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Everything posted by bentraje

  1. Hi, HDCycles has a github page but I think I have to individually compile it, and I'm not really well-verse with that. It would be nice if it was just an easy and copy. Has anyone use the cycles for houdini?
  2. HDCycles (Cycles for Houdini) ?

    @schwungsau Ah gotcha. I initially thought Cycles for Houdini was like a "standalone" plugin like Redshift and Arnold. I guess its implemention needs Solaris knowledge
  3. Hi, I have a separate skeleton for arm and leg. I add separate controls for each joint chain. Currently, I have to select their respective rig pose node to able to manipulate them. So when I select the arm rig pose, the leg controls disappear. And vice versa. In the object level rigging, all the controls are visible by default. Is there a specific set-up where I can set all the visibility of all RIG POSE nodes? Basically, I don't want to select them individually in the node editor. Select them at the viewport and have them automatically selected in the node editor. Regards, Ben
  4. HDCycles (Cycles for Houdini) ?

    Still wondering if anyone has tried it.
  5. Hi, Is there away to automate my Output File parameter in ROP FBX Output node based on the Geometry File parameter in File node? For example, Input: Geometry File: D:/chair_big.fbx Output: Output File: D:/chair_big_fixed.fbx I have a lot of these fbx files that needs fixing and it would be nice if I can just swap them out and click save disk rather than changing the output file everytime. I can use the copy/paste relative reference but there is the "_fixed" suffix that I don't know how to insert lol
  6. HDCycles (Cycles for Houdini) ?

    Still wondering if anyone has tried it.
  7. Show All Visibility of KineFX Controls?

    Up? I checked a substantial number of YT videos regarding KineFX and no one shows this. Is KineFX really just for mocap? And not for the usual handkeyed animation? I just want to animate through the viewport (click the onscreen controls and animate).
  8. Hi, Is there a way I can restrict groom brush to a specific guide? Currently it affects all the guides, which is a bit difficult to style. See attached file for reference. hou008_restrict_groom_brush_to_a_specific_guide.mp4
  9. @skomdra Thanks for the link! Might come handy in future exploration.
  10. Hi, I'm new to Houdini. (Well back and forth user). I was wondering if I should just invest time on the KineFX toolset for rigging fully or learn also the Object Level Rigging. I'm a rigger in other DCC. So rigging is not new to me. That said, I would like to future proof. I used houdini before H15 on some fur. And just learned that they introduced a new fur workflow in H16 and the technical know how of the old one is potentially useless. Will this be the same thing with KineFX vs the Object Level Rigging? I'm not talking about the concepts but the technical knowhow basically nodes of the previous system can't be opened in the next version or so.
  11. @skomdra RE: CHOPS Ah gotcha. I guess there's no way around it. Well, it's not a total loss for me per se since I haven't invested too much into it. RE: KineFX Rigging Thanks for the clarification. Will invest more item time with this system. I just really need a KineFX rig (the traidional one not that mocap one) to pick around. AFAIK, the content library only offers the object level rigging files. Anyhow, have a great day ahead!
  12. KineFX creating reverse foot

    Hi, I haven't explore kinefx with the reverse foot set-up but have you checked this tutorial? This was just released today
  13. Hi @skomdra @ryew Thanks for the response. I've watched several rigging videos (KineFX and Object Level rigging) from the time of this posting and now. RE: because object level rigs rely on CHOP networks . . . This is the kind of insight I was looking for. Didn't know about this. From this impression, I guess CHOP networks will remain single threaded on the future releases? RE: object-level rigging will be familiar to other packages like Maya Yea. It definitely is and I just watched the rigging videos on this one with ease. RE: KineFX "flexibility" It's powerful.With the full body IK, it reminds me of Maya's Human IK. But it seems to be rigid in its system. It's good for MOCAP processing but I don't see it using any bend arm legs. Sticky lips set-up etc. Or even just facial rigging in general in KineFX. All I see is body rigging mocap demo. Correct me if I'm wrong.
  14. @Librarian Thanks for the file. I think the problem is on my end. I matched the settings for your nodes, except for the Redshift Obj Tab. (I don't even use it, I just installed the Demo and I only render in Mantra and not in Redshift). So I guess its a bug where RS interfers with it. Anyway, I managed to render it with Mantra by changing the Render>Hair Generation to Use SOP Geometry
  15. Hi, I tried the Hair Shelf Tool. 1) Create a Grid 2) Click the Add Fur Button 3) Render with Mantra It renders the grid properly but not the hair. Am I missing something? 2021-04-07_18-34-35.mp4
  16. Simple Way to Disconnect Edge?

    Hi, There is an existing thread about this topic back in 2017. It works but it is somewhat a roundabout way of doing it. I was wondering if there were node changes since then to simplify this workflow. For example, I can easily disconnect faces and points using only the Facet SOP with unique points enable. Unfortunately, Facet SOP only accepts points and face groups For references, here is what I mean by disconnecting edges (in C4D as illustration): disconnect.mp4
  17. @Librarian Thanks for the response. Where do I see this "uncheck attribute thickness "width" ? I think its not on your screenshot.
  18. Simple Way to Disconnect Edge?

    Hi @underscoreus Unfortunately, I couldn't get it with the polycut sop. What I ended up doing, still a bit "verbose" but it works. Basically, separate polygons per primitive (through blast node) then combine them with fuse node with the edge group.
  19. Alembic particles to C4D

    Thank you for sharing! Really helpful.
  20. [SOLVED] Advect points on a SOP level

    Hi @markinglevfx @bunker I only have the indie and noncommercial version. So had to ask a colleague to open it for me. The file works as expected. It also works with vanilla volumes (i.e not VDB) although I seem to have more appealing result with VDB. Thanks have a great day ahead!
  21. Hi, Is there a way to advect points on a SOP level? I understand that there is a VDB Advect Points. I couldn't get it to work. Even if I do, I think its a bit round about way to "advect" points, at least based on the documentation (i.e. uses vdb from polygons, vdb analysis). Just wondering, if there is a simple node/process to do this like the "Pop Advect by Volume" in the DOPS level.
  22. [SOLVED] Properly taper the ends of PolyExpand?

    Thanks for the file @Librarian. That is some high level set-up right there. Lucky Dee from the tech-artist slack group also provided a file on just a simple sweep rather than the poly expand. taper_polyexpand_sweep.hipnc
  23. Hi, Is there a way to properly taper a PolyExpand node? I'm planning to have a pseudo procedural ornament and I need the ends to tapered. I'm using the local attribute "offsetscale" to have variable width/offset but when I set it to zero, it just offsets unexpectedly. You can check the illustration of the problem here spline.abc taper_polyexpand.hipnc taper_polyexpand_illustration.mp4
  24. [SOLVED] Convert Spline to a Beveled Geo?

    @Librarian Interesting set-up specially the use of edgedist. Thanks for the file
  25. Hi, Is there a way I can procedurally create a beveled geo (like the one below) from just a spline input?