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jordibares

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Everything posted by jordibares

  1. Houdini 17 Wishlist

    What about implementing this in Houdini? would be great! http://stanford.edu/~jingweih/papers/quadriflow/quadriflow.pdf
  2. HDA - Rope Maker

    Very Generous of you, thanks so much for sharing.
  3. MOPs: Motion Graphics Operators for Houdini

    IMHO SESI needs to invest on both areas (and others as well). Houdini needs a great modeller and a great render engine that fully takes advantage of the architecture in Houdini. None of those render engines do.
  4. MOPs: Motion Graphics Operators for Houdini

    Houdini getting easier, more accessible is a matter of time, so those that feel the need to protect their jobs I would suggest to look at both ends of the spectrum, either you bring some truly serious maths and engineering skills to the party or you bring some serious good flair and taste. Don't fight gravity... you will loose.
  5. Rigging for UE4 - critique requested

    Seems like you have to tweak the weights so they don't penetrate each other...
  6. vector3 is just the type of object where you store your data that you need to retrieve. a common method would be something like; hou.parm().eval() I hope this is what you are after http://www.sidefx.com/docs/houdini/hom/hou/parm_.html or as a tuple http://www.sidefx.com/docs/houdini/hom/hou/parmTuple_.html
  7. Houdini 17 Wishlist

    Point Cloud tools optimised for large datasets (400 million points upwards) - I have a 2.2 billion points dataset so take a guess the time for of the PointCloudISO - Filtering (outlier removal, Feature estimation, registration) - Normal estimation - Point cloud sampling (RMLS) - Region segmentation (detectin of planes like floor, walls, etc..) - Model fitting may be?
  8. Marvelous Designer to Houdini

    I have seen a couple of workflows but most notably, authoring in MD is a no brainer, then do all the sim in Houdini so you have an integrated simulation pipeline where cloth responds to RBDs, etc... The normal approach is to sim on a simpler mesh and then drive the high res with it, this also allows for a much faster iteration if you have constant changes like we do in commercials... I hope it helps jb
  9. Meshing Lidar Data on the Farm

    Even better, have this one which goes through the whole thing. mediatum.ub.tum.de/download/800632/800632.pdf
  10. Meshing Lidar Data on the Farm

    Hi Nick, I am experimenting also with large point clouds datasets but find there is a ton of work to do to manipulate these in an effective way and finding the right algorithms to estimate normals, filter outliers, classify semantically the point cloud, etc... The method you are seems to me like a dead end as the pointCloudISO SOP is very slow so large datasets don't seem to me viable using that method. You can try adding a normal (0,1,0) should do, and see how it works... Regarding meshing those, I feel this requires specialised tools given the amount of points... Even pcopen struggles... I guess needs some extra amount of effort... have a look at the things Ia m looking at... Good luck
  11. Rendering Scene to another computer ?

    Agree, GridMarkets service is really really good and their plugin, IMHO, is great.
  12. Simulating Plant Life: Approaching realism

    It is really really good, I wish the wind did affect the trunk to be able to judge the animation though... as it is the lack of movement in the main trunk is very distracting but I can tell it is going to look fantastic once finished.
  13. Perspective Match

    It is called Three point perspective and you can find how it is done here https://www.math.utah.edu/~treiberg/Perspect/Perspect.htm and I think this is also useful
  14. Finally it's out!!! https://www.youtube.com/watch?v=KfaSxIkLslE [www.youtube.com] https://www.framestore.com/news/paddington-ms [www.framestore.com] A long journey, lots of artists involved and excruciating detail to be honest with such an amazing character. A lot of Houdini for all the VFX as you can imagine. I hope you like it!
  15. WIP - ok++'s softbodies RnD + .hip files

    Very creative solutions, thank you for the generous sharing.
  16. OBJ Import Material Links

    I wish Houdini's OBJ + MTL support was as good as Keyshot... truly comfortable import workflow... and surely will pay of in the current world we live where we buy lots of asset from Turbosquid and the likes.
  17. Senior Lighting TD at Framestore

    We are looking for Senior Houdini Lighting TDs to start on the 3rd of July, if you are interested make sure you visit our website and apply, some crazy cool projects going on right now!!! https://chk.tbe.taleo.net/chk01/ats/careers/searchResults.jsp?org=FRAMESTORE&cws=39
  18. Senior Lighting TD at Framestore

    PLEASE WRITE DIRECTLY TO emma.leroy@framestore.com AS THERE IS NO JOB DESCRIPTION THERE YET... THIS ONE IS VERY URGENT.
  19. qLib- anyone using it?

    I have been using it solidly for 4 years to the point of becoming the backbone of the pipeline so I highly recommend it, great insights and good practice... highly recommend it.
  20. I am experiencing a behaviour when using object merge that is driving me mad… ok, here it goes… hopefully will be clear I have a car, 1 body and 4 wheels. All 5 elements are separate objects and I apply the materials at OBJ level too by drag&drop. But then I want to "collect" those objects so I can manipulate them as one when I object merge the OBJ the material is lost… it only works if I put a material node at SOP level which is not what I want. I am viewport century and the whole point of drag&drop at OBJ level seems to be lost. My question is… am I missing something or is this by design not possible? I already have a few workarounds but I just would like to know if this is possible. thanks in advance.
  21. Dop impact data

    Nice tutorial Atom... very comprehensive.... I would like to ask you if you think it would make sense use the Voronoi Fracture Points to fracture based on the impact... I have been using it and although a bit cumbersome to decipher the truth is that gave me quite an organic look to it... Thanks again
  22. Dop impact data

    I can only guess as I am new to it that is the object ID for the object that is colliding (creating the impact)... This certainly should be material for a masterclass, get's really deep quickly and it is hard to build a mental picture of it.\
  23. Dop impact data

    This may help you point in the right direction
  24. Is this last scene available somewhere? thanks
  25. GeoJSON Importer

    Very generous of you... looks great and knowing how obscure and convoluted GIS is this surely wlll be a great asset. Thanks... I hope I have a bit of time to play with geospatial data soon. Any resource you recommend to get some sample data? thanks
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