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symek

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Everything posted by symek

  1. Houdini Hair Test!

    what!? 14 hours!? you mean this small, nice animation took 14 hours to render? Where do you see reason for so long time?
  2. 6000$ per render node!? Are you using SGI for rendering or what? I thought rendernodes are much cheaper then simple workstation and quite good one you can get for 2-4K$... also (not sure of that) but 5K$ is a price for first PRMan licenses. 140licenses wouldn't cost 140x5K, right?
  3. It's written in Notes that it can NOT be done in PRMan 13 unless now. As I understand there is nothing special in that trick - I mean, no fancy technology outside pure PRMan is used, so mayby this is really possible in Mantra without BIG coding efforts... The sourcecode seems to be about publishing too...
  4. Softimage Xsi Camera Data To Houdini

    as always, best place you can start is wiki: http://www.odforce.net/wiki/index.php/SoftImageXSIToHoudini plus plenty of answers for your question at: Houdini/XSI Forum page what a surprise! cheers, SY
  5. Houdini On Buzz Tv

    well I'm the last person not appreciating 3dbuzz work for community. But part of my respect to them is my truthfulness for them. If something is wrong I'm telling this is wrong... that's all. Of course it's more like a joke then 'real' interview and that's why I was supprised that SESI IS actually using it as marketing material. I wouldn't do it on their place. So we have unprofessional, pathetic material used by professional, powerfull company... you know, one spelling mistake (lots of this stuff in my posts ) in advertising flysheet costs more then whole campaign . There is a lack of such videos from SESI and there is the one, at last... crap. And of course I was too strick here. Just watched that curiosity and I couldn't resist, sorry... and at the end, they actually earn money on that (hope they do), don't taken from me or you but they do... and this is good. cheers, SYmek.
  6. Houdini On Buzz Tv

    well it's kind of you... perhaps I've said something too strong but these are definitely not good interviews and for sure for noone, either you know much more or you you want to know much more... Nevermind, I don't want to make a "case" from it. Just a small frustration after ~130MB of downloading cheers, SYmek
  7. Houdini On Buzz Tv

    I don't want to be rude.... sorry eveyone involved... but I expected better TV experience/competence from 3dbuzz guys! . The interviews are horrible, not mentioning whole 3dbuzz-TV-show. I mean, tutorials from them are great but these TV-Shows are pathetic! and interviews with SESI looks like a job of market competitor... Have you seen Alias TV-presentation after LOTR premier? Interviews with producer, animators, some compliments, pics from the movie etc etc. Nothing special just big event with Maya involved so it was obvious to record something on it. Why SESI - with headquater in the same city as CORE (right?) - didn't make similar movie..? Put the news on cgchannel or whatever. You got your 5 minutes on top, use it! Of course it seems that SESI is not interested at all in such maketing practise, and these interviews were just by accident but it would be much better not to praise it on the main site. 3dbuzz wanted to talk with us? So, they talked... it's their case. Sorry, if it sounds like stupid patronazing but I'm really upset after watching this crap. It would be really worth to do some video introduction into SESI world. "who we are, what we do, why we are different and so on". It's obvious that both speakers from SESI are great men, good talkers, right sources of information and all it comes from that is half-person on locked tripod, with overburned window behind and unilluminated face, and info everyone knows for a year.... SESI! Buy me a ticked to Toronto, pay hotel and I will make movie(s) for free, for me it's like a vacations entertaiment. Only drawback I see is my English... I'm affraid (... who knows, mayby it will be funny because of that )
  8. Very Important Houdini Info At 3dbuzz

    I put it on 3dbuzz also: "I have important question: what does actually mean in english "fundamentals"?(in respect to training mat.). There are number of great videos about Houdini for beginners also from 3dBuzz. All SESI materials for Houdini 6.0 are still valid. There is GNOMON DVD for beginners, there is a great book with some great tips and full of knowlegde. The PROBLEM is, that there are nothing more. Deep hole between the beginnigs and advanced problems. A person who will go through all freely available materials doesn't need another "let's start from the beginnig". There are so many people who wait for NEW advanced stuff! In my opinion 3dbuzz should start in point they had stopped lately which means tornado and splash tutorials - they are REALLY awsome! I will spend every money for Houdini training materials, I can prepaid for them today!!! but not for DVD which repeat over nad over again just "UI, object states, basic shader, let's see some really basic particles..., and now the ball will fall down from table, o great! DOPS - it works!". It's worthless. Very interesting thing: the most advanced HIPs available in net are whose from hacker contest. There are mayby few others complicated stuff. There are no difficult stuff in any DVDs or so on... This is the gap and this is the place to earn money on trainnig materials by being usefull for others! So, please, 3dBuzz, publish some details on this! cheers, SYmek. PS Hope noone feels offended."
  9. Again...

