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sebkaine last won the day on June 23 2018

sebkaine had the most liked content!

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About sebkaine

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    Houdini Master

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    Emmanuel Mouillet
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  1. Houdini 19 Wishlist

    SESI should take the power back on Houdini Engine for C4D and ship it directly with the houdini installer, with full support of all the feature : geo / curves / points / volumes.
  2. KS_Feather

    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
  3. Vellum - animated Pin to Target?

    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/
  4. Houdini 19 Wishlist

    - 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
  5. Houdini 19 Wishlist

    Bulletproof implicit UV for FLIP solver.
  6. Houdini 19 Wishlist

    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
  7. uv snapshot

    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.
  8. Solaris Reveal

    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.
  9. Houdini 18 Wishlist

    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
  10. Houdini to Unreal Tutor Needed (Fee Updated)

    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
  11. 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...
  12. 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
  13. Houdini 18 Wishlist

    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.
  14. render volume in mantra in short time

    good read by Fathom basically i start with that with volume :
  15. Houdini 18 Wishlist

    - 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