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ISUther

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  1. Hello, I downloaded demo version of Octane. Installed stand alone version and now trying to install plugin. According to documentation they have: Installing Octane for Houdini The release archive contains everything you need to run OctaneRender™ for Houdini, including the Octane libraries, the plugin binaries, the menu shelf, HDAs, etc.. Compatible Houdini products The OctaneRender™ for Houdini build must match exactly your Houdini install to avoid problems. The OctaneRender™ for Houdini plugin requires Houdini Indie, Houdini FX or Houdini Education. While running in Houdini Indie, the plugin will limit the sequence rendering resolution to 1080p, and the scene export and cloud features will be disabled. Houdini Apprentice cannot run the Octane plugin as they lack support for third party renderers. Plugin Installation To install OctaneRender™ for Houdini, decompress the archive downloaded from the OctaneRender™ website and copy the resulting uncompressed files somewhere. Insert the OctaneRender™ plugin folder path to the houdini.env file. This file is created by Houdini after your first run. The location of this file vary per platform: Linux: ~/houdini15.5/ Windows: C:Documents and Settings<username>My Documentshoudini15.5 Mac OSX: ~/Library/Preferences/houdini/15.5/ On Linux and Mac OSX, append a single line to enable OctaneRender™ for the user: HOUDINI_PATH = /path/to/octane;& On Windows, you need to set the PATH to point to the scripts/bin as well: PATH = "C:/path/to/octane/bin;$PATH"HOUDINI_PATH = "C:/path/to/octane;&" You have to use forward slashes (“/”) on Windows instead of backslashes as path separators. And here is the question: My houdini is installed in path: C:\Users\Tann\Documents\houdini16.0 I placed the plugin i downloaded and extracted to this folder: C:\Users\Tann\Documents\Octane plugin\Octane_3.06.4.0_Houdini_16.0.633_demo_Win64 I have mine set like this. (the .env file) but it does not work.
  2. I have hickups when creating hair and will get often error that because not sufficient ammount memory Houdini crash. When i import my OBJ model in to houdini and do following: 1. Go to Grooming tab 2. Select my model 3. Click on adds fur (this will take about 1-3 minutes to load) 4. I click on "Initialize Guides" and system crashes. As i understand it is because 16 gigs of ram is no good for this job. But as i am trying only to add facial hair (so not many hair strings but more like some scattered along the face) Like you see on this model face https://i.imgur.com/7vy2w6p.jpg The model i have is this one: https://www.artstation.com/artwork/RvGdm Is there a way to add sting less of those hairs so system wont crash. (as has to calculate less) What method would you suggest? fiber-mesh in Zbrush and then somehow to convert it in Houdini to facial hair? (how?) I am trying to find a ways to do facial hair without buyng more ram (as i cant afford it at the moment)
  3. Hello, I know there exists such thing as plugin between Houdini and Substance painter. https://forum.allegorithmic.com/index.php?topic=15420.0 [video]https://www.youtube.com/watch?v=sU0B7sBvWAQ[/video] I have few questions. 1. Using this plugin can i texture in Substance and take textures to Houdini and build VFX effect on top of the model while having those textures? 2. Is there a plugin also for Houdni and Substance Designer 3. Is there similar plugin for Mari and Houdini? Best regards Tanel.V
  4. You are missing the point here, When i texture in mari i can visualize PBR rendering in Mari but when i take textures to Houdini i need to build shader from scratch. Tho when i looked at Substance plugin you youst create that substance material node and apply that to model. Thus means you do not need to build shader in Houdini
  5. Hello, I have a zbrush model. Model has different elements 1. Blade part 2. Root part (blade has growing roots) 3. Bone part (blade has bone / fang similar element) As i understand in order to texture it correctly i have to have different pollygroups for those parts as i cant have same shader that has glossyness on roots part as roost are not shiny but i am afraid that it will make those shader connections too sharp like instantly shiny part ends and non shiny part (root part) starts. Is there a way in houdini to blend those edges somehow? Here is also a video where i try to explain this
  6. Hello, I have a question regarding Houdini shaders. I am painting my textures in Mari (Never go pass the texture paintings to look dev phase as my previous PC was not so good and caused my PC to crash EVERY time i tried to assign shader to model) Now i have stronger PC and i am able to work with shaders as i study on my own many questions arise. For example: 1. I sculpted dagger in zbrush 2. I retopo for model is done 3. UV-s for model are done Here for example is dagger handle where you can see UV-s 2. I retopo for model is done 3. UV-s for model are done Here for example is dagger handle where you can see UV-s
  7. Houdini 16.5 fire shape question (Campfire)

