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abvfx

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abvfx last won the day on September 20 2015

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About abvfx

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    Houdini Master

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    https://abvfx.me

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  • Name
    Andrew Browne
  • Location
    London, UK
  • Interests
    These days I only care about furry things.

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  1. I imagine what you need is Guide Skin Attribute Lookup Sop. First input is the guides/hair and second is the Skin you want to inherit UV's.
  2. Procedural Skin Pores

    Did you get anywhere with this? This is a very interesting subject.
  3. So one thing ive realised that make things look a little "same-y". Is the frequency random is fine, but its applied all over. Is there a way to keep the frequency but adjust the seed per primitive? I tried using the @id but it doesnt work.
  4. Also it might behaviour as expected but that means i wont be able to get a different seed of the same frequency per id right? Random freq will give me a different hmm, weird. Every time i turned the Rand Freq up it did it all as one. Thinking about it, I have has this happen before with guide mask random tab where it will treat them all as one. Cheers for the example Tomas. I'm gonna take a look now.
  5. Thanks @Sepu im gonna try this right now. edit:// yea so i tried this. I couldn't put it in the amplitude because that will just increase/decrease the effect, i need a random seed on the frequency or just even a random frequency for the prim. When i put it on the Frequency Guide Attr i get random behaviour. But when i switch it from two to continuous/discrete and other distribution is i get a much more random effect. So this work. I was thinking is there a more elegant way to do this. I don't think so. This is exactly what i need. Perfect Cheers
  6. Yea i thought of doing something along the same lines. Didnt work for me. Created it in the parameter and also did it via a wrangle on the prims. Still didnt work. Can you show me a screenshot, because if its working for you im doing something wrong. Yea it just generate a random value on all the hairs. You would think it would generate a random frequencey per hair, that would be great. This behaviour also occurs with Amplitude too. The random Amp just randomises it but on all the primitives. If you use a mask then all that does is mask the effect leaving other unchanged. If i could maybe just randomise the seed based on the $id that would be the ideal solution.
  7. Hey guys, i have a silly problem that i cant solve. I am using things like frizz, wave, set direction with the groom tools but i cannot use expressions to randomize the effect per primitive (per hair). I figured i should use something like rand($id); But nothing works in the parameter box. What can i put in the Fequence parameter that randomises it per hair?
  8. Houdini 19 Wishlist

    In the feature list in the sneak peak there is something listed you might like. Paint Sop is now stroke based. It's independent of resolution. If I would suggest something. It would be more options for animators to streamline their workflow and have quality of life changes. No point having amazingly low level control for TDs and riggers if no one animates in the software. Can we wean people off Maya? Apart from that I love what sesi are doing
  9. Houdini 18 Wishlist

    Maybe i mistyped what i mean. I mean the ability to pixel paint in uv space. Say i have an attribute and i want to control it with a map, i cannot paint a 512, 1k or 2k map on the mesh in Houdini. I can do this in Xgen and with proprietary hair systems, but Houdini i can only paint on points. It cannot easily create simple float textures at a resolution i specify. The grooming tools are great but this one feature would allow for so much control
  10. Houdini 18 Wishlist

    The groom tools are great but there is one massive caveat. We cannot paint on the mesh in UV space. This is a huge missing feature. By doing this one thing, it becomes more powerful than tool like Xgen and even some proprietary grooming tools ive used. It allows for so much control. Using point attributes is very limiting and having to go back and forth between mari/mudbox is just way to time consuming.
  11. Houdini 17 Wishlist

    In the area of character animation. PSD editor/node interface. And blendshape editor. The current one is fine, but you have to use chops, vex or hscript to allow for correctives. Or make a custom GUI in python to automate adding, removing, editing shapes. In this respect, it feels like the old Maya blendshape. The new one from 2016 allows users to setup correctives on the fly. I'm not envious of Maya but that is one feature that is very attractive. The only other thing I can think of is some approximation of Vop textures in the viewport. They don't have to be high rez, and it's not asking for shaders to be previewed in the viewport. Just soemthing in the viewport without having to render. This aside, best release ever, I say that every time but this version feel like an exponential leap.
  12. Houdini 16 Wishlist

    Also with H being so high in the forefront of most people radar as an FX package it seems like a no brainer to give it some strong comping tools. I don't need Nuke for my everyday needs but it feels so foreign having to learn little portions just for simple things like comping little dailies/turntables etc. Much more comfortable in H.
  13. Just took a look, there are a lot of room/channels for non-game development (#hou-modeling etc). And with it being very accessible i will be happy to use it. Plus discord saves all public conversations so you can come back to it later.
  14. Houdini 16 Wishlist

    Have you checked out Pixar's USD (Universal Scene Description). It is some interesting stuff. I thought it was just some super efficient scene viewer but it seems integrated with presto. There are a bunch of other videos on that channel on USD workflows in a pipeline etc. And since USD and the viewer(hydra) have been open sourcedm i doubt SESI won't be taking a look at it.
  15. H16 at Siggraph?

    I love that idea. Very useful. Colours are great, but there are always nodes that you want very easy access to. Something like a scale slider or in true H fashion a value ladder to boost it's size I'm also curious because in the roadmap they Robert said the shapes can be custom. I imagine there will be stock shapes for most node types then. Maybe it might be useful as another quick identifier to only have select nodes with the new silhouette and other to remain as blocks. So many possibilities, im sure they will get it right though.
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