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Everything posted by symek

  1. No More H In A52 ???

    Isn't it better for a young artist learn software he's sure he will get a job with then spend mouths and $ to learn Maya or SoftImage to get to the arc of employees ready-to-hire-ready-to-dismiss? But how to learn it? Does someone should produce REALLY advanced materials on DVD? Does anyone should take care about it? With Gnomon DVDs and other stuffs - there is no Maya field which looks misterious for anybody. Houdini is in general black hole of mistery. Shop leaves Houdini because it's hard to find freelance artist for a oneshot job, young artists don't care about Houdini because it's hard to learn and hard to predict place of new job.... almost closed circle. Only one is suitable to answer these questions: SESI. But maybe this is not their problem. Its comfortably to work for a view big companies. cheers, SYmek.
  2. Netmantra

    In SESI alfred script folder there is a README with explanation what to do to use mantra with alfred... although never tried it. cheers, SYmek.
  3. Why Would They Make The Graincop Do This

    it used to be on Nothing Real webside. I still got it somewhere, but not sure if I can put it somewhere online. I can send personally, if you want. It's 2K simple animation based on still images, nicely postprocesed, everything is separeted: ship, its aplha, shadow, sand, moon, cloulds, sky. Damn good school how from nothing (a few pictures) do something real (nothing real...).
  4. Why Would They Make The Graincop Do This

    Mates! You are so kind and gantle for your self and others! Like in heaven... Seriously, try Photoshop "film grain", Combustion "grain", AFX "grain" etc etc etc. You're right that things should behave like they should , But there are very little things in Houdini which don't do what they promise. On that field H. is the master and SESI is fanatic! Take old Shake benchmark scene with ship on a desert under the rising moon and try to reproduce it in above softwares. 5-12 times slower rendering or hang-out with memory overflow. No such problem in Halo. This is something! Or take realize 2 of Combustion with unusable different keyer (which can be recreated in Vex in minutes). Why all of them still remain compositing software? Because there are number of different field: compositors for TV job, for film production, for commerials, for motion design and purely for assistence to 3d artist. Of course limits inbetween are fuzzy, but what sense to expect from AFX bash support for better integration with Linux/Irix workstation..? (Still Afx is much more universal tool then Halo). cheers, SYmek
  5. I have such a technical challenge (maybe not so challenging): I'd like to add points or primitives in my geo. to some predefinied group during a shot (easy with number of tricks in H.) but then I'd like to count time/frames every point is in a group and then use it info to some purpose (first store it in point attrib as I suppose) just like $LIFE for particles but for geometry. Any idea how to achieve it? Borning particles on primitives after adding then to groups and use particles attrib for measuring time of belonging primitives to specified group? thanks for advice! SYmek.
  6. Time In Groups

    many thanks for detail reply! I'm about to find the answer . One think which bother me is that $FF variable will be calculated in every frame for whole group or geometry not ones for frame in which geo was added to group. I tried to do something like: 'if($timeInGroup=0, $FF, $timeInGroup)' in Primitive SOP/custom tab, but with no result, though this must be my stupid mistake . I thought I can bake geo on disk for every shot to keep correct value of variable in place. But it hard to call it ellegant way...
  7. No More H In A52 ???

    on the other hand, this story on CGNews seems to be sponsored. Whole page about changing software pipeline? Long fingers of Autodesk manegment...
  8. Why Would They Make The Graincop Do This

    .... I see them all the time (staying back face in corners)
  9. No More H In A52 ???

    from practical point od view this makes no different, but form PR POV this looks bad. SESI should put out immediatly some material about CG house switching to Houdini . I've realy admired A52 for their previous works...
  10. Why Would They Make The Graincop Do This

    well, you wouldn't... Halo is not a fully featured compositor (yet). Quite sutable for CG purposes (many great tools in deepraster area) & still poor for dealing with life action footage. This is not a filmstock grain. cheers, SYmek
  11. Brightest Point In Image

    hallo! I wonder if there is a way in VEX to find brightest or darkest pixel in image without coding some fansy loop... I would like to know the range in pixel value from input before I apply some filter designed in VEX. I don't need t6o know the positon - just info, that white point is at 17.4 and black at -3.6 (in floating point image for example) thanks for help. PS Mplay have a buttom which normalize the image range to 0 and 1. To do this it must know "bri" and "dark" to clamp or shift data.
  12. Houdini Dynamics Training Course