    Never mind i got it solved. Instead making flat plate below the logs to emit the fire and making logs static object i created 2 sets of logs and converted one set in to flame. If i need burning coal below it i make small blob-s in zbrush and add those there same way. 2 sets and convert one set to flame and tune flame down. As in real world high flame never comes from coal that is under the unburned logs but actually from the logs that are set on the camp fire in specific way.
  8. Hello, I am atm trying to create a camp fire based on tutorial but i have problem as my fire goes directly up no matter how i change "Shredding" but i need it to follow bit more the logs Here is also sample video rendered. Anyone can help me with this? CampFire.hip
  9. I do not know what happened but now it works fine and can`t re-produce the issue again- But thank you anyhow:)
  10. Hello, I am trying to figure out what causes this view tilting in Houdini. For example> If you hold down Alt and press mouse left button and rotate. Mine tries to tilt the view all the time. If i go "Edit" >> "Preferences" >> "3D Viewports" my settings are like this at the moment: https://imgur.com/GI9ls5Z If i change it to 90-s style i get less tilting but i still have a bit of it. Can anyone add image of default settings?
  11. Due the fact that Houdini base render is mantra (cpu) based and lack of high speed multi core cpu-s in market I have started to think to go with vray and render man. Vray has stand alone version also. So do not have to use mantra. This means heavy multi core and thread is not so mandatory. I dislike the Xeon processors cause the clock is too LOW and price is too high. So i am thinking to getting x99 board but what gpu to get in to SLI? What do you recommend?
  12. Hello, I have following texture maps that are painted in Mari and saved out. Base color Epidermal Color map - Outer layer of skin Subdermal map - Deepest layer of skin Mid scatter map - This is layer where i painted veins Primary specular map - Dictates skinn general specularity Secondary Specular map - Dictates where are the oili areas in the face (As you may know skinn is in some areas more oily then others) Displacement map Those are the maps i have at the moment painted in Mari for my orc. And now trying to build shader for it in Houdini. Basic skinn shader if i use that i dont know how tobring in my maps. As atm it has those color options that dictates what color the skinn will be etc thus overriding my textures? If i dive inside skinn shader i have only 1 node what nodes to use there in order to bring in my texture maps and how to connect those? As i understand i can plugi in Base color Epidermal Color map to diffuse color But where to connect all others. And what node to use in order to bring those in? If i clikc "tab" and select "Textures" options what i get are: * Bump Texture Displacement Texture Normal texture Texture Vector Displacement Texture Note! My orc model has UDIM texture maps. Update: If i use Skinn shader that is inside houdini and i dive inside and create texture node (by pressing "tab"key >> selecting "Textures" >> Selecting "Texture" node) And i load in my UDIM Textures for base color and i connect output named as "clr" to Skinn shader node Duffuse color i get an error: https://youtu.be/qJJ9-PxvZcQ and in addition here u can see my question also:
  13. For some reason cant see move, scale and translate handles inside node
  14. How would you cut holes in to the mesh?