    I know it seems to be my obsession since I'm writting from time to time about Python integration in 3d packages out there (SoftImage, Blander, RealFlow, Gelato etc etc).Here we have almost finished integration of Python into Maya, which turns pythonists into MEL experts. With cgkid2.0 python can be used as replacement for MEL. Hmm... and there is no other so elegant language as Python. Point for Maya I'm affraid... with so many quite advanced modules python/cgkid its self turned to be somehow 3d application. It can already construct 3d scenes (from ribs, geo, bhv, textures), preview it in OpenGL and render via RenderMan (or even Gelato). With relatively small efforts Python bindings to Houdini would open SESI world for integration with others, which is as we all know very desirable future. :whistling: cheers, SY.
  10. Again...

    even more: there is also maya c++ Sdk binding inside cgkid, so even this level of manipulation is available from python. this makes sdk development rapidly fast... I'm not sure about any internal limitation but it seems that you can use sdk classes as a part of scripting, which makes it really powerful at least in terms of futher development in pure sdk.
  11. Is ASAD slide projection equivalent to texture projection in terms of texture coordinates? I suppose not, since I see differences between projecting textures with uvTextureSOP from light and ASAD slide projection from the same light (I don't mean shading differences). But how to acheive in ASAD the same result as projecting tex from light via UVTexture SOP? I want to try light projection via own shader as described here: http://www.odforce.net/wiki/index.php/Ligh...meraProjections but first I should know where I was wrong in ASAD usage. thanks, SYmek.
  12. I made very simple scene to compare results and I can't see differences actually. Sorry, I should check this before making rumor on the forum. There must be problem in my real scene though, because in simplified example UVTextureSOP IS equal Asad slide projection in terms of coordinates. In my scene they are not. hmmm.... I will try to figure out this puzzle and publish serious results... "except, of course, for the obvious differences in resolution: the asad light is working at the renderer's current shading rate whereas UVTexture's resolution is tied to the geometry receiving the projection " you mean that current render resolution is involved in projecting texture via Asad shader? How this can by? No, wait, it's about texture resolution, right? In UVtextureSOP scenario texture is sampled in respect to geometry mircopolygons? and in ASAD shader, one pixel of texture equals one pixel on screen in light space? Does it make any sense? gosh.... SY.
  13. Ground Crack

    what did you mean Ivan? I don't get it...
  14. Reflection Contribution

    yep, I know vex anisotropic and it's not what I need. That's why I'm interested in the mentioned paper. cheers, SY.
  15. Reflection Contribution

    o great! it's always worthy to wait for your reply (and ask questions I'm affraid .) this paper you pointed out about anisotropic phong brdf model... on Figure 2. we have cylinder with apparent of brushed metal. Is it possible to acheive it in mantra with its native lighting models or code new one, and what about antialais of such brushed surface? You said that this model is almost standard nowadays. Does it mean that mantra anisotropic model keeps this model's guidelines? sorry, I know you are busy cheers, SY.
  16. Reflection Contribution

    Hi Mario, I'm lost. What is the BRDF in respect to VOPs? I mean I know what is BRDF in general (also from your great contribusion to odwiki), but I thought BRDF is calculated via lightning model in VOPs. But from what is written here my idea of BRDF has broked into pieces. I get the idea of treating diff and spec with fresnel also, and I do like that always what it comes from my compositing expirence but: "...Why do we often apply a BRDF (which includes Fresnel) to specular reflections, but not to mirror reflections? Why are specular reflections somehow different than other types?" somehow change my personal confidence of what I'm doing when I mult spec or diff by fres and add reflect previously mult by fres ro whatever.... When I take Lighting model Vop with turned off amb, diff, and keep just spec, do I retrieve spec contribusion of BRDF or not? thanks for clarifing things! cheers, SYmek.
  17. Zdepth - Extract

    (1) what is the first convertCOP for? Pz IS in floating point format so it doesn't have to be converted. (2) you can even simplify this network by converting to 8bit in file format options, which have bit depth converions for most of file formats (so second convertCOP is optional also). (3) if your plan is to use Pz outside Houdini and Halo, it's better as I suppose to store depth map in other file then your render, so you can use it just out of mantra in any application with support for 32bit per channel images. This extra step in Halo will be then unnecessary. After that you can still use it of course in Halo, just using CopyChannel COP. cheeers, SY.
  18. Ground Crack

    nice one... I've just need it thanks, SY.
  19. Zdepth - Extract

    sorry, I've just read Mario post...
  20. Zdepth - Extract

    Gosh! so many steps to do so simple task? Just render your file with pz plate (or plug in pz to cd in vop - you have then inaccurate but smooth edges deph map ) equlize it in cops to see you whole range of Pz, then save as tiff with forced 8bit depth.
  21. The SSS Diaries

    Did you render out pointclouds first and point shader to your file on disk? Sorry, but this is first thing has came to my mind... basics. If you done this, you should write something more or send your hip file. cheers, SY.
  22. Gelato For Houdini?

    but its written that rib exporters for Galeto are free external tools from renderman.org... so how it can be restricted...?
  23. Gelato For Houdini?

    wait a minut, wait a minut.... if Galeto can import ribs... and Houdini can export ribs.... does it all mean that....
  24. Realflow 4

    RealFlow 4 is coming with lots of new stuff on board and it has support of Python scripting... this is only thing I'm jeleous of. This would be very handy if I could call python interpreter just from Houdini texport without warpping ~op commands via sockets just like /-> py h.op_mycommand... but doeasn't matter. RF4 is obviously targeted for movie productions, and this way it becomes Houdini competitor.
  25. Reflection Occlusion

    o! great, thanks for more info against my ignorant's way. I'm not really sure but is ambient VOP just a simplfied version of vex func with all this stuff like cone angle? as taken from RenderMan pictures, "real" reflection occlusion with properites as you specified, are just B/W map of highly contrasted occlusion. So good point with using standard ambient occlusion is that you save one pass more of rendering. I used to make some comparisions, and I almost alway could reproduce reflection occlusion map from ambient occlusion map with some tweakings. But, of course, you're right, there are differences, and for situation they can by noticable, its better to use "real" occlusion reflection... but what is "real" anyway..? thanks again for info. SY.
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