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LaidlawFX

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LaidlawFX last won the day on October 15 2018

LaidlawFX had the most liked content!

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About LaidlawFX

  • Rank
    Technical Director
  • Birthday 02/23/1985

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  • Website URL
    http://LaidlawFX.com

Personal Information

  • Name
    Ben
  • Location
    Pacific North West
  • Interests
    Getting away from the computer
  1. Align Geometry on Spline along TangentU and Y-Axis

    Make sure you use the up vector for vertical alignment. http://www.sidefx.com/docs/houdini/copy/instanceattrs.html
  2. Fuse SOP 2.0 No unique?

    At some version in the future hopefully facet sop will be retired. It's an old friend that has seen better days.
  3. Trying to understand TOPs

    The processing of frames default is certainly not what you want, but it's hard to tell you which options you need to change with out an example as TOPs are a bit to new to just guess what your setup is like. Do you have an example file you can make to share?
  4. FBX workflow to Unity

  5. RBD to FBX error! need help!

    Hi klydeid, Your exported animation has 1631 objects. Unity and Unreal won't be able to realistically process fbxs with that many pieces. With fbx you should stay under 256 pieces for reliability. You can do vertex animation too, but even that would help with curated piece reduction. You may want to just test on the rotor blades only. To figure out any transform issues. -Ben
  6. A Discord for Collaborations!

    They already have a pretty big discord server already set up here : https://discordapp.com/invite/b8U5Hdy called Think Procedural. You may want to check that out.
  7. Blocking for texture baking ?

    Delete the surface...
  8. Od Studios launch

    Congrats, and best of luck Though you may want to replace this in the about us page "Located in beautiful Vancouver, " to "Located near beautiful Seattle" and your Odforce "location"
  9. cvex is for runtime procedural. Instead of say creating a volume you need to save to disk. You can supply a point cloud to your shader and create an entire cloud system just in the shader. http://www.sidefx.com/docs/houdini/vex/contexts/cvex.html
  10. Fatal error: Segmentation fault

    Sounds like you need a new computer, or you should not update your Houdini version on that computer anymore. There are a lot of threads about the specs for Houdini Machine's on the forum so you can see what they are rolling. Otherwise just check out the minimum requirements for the software. Though unless you are just playing at home. I would go a bit above the min specs in most categories, otherwise that computer will just be outdated. If you like gaming, then you can use a gaming laptop for your work machine too.
  11. Hello Masoud, There are a couple old post on the different languages if you did around on the forum, so I won't go too in depth. Plus there are plenty of help docs on the subject. http://www.sidefx.com/docs/houdini/network/expressions.html http://www.sidefx.com/docs/houdini/hom/index.html http://www.sidefx.com/docs/houdini/commands/index.html http://www.sidefx.com/docs/houdini/vex/index.html To answer your last question first SideFX and Prism/Houdini has 30 years of history so there are a bit of legacy, and there is a lot of backwards support as productions will use a version several years out of date. The rest are out of order You should use Python over Hscript. Python is industry standard and cross platform. Almost every single Hscript function has been replaced by a python command. Hscript still has some functions that are handy as they are directly specific to Houdini operations. Python Language is just the general code like Java, Ruby, etc... Hou/HOM Is the python module that is specific to Houdini, i.e. "Hython" or for Maya "Mython". Python expression are short hand tricks to use python code like expression language. Python Parameter Expression is a specific short hand for use in parameters. Parameters have only hou imported so you can do very un-pythonic short hand. Expression's are short hand code to do mathematical and reference tricks across the package. VEX is a vector language like RSL that is good for fast computation of RGB, XYZ style components that is more like C/C++ code. Think shaders or position data. Vex snippet is a place to use code in vopnets. Vex Wrangle is now the common place to use them. Where as vexpression are short hand vex code to do quick operations like the other expression variants. Attributes/Variables are one in the same. Attributes are more commonly used in context to the data in vernacular. Where as Variables is used in reference to accessing that data. Variables can also be for Global/Environment Variables too. In that case they are shell values or hip file centric values that like HOUDINI_PATH, PATH, HSITE, etc. that represent a specific value in the OS or file.
  12. Here you can tear up my production set up in VEX. The tool is designed for Houdini Engine usage, for environment vine creation. So while it looses one or two functions of the SOP solver method such as animated motion. It makes up for it in near instance speed and editability. It follows the same growth structure too. Enjoy https://github.com/LaidlawFX/LaidlawFX/blob/master/otls/LaidlawFX.sop_ivygenerator_1.0.hda
  13. LaidlawFX Toolset

    Hello all. I wanted to share my production library of tools I have posted on Github. Previously a lot of these were posted on Orbolt.com after my 2016 GDC talks. The tools were originally designed to be used in a HOUDINI_PATH style library as opposed to individual hdas. In this manner they can include a larger array of script based tools that don't fall in the paradigm of Orbolt. This toolset is generally complementary to the GameDev, Mops, etc toolset, there are only a few overlaps nowadays. There are two primary libraries of tools. https://github.com/LaidlawFX/LaidlawFX - This is the production library built up over the last decade of work that has been cleansed of studio specific work. This currently contains a set HDA's, a common python library, shelf tools, and example files on how to used the .hdas. Some fun tools in here are an Ivy Generator inspired by Thomas Luft Ivy generator http://graphics.uni-konstanz.de/~luft/ivy_generator/ . File Cache nodes that have been tested on over a dozen productions. RBD to FBX extractors, and an array of ROP tools. Also a module of python code that includes a few sub-modules such as verbosity logging, multiple hda queuing, fbx exporting, file explorer opening, and the large set of options for file caching. Additionally it contains shelf scripts so that you no longer need to use the Material Library, you can just tab and use the shaders like normal nodes. https://github.com/LaidlawFX/HoudiniEngineDev - This is over one hundred hda's to test Houdini Engine implementations in different DCC's and game engine. Each of them test a simple principle from UI parameters to different geometry types and more. Hope they help you at some point. Feel free to branch or leave comments here and I can update the source. Thanks, -Ben
  14. Fatal error: Segmentation fault

    Make sure you rename your default preferences, and let it rebuild them on startup. It is possible a file in there got corrupted and you'll see the same behavior on multiple installs now.
  15. Houdini 18 Wishlist

    If you need a growth solver you want to customize feel free to use this one of mine. It's vexed based so you'll be able to modify easily, and it's extremely quick. https://github.com/LaidlawFX/LaidlawFX/blob/master/otls/LaidlawFX.sop_ivygenerator_1.0.hda
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