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TheDunadan last won the day on July 15 2012

TheDunadan had the most liked content!

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About TheDunadan

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  • Birthday 01/29/1980
  1. Elven Head

    It's a hybrid type, they call it 'Information Technology and Systems Engeneering'. Basically it's a mix of classical mechanical engeneering with more math,computer technology and physics theory orientation and a fair focus control engeneering/cybernetics. From neural networks, biotechnology to fluid dynamics, thermodynamics up to robotics and production technology etc. it's all in there really. Oh and in germany there are very few master / bachelor kinda couses of study, the classic diploma is similar to master, but it's all one thing (takes usually 5-6 years to complete + 2 more years for a doctor degree). Hopefully you'll enjoy the aerospace studies, surely very intresting areas, though personally I'd recommend something that is a bit more general, unless you have a really good picture on what you want to do later, i.e. aerospace. As most engeneering type of studies begin similar, you'll have plenty of time to think about those things anyhow. Jens
  2. Elven Head

    Hi Sascha, Totally clueless on both. When I registered my domains somewhere around 1999 I intended to put something online... Never found the time for it, the constant lack of time (or lack of time menagement ). I know a few companies here in Berlin, but none is using Houdini though I hope one will use it soon . Besides I'm studying engeneering and CG is more an hobby of mine that is at times good for an extra coin or two I'm not the best person to comment on this. Jens
  3. Elven Head

    I made the entire model in Houdini and for my taste, the modeling toolset is pretty good in Houdini. Hopefully I'll soon find time to complete it or actually the current version has changed quite a bit, not so much visually, but from the SOP network point of view. I don't think the size of the community matters so much here, it's more about who uses Houdini. The noisiest people are usually freelancers for good reasons: they want to show off their skills and they don't have a studio full of other artists to comment & critique on their work. And most importantly: If you work for a company you're usually not allowed to show any of your work. I have the feeling that there are very very few Houdini freelancers compared to Maya'n ones & co. Possibly everyone who's good enough in Houdini gets snatched off the street and is tugged into a studio right away . What I'm aiming at: I have little doubts that users of this board have very nice Houdini work, but are simply not allowed to show it in public. Once when Maya was out of reach for freelancers and any capable Maya artist was in a studio there were very few galleries with artwork made in Maya. Same seems to apply for Houdini nowadays. Jens
  4. Viewport selection

    I'm missing slighty classic backface culling; I think it was mentioned in a post on sidefx/forum just recently: So far faces / points get selected even if there are not visible from the current view, but their normals point into the camera direction. If we could script those selection tool modes and assign a hotkey for these it would be even nicer, i.e. select an edge, try finding it's loop, deselect every 3rd edge or select all faces whose area is between value x and y. Jens
  5. i3d with residues / marching cubes

    Gotta do some further reading now... possibly it's the same and they labled things differently. Here in a bit more detail what their approach is about and what for: The point of the system I had a look at, is that it supposedly allows to replace those real clay models that are still widely used in the industry for prototypes of design with digital ones--> They work on Virtual Clay modelers. Here at the uni they do all sorts of other fancy additions to make this virtual clay modeling as realisistic as possible (e.g. cave '3d hologram', force feedback controls to 'touch/feel' the surfaces, and many other gadgets to make things even more intuitive and nicer for the designers). The part the industry is most intrested in, is to convert those models afterwards directly into NURBS surfaces to avoid the otherwise very time consuming process of makeing a 3d laser scan + rebuilding the sufaces. Besides voxel representations allow some very intresting simulations that FEM methods cannot deal with properly. Some even suggest that whole CAD modeling systems will use 'voxelesque' datastructeres for the internal geometry representation in the near future. Anyhow, they spent a fair deal of time on how to represent geometry in a voxel like structure since they need such kinda representation for the modeling system to work efficiently. The current datastructure is quite complex and it's a hybrid 'voxel-octree-and-more' thingy. However the first methods they used were fairly simpel and ensured that rather quickily the voxel data could be converted into a nice closed surface mesh. They used 3 vectors on each side of the 'voxel sides' to allow a well defined interpolation for the surface mesh (this is the part that sounds like signed distance fields thing you're talking about. They called these residues however and the simplest conversion alorithm 'marching cubes' (both seem quite common in medical surface/ volume reconstruction). If with the upcoming level sets in Houdini feature this and possibly more, there won't be a need for this crude thingy Bedies, having had a look or two at the sidefx/journal my main point of intrest in Houdini isn't that big anymore If metamarch() and ScatterMeta OP do what I think they'll do, I can't wait for a new apprentice edition version of Houdini to be released soon. A very sleepy Jens
  6. Rigging Experiment

    All very nice, thanks for continueing to share those rigs with us In particular I like that it's much less messy then the way I used to rig those things, i.e. rigid binding + flexors / lattices and other deformers (with driven keys/expressions). Nothing worse then trying to figure out which deformer was responsible for weired behaviour in certain animations etc Jens
  7. Several questions, regarding VMantra

