Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

9 Neutral

About koanix5

  • Rank

Personal Information

  • Name
    Aditya Kothawade
  • Location
    Mumbai, India

Recent Profile Visitors

381 profile views
  1. Houdini 17 Wishlist

    @Alexey Vanzhula In H16.5, you need a base mesh to manipulate the geometry but in H17, you can use the same tool to create it without needing the base mesh.
  2. Houdini 17 Wishlist

  3. Houdini 17 Wishlist

    @michael That's my mistake and I'm really sorry for that... I got excited and did that . But still a lots of people have already watched the video not because of my post but because they follow SideFX on Vimeo and got the notification of that video. But why not use your own server & site for such confidential content?
  4. Houdini 17 Wishlist

    @michael I'm really sorry for that but never mind. You should take care from next time that you don't make the private video public...
  5. Houdini 17 Wishlist

  6. Houdini 17 Wishlist

    @rod.vfx.td They said that the recordings will be released in the next week.
  7. Houdini 17 Wishlist

    Oh, now I get what you meant by that.
  8. Houdini 17 Wishlist

    What does a PolyDraw SOP Node has to do anything with a renderer? It's definitely something like the PolyDraw in 3ds Max mentioned by @Mandrake0!
  9. Houdini 17 Wishlist

    >> H17 Sneak Peek - PolyDraw 1.0 | Thur | Aug 16 | 1:00 PM Wishing you could use TopoBuild for modeling and not only for rebuilding high-res geo? We will take a look at an early reveal of a new tool for modeling in Houdini, which is currently under development. This tool allows you to draw geometry and build on either existing geometry or from nothing, in an empty scene. Sculpting?
  10. Houdini 17 Wishlist

    @mattvfx Yeah, not getting it on this Siggraph 2018. Only getting a sneak peak on a new feature called as Poly Draw : "Sneak Peek - PolyDraw 1.0 " on August 16. Possibly Houdini 17's sneak peak will come later in September or may be even later? Who knows, just keep waiting.
  11. Houdini 17 Wishlist

    @NNois Houdini already has that which is called as the /OBJ network where one can see the scene properly. Just wait till the LOPs context (possibly LookDev Operators) comes out. I guess that SideFX is trying to make Houdini a complete package which can be used from start to the end of the pipeline. By bringing LOPs, they are competing with Katana and also the new Clarisse Builder. But they need to really speed up Mantra and possibly introduce GPU rendering. They are also bringing the TOPs context (possibly Texture Operators) which can compete with Mari, Substance Painter etc... TOPs could be procedural texturing like Substance Painter. With Houdini 17, you can forget about using Katana. I hope that till Houdini 19, we can forget about using Nuke as well .
  12. Houdini 17 Wishlist

    Houdini 17 will be up at the end of this September or at the start of october. Jeff Wagner said it in the H16.5 Illume Webinar - Collisions Part 3 in the last 10 minutes when he was talking about the Cloth tools and from the way he was talking.. It seems like H17 will bring updates to the Cloth tools as well.
  13. Houdini 17 Wishlist

    @Mr. BalashForget about matchmove node, particle node and other important compositing nodes found in Nuke, Fusion etc. because Mr. Cristin Barghiel said that they have no plans to develop a full fledged compositor like Nuke. This is what he said to me on email when I asked and suggested a few things: "As to compositing, I can confirm that we have no plans to develop a full-fledged application like Nuke."
  14. Houdini 17 Wishlist

    Watch this video: at 26:49. There are 2 new contexts which are coming in Houdini 17 i.e. TOPs = ? and LOPs = ?.
  15. Houdini 17 Wishlist

    It's not about what ideas opposes mine..... but rather the thing that will take Houdini downhill and messy. Already the nodes in MATs context are a mess (too many) and you want all of the other context to unify? And not to mention that 2 new ones are coming this time. So, imagine how many nodes there will be even after filtering them out (Like combining the Wrangle nodes etc...). Not to mention that filtering them also takes some computing power... The reason why every node in Nuke is in a single context is because they are not too many to begin with as well as they are connected to each other and don't have their own deep networks such VOPs etc.