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sebkaine last won the day on April 9
sebkaine had the most liked content!
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262 ExcellentAbout sebkaine
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Rank
Houdini Master
Personal Information
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Name
Emmanuel Mouillet
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Location
Paris
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Thanks a lot for sharing this Sergey , your tool is absolutely brillant , this deserve some tips on a patreon. It's a production ready assets. Cheers E
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for those who need that for vellum cloth , here is an other hip pin_to_animation_att.hiplc cheers E EDIT : I also add the link to this post , cause Tomas hip is very useful and concise to get pin constrain control by an attribute : https://www.sidefx.com/forum/topic/68425/
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- animation Mixer/Sequencer a la XSI/Maya - camera Mixer/Sequencer a la XSI/Maya - parallel rig evaluation like in Maya https://download.autodesk.com/us/company/files/UsingParallelMaya/2020/UsingParallelMaya.pdf - better outliner like in Blender/Maya , with ability to parent, organize, sort, rename all elements in your scene in a Hierarchical way without using the node tree. - nodal context to create GLSL viewport shaders from nodes + glsl wrangle like maya shaderfx or babylon.js editor - ability to export GLSL shading trees to UE/Unity - 2d post process in the OpenGL viewport [ bloom, grain, vignet, CC ] - reflection/light probe + screen space reflection for viewport - ROP openGL that actually work as expected with 100% viewport fidelity - MOPS kind of OTL integrated by default a la gamedevtool , but in the idea to have mographdevtool - COPS on steroid - CHOPS on steroid - do not force USD workflow by default let the choice to use it or not, small boutique might not need USD
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Bulletproof implicit UV for FLIP solver.
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Integrate in the auto rig tool, very clean base mesh for : - biped : male / female human - quadripeds : feline / dogs / horses For each model have by default integrated : - clean skin mesh topology - clean optimised muscle geometry - clean skeleton Like this : https://www.3dscanstore.com/ecorche-3d-models/male-and-female-écorché-bundle https://gumroad.com/nicolasmorel - Create a restricted feature Muscular FEM solver where all that is not needeed is ditch from the solve, optimise interpenetration and self collision between msucle to get ziva FEM speed. - Having all the muscle constrain already set on the default skeleton base mesh - push and simplify a workflow were muscle in the Muscular FEM are based on modeling in Zbrush instead of having to draw muscle with the houdini muscle tool. - ability to export poly geo of skin / muscle / skeleton to zbrush and edit them directly with a GOZ like real time connection - Ability to retarget those base mesh to different type of characters
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i hope someone can prove me wrong , but i think that this process cannot be automated with ROP or PDG, if you want UV snapshot of 1000 object you have to do that manually. maybe python could do that ? but i don't know how.
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sebkaine started following Houdini Alembic export to Maya, with instancing
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I hope not ! Competition is great for us, I don't want to see SESI becoming the new Foundry. When you have a full monopoly on your market you always tend to slide slowly to the dark side of the Force. However it would be a delight to see SESI competing against Foundry monopoly on the high end compositing software market.