    yes, yes, yes! and I'm ready to pre-pay for it as many others I suppose, what doesn't change the truthfulness of mike statment that many materials from meetings or presentations should be available for download. This should be the rule of thumb... cheers, SYmek
  13. Shading Workflow Question

    thanks Mario! Now I know how to call my brand new idea How funny I am...
  14. Shading Workflow Question

    one thing which has came to me but I had never tried such approach: I wonder if you can setup your shader (inside VOPs) that it could use some additional attributes in geometry to completely switch over many surface property as it be different shader. Then in geometry you create these attributes (as "glass", "walls" etc etc), and by applying one shader you have shaded whole complicated geometry. I wouldn't recommend it in a big production because as I can imagine it can easily drive to messy situation, but in case of one big object, with many shaders, this could work better then applying many shaders to groups in SOP... I'm not sure of that, just an idea... you know... cheers, SYmek
  15. Shading Workflow Question

    maybe you should share some simpier version of your scene, because I don't get it. When you model objects, you propably always name some groups if they are important part of your object. In another case you just apply texture for whole geometry, am i right? If you have 30 obj in scene all in different shaders it is complicted scene! Open two windows (SHOP list and SOP/shader in tree view with filtering enabled) and make your work done! If you have many objects with the same shader, you can transert attributes from one "tamplete" objects to all other. Then, changing one shader obj, you will change all of them. (Attribute Copy SOP) As mentioned you can copy objects as many times as many passes you have and prepare different ROPs with object mask, or prepere different takes. On the other hand wouldn't be easier not to keep ALL object and passes in one hip file..? cheers, symek
  16. Problems With Fish Eye Lens

    but how to calculate correct geo distortion? idea sound interesting...
  17. Need To Make Ghosts

    hey! you need do it in 3d/vex only if you want rays to go across ghost so we can see him inside... otherwise just do it in composition playing around with alpha and luma key. This should give you good understanding of what you really need, and perhaps you do not need anything more. You can also flip surface normals and render second pass of ghost - inside view. Then mix these two layers in composition... and you have your ghost with both sides. See also fresnel effect. Rendering just fresnel pass for in and out faced surfaces should give you interesting results. and yes, xray is also goog point to start: is this shader just a playing around fresnel function or ancidence angle? cheers, SYmek.
  18. Problems With Fish Eye Lens

    Apprentice is a good reason to do it in 3D In normal case, as you know, lenses artifacts are the way to compose CG with reallife footage. You have much greater control on it in 2D. As to downgrading image quality - this is of course essential - I've never met situation in which I wasn't have to apply some filter on CG element to match it to real camera picture. Always little blurry... Again, it's just a: picture = mix(CG,Real) case. cheers, symek.
  19. Problems With Fish Eye Lens

    really sorry for trivialism, but what comes to my mind first is: stay away from such effects in rendering... I'm almost sure you know this but in case you don't... Do you need this for some special reason? Can't you do it in 2D? Or just render 1 reference frame and then mimic its curvature in post?
  20. Shading Workflow Question

    hi, peliosis, as to linking shaders beteen many objects, remember that you can reference also strings-line in tabs, not only numbers... To apply many shaders for multipass, you can use takes or in old scenario, just copy your objects on OBJ level and aply different shaders. Then make different ROP for every pass and pipe in a script to switch visibility flags or just choose objects&lights bunch for them. Actually I found that in case of more advanced miltipass/multishader setup, Houdini aproach is much, much easier to manage in then any other app. You just SEE your objects in different incarnation and you are not forced to dive in to deep settings. old SESI video on rendering in passes is still aplicable though we have takes nowadays.
  21. Water Drop Shader

    well water drop is just like a glass drop... I can't see any diff. If any exist you can correct it in composition. Water on small amount just refract/reflect light unless you don't think about foam.
  22. Clouds, I3d Artifacts

    how long does it take this render/i3d generation on your machine? Making a nice clouds is not a problem, making them fast... this is a chalange!
  23. Skeleton Out For Houdini?

    well... just little embarassed. I suppose it should me something more then such info, examples of usage... or quick intro to cgkit.bvh it self? Give me some time and tips:)
  24. Skeleton Out For Houdini?

    there was no big response for my questions but I've scaned a bit my issue and just want to mention to all those interested in import/export skeletons inside Houdini, that there is a module bvh in cgkit for Python, which reads, writes bhv files and define class for storing and manipulating rigs and channel data so it's almost trivial to menage/import/export your rig via python script. best, symek.
  25. hi there! I wonder if there is a way to figure out which object is a bone on current level in Houdini via hscript? Something like "isBone" function? thanks for any help, SYmek