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Everything posted by abvfx

  1. I still was unable to get decent randomisation and i wasnt the only one. Another groomer had the same problem, so he made a tool to replace it.
  2. 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?
  3. 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.
  4. Procedural Skin Pores

    Did you get anywhere with this? This is a very interesting subject.
  5. 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.
  6. 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.
  7. 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
  8. 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.
  9. 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
  10. 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
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. H16 at Siggraph?

    I'm not super hot on the node design but it is new and i get what they are trying to do, i doubt it is set in stone. But everything else is very exciting. Especially the radial menu. It might not seem big but i think it will be huge how people interact with H. Especially in animation.
  18. Funny quick tip

    Nice. Can i add? Group SOP - Can't say how many times i see people manually entering boundary edges or points for geometry with a hole in it. Group Sop - Edges - Unshared Edges. Can be for points or edges. I think it is often overlooked.
  19. Hair and Beard Character WIP

    Cool, glad to help. To be honest that video was done on a whim (never expected it to get as popular as it did). The next one will be a little more focused. On the curve groom sop the cump guides (in the drop down) along with planting guides is gonna get you what you are looking for. Clumping has always been difficult to manage locally compared to globally on the fur node. You can paint attributes on the skin but it never feels like an intuitive process.
  20. Hair and Beard Character WIP

    Great start. I was actually just prepping some stuff for another video covering the changes between my last video which was in h13 and new stuff in h15.5. As for the clumping issue, to be honest the new system allows for tons of curves to be manipulated you can manually clump the guides. Using the cump curves tool and not from the fur node. It's hard for me to explain, it will be something I cover in the update video.
  21. Character - Helena

    Something i have been working on recently. I'm still tweaking the geometry, maps and started on the fur. Gonna be doing peach fuzz, eyebrows, eyelashes and obviously hair. Probably various hairstyles because i have tons of reference. I have also been testing different blendshape and corrective methods. I think i have something that works well, best of all it's fast. But more on that when i have developed it more. Zbrush Screenshots - details are separated out into layers so i will be tweaking how much i push them. Base Geometry / Topology So that's the geometry, anything else im sure you will see in other posts. Test render so far - A little saturated and SSS is a bit thick but its a start Default Mantra Surface Shader. Col, Spec, Disp, Gloss, SSS map. Have yet to do an Attenuation map.
  22. VEX vs Python?

    Tons of things but something that it is brilliant at doing is just manipulating Houdini in general. And by that i mean just simple nodes. If you are into rigging, being proficient in python would be a useful. You could work out a nice control system by hand... then use python to automate the process. This would be different than a digital asset because you can use python to edit/control the current set of nodes in your scene. Just think of python as a high level control of Houdini, batch type jobs, nodes etc. Vex is efficient low level control dealing with geometry/attribute etc.
  23. Facial Rigging Q&A

    Facial Rigging Q & A ----------------------------------------------------------------------------------------- As H12 is nearing our systems, there is one feature in particular that has me quite excited. It is one that wont get a lot of attention because its a relatively technically small amendment but one that will change a process and workflow. Pre-Selection highlighting will completely change how one animates. So with animation being much easier (no more trying to select super thin handles) rigging is one thing im looking to get back into. Especially facial rigging. There is relatively little information on facial rigging with Houdini. You can find bits 'n pieces here or on SESI's own forum but its still very much either something that you do based on the techniques used in other software or it takes a lot of time and trial and error. I would like this thread to be a sort of hub to the main questions concerning facial rigging. Not just for my benefit but for future visitors/users. I imagine there are a lot of solutions to the problems that will be discussed and I hope this thread can serve as a place for them. Since this is a topic i have a lot of interest in i will post a lot of my experiences too. Any/all contributions welcomed. (Even if you don't have the answers ) ----------------------------------------------------------------------------------------- Related Threads ----------------------------------------------------------------------------------------- Q. So i will kick things off with a question i have. I imagine when rigging the face that one isnt working with the entire model (body). So how would you be able to rig the face and then to bring in the full model & body rig and transfer the weights. Is it something as simple as using an attribute transfer?
  24. Join Head To Body?

    The best way i know is manually making sure points line up and are right on top of each other. I also make a group of each border (to be safe) and fuse with a very low tolerance. Benefit being you can have all your blendshapes (if that's what you chose) are isolated to the head.
  25. Hey guys, So the curvegroom sop has a "scripted select" button for selecting primitives to groom. This is not to be mistaken with the standard reselect command with `. It it a different animal upon inspection of the asset. Because of this, i am unable to define a hotkey for it with the standard hotkey manager. But if i were to make the function a shelf tool then i could set a custom hotkey for it. However my python skills are somewhat lacking and was wondering if anyone knew of the how to create this seemingly simple button. Any help would be greatly appreciated.