    If you want to do it the vex way, check Jason's tutorial on shader writing. He wrote something like this: surface plastic(vector amb=1; vector diff=1; vector spec=1; float rough=0.1) { vector nml; nml = frontface(normalize(N), I); Cf = amb * ambient(); // add ambient (tinted by user parameter) Cf += diff * diffuse(nml); // add diffuse (also tinted) Cf += spec * specular(nml, -normalize(I), 1.0/rough); // add specular (also tinted) } Cf is the final color value that mantra renders and unfortunally although it is made up of an ambient, diffuse and specular part, all that seperate information gets lost. surface plastic(vector amb=1; vector diff=1; vector spec=1; float rough=0.1) { vector nml; nml = frontface(normalize(N), I); c_amb = amb * ambient(); // add ambient (tinted by user parameter) c_diff = diff * diffuse(nml); // add diffuse (also tinted) c_spec = spec * specular(nml, -normalize(I), 1.0/rough); // add specular Cf = c_amb + c_diff + c_spec; } Obisouly this second VEX code does the same, however we didn't write it all into Cf directly, but stored each in a seperate variable. Now you can add in the output options as sibarrick desribed c_spec and the final image would contrain an extra c_spec pass now, that stores only the specular information. So the good thing is, you have really totally total control , but you need to adjust the shaders first on VOP's / VEX level and it takes slightly longer to render as well (though much less then rendering it all sperately). Jens
  8. Hi, does anyone know if there have been any attempts in adding residues to the voxel support in Houdini. Rather accidently I found out that our university spends a good amount of time on developing VCM (virtual clay modeling) systems. They use a a voxel based representation here, but since they actually need some tools to get finally a nurbs surface object back they couldn't life with this blocky 'structure' of simple voxel representation, but use residues to get smoother results. I think the image above makes quite obvious what I'm talking about. They aren't good for everything, but they'd allow a much cleaner voxelrepresentation of geometry and in conjunction with something such as a CFD system or alike it might be good for some nice tricks, can't tell for sure, but I think our fluid dynamics department has a cfd sim that uses residues already (since it has a scientific purpose it's rather slow and wouldn't be enjoyable for any 3d works). As mentioned above: we can get a nice surface representation back and the algorithm here involved is very simple. This might be for quite useful as well most of the time. Has anyone done something similar with i3d and Houdini so far or intends to? Unless there are any patent related problems I might be tempted to try adding a conversion tool for Houdini, even if it's only good to use volumetric shaders on geometry. Jens
  9. Where to put this

    Texturing felt wrong .. Data Acquisition sounds good to me. Concerning the content .. it's just this simple trick of taking two photo's in rapid succession and using two polarisations filters. With the filters we force the light sources 'light waves' to be parallel. Since speculars directly reflect the light, they don't change the orientation of the waves --> only if the filter in front of the camera's lens is parallel to the one of the light source, we'll see any of the speculars. If they are at 90 degree angle, we effectively kill almost all reflections and speculars. We get only the diffuse part. Well .. the rest is obvious I guess (if the whole thing isn't common knowledge anyhow). The good thing is that you only need to spent like 100 $/
  10. Where to put this

    Hi, I wanted to make a little entry on odwiki on how to create with only few inexpensive gadgets & and some photo cam fairly decent textures, i.e. how to take pictures and seperate specular and diffuse nicely. Don't know how to title this though nor into which category this would fit best (it's not rendering really, nor texturing). Any suggestions ?! Jens
  11. Heya Don't know if this is considered a real problem, but is there a way to suspend a new entry in the odwiki everytime I do some changes on an entry. Everytime i do a simple change .. switch pc's --> save the changes a new entry in the recent changes page appears. Would prefer to suspend this behaviour as I'll likely do updates quite frequently (I can at least declare them as minor updates --> i.e. you can disable them in the view, yet I'd prefer there being none at all ) Jens
  12. Linear Algebra on odwiki

    Thanks for all the feedback so far. And yep, I'll be most happy for feedback and corrections. If someone thinks the whole thing moves into the wrong direction, let me know about it. And to all those who know linear algebra anyhow, please correct me.. chances are good I'll do a booboo or two One part I'm a bit worried is that I don't know all the proper english math terms and this makes the whole thing a bit tricky for me. Second problem, english itself... though I spent a year in the UK it's really a mix of colloquial english on the one hand side and english found in scientific papers (even in germany papers get usually written in english). Trouble is, if I stick to the typical 'scientific paper style' it's all very dry and likelyl be as difficult to read or worse than text books on this subject ... on the other hand side once I sent a rough sketch to poor Mario and my attempt in combining colloquial english with a more abstract subject wasn't much of a success I hope that this time I'll find a better mixture, but feel free to tell me if it's hard to understand. And there is one last thing: naming conventions and symbols. Unfortunally there is no 'ISO' on this ... hopefully the one I'll use (and make an extra page for) will be easy to follow, if anyone knows of a good one however that most of you are used to, please tell me (I find the one on mathworld terrible, but if everyone else likes that one it would be fine with me). I suppose I'll do the largest part somewhere around the christmas hollidays but if I find some spare time, I'll try to continously contribute to the VectorAlgebra Section on odwiki. Jens
  13. wikiskin

    Any news on TEX/LATEX support ?! I've tried entering a formula into odwiki, but the math forumla wouldn't get rendered. Otherwise I'd work with image files, but this makes editing rather uncomfortable later on. Jens
  14. primitive type question...

    Don't think it's the graphics card issue, it's no workstation card (though effectively patched to the quadro / firegl counterparts), but I run on my p4 2,4 ghz / gf 5900 is this problem as well the p4 3ghz / radeon 9800 and the dual xeon 2,4 ghz with Wildcat III. Since the xeon one is so noisy I try avoiding working on it Jens
  15. primitive type question...

    Nah, on Houdini exchange there are nice little otls that do all the setup work for you and yes in other programs things get slower as well, but I noticed that when loading the same polycage into Maya the smooth function worked much faster. Likely my pc isn't the fastest, but when I worked on this head if setup up everything for this classic 'polycage wireframe -- smoothed geometry thingy' there would be this annoying .1 - .5 s lag before things get updated in the views. In the end I mainly worked on the polycage without the smoothed preview and only checked periodically how the smoothed version will turn out. A faster (possibly limited) sub-d display OP would be nice for modeling, but no more no less I'm much more anticipating the new DOP's then such thing. Jens