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Better integration between Houdini Engine and crowd system in Unreal Engine. Something like Anima but with the fire power of H. https://www.youtube.com/watch?v=KyxXKA84xXY
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not Hengine related but i strongly recommand all the lighting academy tutorials by Tilmann Milde who work at dice. and it's 100% free. These are extremely good tutorial. https://www.youtube.com/watch?v=grN5Yd55UIM he have a patreon if you want to support him : https://www.patreon.com/Daedalus51
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Houdini Viewport - VR HMD Connection - Oculus Rift / HTC Vive
sebkaine replied to ameyer's topic in Games
I understand Adrian, but i will just give you my pov. - Working in VR by applying the traditional VFX way into the 360 world, is imo the wrong way to do VR. - Importing Tons of VDB assets / load of gygabyte for POP cache etc .... certainly is not an option in UE. - but precalc suck for 360 it is an awkward way , and 360 movies tend to be boring excpet when they are rendered 8K stereo with good haptics setup I think that you must also think about an other option, that is to shift your paradigm. and accept that yes real time will give you lot of constrain , BUT you will have an iteration power over all the creative process that no precalc engine on the world can match ... even RS with 4*1080Ti. If you are making a 360 experience and will dedicate 1 or 2 years of your life doing so ... working in precalc with a VFX paradigm way of doing things in mind, is just the wrong way. But if you start to modify some of art direction + story to take RT restriction into account, you will be able to consider your project as a software not a movie, and will be able to achieve somethin far more impressive than what you have expected. You will for exemple be able to pack an experience , then distribute it on various support, - like interactive room scale immersive movie with a rift or vive - wire free interactive eperience with an oculus quest - 8K stereo movie for wider audience 10 min of 8K at 60Fps is 36.000 frame to render. if you render one 8K frame with RS in only 5 minutes , it's 180.000 minutes for the all movie so it's 3000 hours for one iteration of your movie , and about 125 days for one iteration of the movie. with unreal you will be able to render your movie in one day on a single machine. so just before you jump in a clunky Maya + Houdini + precalc RS workflow, be sure to double test UE and RT workflow. if after that you sure that UE is not for you , that is OK but at least you will have really push the UE options. Good Lucks ! Cheers E EDIT : and by the way i agree with you streaming the houdini viewport to oculus or vive or valve index would be great , this has been already ask as RFE , finger crossed for H18...- 9 replies
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Houdini Viewport - VR HMD Connection - Oculus Rift / HTC Vive
sebkaine replied to ameyer's topic in Games
what about unreal engine + HDA + HouEngine ? - you will have the interactivity - the FPS - a true real time framework - No pain to find a custom solution In case you really want it in H you could make some research on - Check out how openVR encode positional tracking info https://github.com/ValveSoftware/openvr - How to translate those info into a usable format like OSC https://github.com/BarakChamo/OpenVR-OSC - how to load the data contain in this format into CHOP , for exemple OSC loader in CHOP https://docs.derivative.ca/OpenVR_CHOP (Touch Designer equivalent ) - Connect your CHOP channels to your camera 360 - is it possible to apply directly Vive lenshader in OpenGL inside Houdini ? you need to double check - the hardest part like said previously will be to open a GL window that stream the houdini viewport rendered throw that camera Getting 90FPS out of that will be a real challenge/miracle that needs some serious programming background Well except if you are a Russian coder, and it appears from your avatar that you are not , i will spend this R&D time, on Unreal Engine and Houdini Engine practice. Cheers E- 9 replies
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This is a script coded by a friend : https://berniebernie.fr/wiki/Houdini_Python I think it would be great to have something like this by default on Houdini, in order to get a previz image of a certain part of the node graph. It could be very useful when sharing setup between people for complex FX / Rigs / Lighting setup.
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render volume in mantra in short time
sebkaine replied to pan.mentolka's topic in Lighting & Rendering
good read by Fathom basically i start with that with volume : -
- gpu rendering for mantra and bake texture rop - split mantra render mode to render integrators like prman or render kernel like in octane - build a mantra PBR integrator that can only run precompile shaders for faster rendering - add a mantra post process node for custom LUT / Bloom / camera fx like in octane / maxwell - ability to output uv snapshot with the bake texture rop directly - new UI / interaction paradigm for manual task like modeling / uvlayout / sculpting / paint weight / blendshape / grooming / deformer - nodal / inline code GLSL shader tool to control the shaders and lights in the openGL viewport - openGL viewport LUT to match Unreal / Unity display - controlable GLSL viewport postprocess grain / vignette / bloom / LUT - perfect matching beetween mantra render and openGL preview, translation of VEX noise to their GLSL counterpart - display shader preview from external render engine in the shader palette - cops on steroid
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Thanks for the tips Andrii ! and sorry for the delay answer. I will try to do that in full dops, see how it goes, and post back the result if they are good enough ! Cheers E