the procedural with additional shaders to tweak the point positions and other attributes, using a language hopefully similar to the displacement context of RSL. Oh, and I would like this "free" In a sense that I would prefer not to go down the route of writing my own shader interpreter and such crazy ideas. So if anyone knows about a specific API that does this, it would be highly appreciated to know about it. Thanks, Andras
  17. axis animation

    Yep, I was working there for a while and helped them to get on Houdini, but unfortunately not there anymore, so I can't comment. There are at least two guys on this forum who are into the deep end of Houdini and project leadership there, maybe they could share some more information. It looks like Houdini helped to overcome some of the difficulties it meant to overcome and helped to raise the quality quickly over just 8 months. Go for it, talk to them. Overall, it's a nice place, lots of...khm..activities after work (if you can handle several rounds of tequila ) Oh, hi Sergio
  18. To Those Working As Houdini Artists

    Focusing on tools is a waste of time. Explore, learn techniques, learn about background stuff be it art or science and practice on whatever software is more convenient. Then you can learn another one with ease.
  19. Color Pass In Renderman

    You will need to either write a shader to do that for you or alternatively what you can do in VOPs is have a Lighting model VOP with no texture on it written out as your diffuse AOV, another Lighting model vop as your specular AOV..etc and yet another one as your texture color. I'm talking mostly H8 here, not sure how this would work with the new shader library in 9..I guess you could try to port them to the renderman context.
  20. Haha..Mario, just so that you know, we deliberately switched to Houdini at AXIS (Glasgow). Just for the sake of confusing the hell out of the community
  21. I think that was Word..Excel was rumored to have a flight simulator..never witnessed it though. And one of the Google apps (I suppose maps) had one as well, from what I remember.
  22. Houdini 2.5 Manual Found!

    Oh, it wasn't just expressions..I remember at least couple of chapters on Lsystems, the Isosurface SOP (talking about how to make a cheese with some expressions ), parachute modeling and whatnot.. Most of them made their ways to the main help, I guess others were just deprecated.
  23. Happy birthday...

    Thanks for making me feel OLD
  24. Houdini 2.5 Manual Found!

    From what I remember, 3.0 definitely had PDF manuals. It even had a separate volume called Cokkbook with all sorts of tips&tricks...similar to the Houdini on the spot book. I used to have a v4 DVD (CD?) and the belonging black spiraled tutorial book, but I have no idea where it is now. Also used to have a v4 (?) GUI introduction VHS presented by Jeff Wagner..again, no clue where it is