    I was trying to create a Swarm host model: http://wiki.teamliquid.net/starcraft2/Swarm_Host_(Legacy_of_the_Void) Take base mesh in to zbrush (as it gives me more accurate shape) and then sculpt it. I will later retopo it. I have started to use modeling in many cases to get base shape and then take it to zbrush for full modeling Here is what i have created so far. https://tanel.artstation.com/
  15. Here is what i have: Idea is tho have rounded edges with sharper tips. Goal is to make base shake in houdini and later take it to zbrush. I did not want to take it instantly to zbrush as zbrush is not so accurate but modeling is. Later was thinking to extrude he surface so model has some thickness to it. And those sharp edges on botom (wave tips) they cant jave yust one vertex as it will cause problems later but needs to be sharper like a fat or blunt knife. How would you model this? Would you just add divisions on the model and then start bringing those verts down or would you use this method?
  16. Best way to slide verts along the existing path?

    Thank you i will take a look at it on evening when I get home from work. What i was trying to do was to create a half sphere cover like a mushroom. And then adjust edges and then make poly extrude from it to make it more "fatter"
  17. Hello, I have started to model one element (Picture attached). I am trying to model it and atm need to move specific points but maintain the over all the shape. Is there a simple way to move those points or i need to manually move those points?
  18. Best way to slide verts along the existing path?

    My hip file as attachment. How would you connect those? Can you make fast example? Sample.hiplc
  19. Mantra is default but it is slow when have poor CPU What other options are there? As i understand vray is not available for Houdini atm. Arnold render engine installation is worse then software installation from 80-s
  20. Hello, I downloaded and installed renderman for Houdini 16.5.268 Installed RenderMan-Installer 21.5.0 I also changed Houdini env file in: C:\Users\Tann\Documents\houdini16.5 # # Houdini Environment Settings # # The contents of this file are read into the environment # at startup. They will override any existing entries in # the environment. # # The syntax is one entry per line as follows: # VAR = VALUE # # Values may be quoted # VAR = "VALUE" # # Values may be empty # VAR = # # Example: # # HOUDINI_NO_SPLASH = 1 RMANTREE="/C:\Program Files\Pixar\RenderManProServer-21.5" PATH="$PATH:$RMANTREE/bin" C:\Program Files\Pixar\RenderManProServer-21.5 is where is renderman bin located. When i start Houdini i see RenderMan RIS tab and also render man lights etc When i click on RIS ROP it will create ris1 node in to "Out" path in houdini I have set up basic camera and renderman light but when i click on "Render to Mplay" i get an error: CreateProcess failed for 'prman'
  21. I wonder how easy it is to install. I have atm new Houdini 16.5.268
  22. Hello, I have decided to study more Houdini. As i want to expand my knowledge regarding Houdini and not limit myself only with shelf tools. VEX expressions what tutorials or educational materials would you recomend and in what order? Note (need only up to date tutorials as out of date tutorials where they use nodes that are obsolite etc will not help but only create more confusion). Also what tutorials to go over regarding wrangle nodes. Best regards Tanel
  23. Yes but i know myself i need to start from something more visual. I am no coder and programming languages i do not know. I was in university course for one week (Java) and all i did understand meani9ng of variebles ans some simle stuff but nothing else. At end of the course they were allready creating game i was liike möh what does this button does I do not understand often stuff if is written but if i see what it does and i can easily change it (aka pluging node to somwhere else) i thi nk i learn better
  24. I am more a visual learner. Never understand coding tried Java and failed badly. What do you think is it maybe then better to start with VOP-s? As i understand VOP is vex but node based method.
  25. Hello, Due to the fact that i cant afford at the moment to buy faaster render engine for Houdini and mantra is too slow i decided to try take my animation from houdini in to maya. If i am not mistaken this is possible. I have Maya 2017 and Houdini 16 As Maya 2017 has Arnold render engine as default i will try to use that one. As far as i knoe Mantra is CPU render engine and Arnold is GPU based. But before that i need to understand how can i take my scene from Houdini to Maya. Anyone knows best way to do it? Or can reccomend a up to date tutorial?
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