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About rickvdvulkaan

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    rick van den berg
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  1. That looks pretty cool. Just found out the apprentice version doesn't support unreal, which makes sense. Well, off the the store i guess
  2. As there is nobody in the world who doesn't like fast render times, i was stumbling around, looking for interesting things. I came across renderers like eevee(blender), but also unreal. From my experience (not really that much experience), eevee was kind of buggy here and there, although the development is going fast. But especially the unreal engine looks.. unreal (really bad joke). At the moment i got to say, the opengl renderer inside houdini does the job most of the times pretty well, but it has it's limitations. I can totally image creating a scene in houdini, send it over to unreal, and render it from there. My intentions are mostly just non-realtime stuff, like motion graphics. but getting basic knowledge about realtime-applications would be a nice bonus. Are people actually doing that? is the workflow easy/fast?, is it a "realtime" link between unreal/houdini? I can't really tell if there is content out there using this workflow. I only see some game-related content, but i'm more into non-linear animations. I am in the first place still a beginner with houdini, but very interested.
  3. importing fbx/obj files correctly with textures

    Okay, i think i got it. It turns out the file node didn't bring in the groups to assign the materials. When i imported it by going to file --> import --> FBX, it worked instantly and all groups were there, with the correct colors applied. I just don't understand why i got the errors earlier. I tried some other fbx files with the file node, and they did bring in groups.. weird stuff. wondering if it's a coincidence or if i'm doing something wrong. The UV maps are still a mystery though, still curious why i got them and how to apply it. Anyway, another small step towards understanding houdini
  4. importing fbx/obj files correctly with textures

    wow that is quite a nice tip, the other tools from labs also look amazing. I tried the quick material node, and it was almost a one-click solution. I selected the screen-image (the typical app-screen) as base color texture, and it fit perfectly. However, the edges of the screen wrapped around the model, resulting in a incorrect looking back/sides. which makes sense. I expected (just a feeling) the ability to select groups for each texture, but there are none. but i am determined to make this work! Attached are screenshots of the folder with UV Maps, and the folder with the textures (i used the screen-texture which i described) Maybe that shines a little light on the situation. I know it's alot to ask, but i would really appreciate some kind of demonstration (which is of course impossible with just these screenshots), as i just cannot find any tutorial/source of information which really suits this particular model.
  5. Hi, this is something that's starting to drive me crazy. I'm still kind of a beginner with houdini. I downloaded an Iphone model, and it includes textures, UV maps, and different files (obj,fbx,DAE). I wish i could upload them, but originally, it's a paid download. I know my way around in houdini, but textures are not really something i worked with alot, only some basic material stuff. the goal is to wrap the textures around the model in a way that it fits perfectly. by the way, i never successfully imported an fbx model doing it via file-import. i always get the message ;"import failed ...........fbx does not exist. I can import it with the file node though. Can someone point me in the right way?
  6. prodedural motion graphic (text) animation

    Maybe that's not the right word. I guess i thought that if i can do it without, i would probably have much more satisfied, victorious feeling. Just eager to learn houdini. or something like that. But from the video, the toolset looks amazing.
  7. prodedural motion graphic (text) animation

    Ah, yes i heard about MOPS, and i kind of knew what that was for. I didn't try it yet, because it felt a little bit like "cheating" maybe i should just accept i'm not a whizzkid and go for it
  8. Hello. Still a beginner, although i kind of know my way around now in houdini. The thing i really like to learn better is animation/motion graphics. First challenge is achieving this effect: I eventually want to animate multiple objects (any kind of objects, but also text) with a slight offset between them, maybe a little bit of randomness in scale/rotation, etc. Now i know this is a tutorial, i can just follow along, and i actually did. (a few months ago) However, this is 10 years old and at some point halfway i remember i got stuck because i couldn't find the exact same tools, i guess because things changed over time. i eventually gave up. It also feels very, maybe even overly complex. now after a few months, i started wondering again on how to approach this and stumbled on the same video. It seems it's the only tutorial in existence when it comes to these kind of text animations. Isn't there a video like this, but something more up to date? Can't this be done in a much simpler way? Or is this still the way to go, and i should just pull myself together?

    Hi Vinyvince! Well, i understand your confusion in this ''vs''.. I'm not even sure what the reason is why i asked it this way. I guess because a lot of functions are overlapping, and everytime i watch a tutorial i can't help the feeling that i'm constantly thinking, hey, you could also do it this way, or that way. i guess i want to make sure that i'm not overlooking something obvious that would make particular workflows redundant. I can imagine that someone could say, hey, don't bother the chops, its fun, but you can be so much more efficient with -x- or -y-.. But i realize that would be nearly impossible since there are so many different people with different ways of working. Houdini offers so many workflows, i have to say i'm slowly but surely getting familiar with the different networks so i got that going.. @ Librarian: Those examples look amazing! Didn't find anything like that on youtube, or the sidefx tutorial section. Thanks for that.. can't wait to check them out, very helpful.. Already no regrets for taking the time to sign up here
  10. CHOPS vs VOP/VEX

    haha, well that is the most important i guess! okay, one more question then to finish my study-evening. couldn't really get this to work so far. i have 10 points side-by-side, attached a transform, and created a motion from far back in the scene, right up the nose of the camera. now i want to offset each point slightly in time so that they jump in one by one (eventually for procedural font/letters animations). when i create a channel sop, and a chop network, i get all the motion data from each point in the chop network. How can i offset each point individually?
  11. CHOPS vs VOP/VEX

    Hello all! I just started scratching the surface of houdini since a few weeks now using apprentice, considering indie eventually. I must say it's like discovering new worlds! really exiting stuff. i will mostly use it for motion graphics/vfx. I got many many questions, but the one that's mostly on my mind at this point in time is related to chops and vop/vex. Do people use vops/vex entirely to ''replace'' chops? After seeing this tutorial: https://vimeo.com/159050313 , i was like, hey, i think that ''lag'' chop /wavy effect (@ 9:30) could probably also be done in vops, right? the reason why i'm wondering this is because if chops could be replaced by vops, it might be more efficient to focus on vops instead.. as there is so much to learn inside houdini. Or do people just use a healthy mix of both? I got the feeling that there are parts of houdini that are a little redundant as the development seems incredibly fast, and i'm wondering if this is the case for chops as well.