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kiryha last won the day on November 23 2021

kiryha had the most liked content!


About kiryha

  • Birthday 05/06/1977

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    Kiryha Krysko
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    Houdini, Photography, Cookery

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  1. Hello guys, I am looking for a tutorial or course on how to create a game with Unreal using Houdini Engine. Ideally, it will be a shooter, where you have an environment and you can walk there and interact with objects and characters. I can imagine such a particular course might not exist yet, so any relevant links would be appreciated. I am totally new to game dev but have a strong background in VFX, so there are topics I am interested in: - High-level overview of Unreal Game creation. Unreal 101 (how it stores the source files, scene structure, etc), how to build and release a simple game (where an environment might be just a plane and you can walk there), what are the requirements to publish it on Steam, etc. - High-level overview of Houdini to Unreal workflow. Building procedural worlds in Unreal using Houdini assets.
  2. Thank you guys for the support! Finally, with your help, I have an asset that I can use to promote my other crazy project, "The Secret Code of Superheroes" workbook for 4-6 yo kids
  3. Why I don't have motion blur in my Karma render? book_flip_pages_005.hipnc
  4. Thanks, Paul, you rock! Though I can't make it work yet... How can I debug the values in the snippet1/snippet2 nodes? Nither printf() no attribute spreadsheet gives anything. I am not sure which values I get from copynum etc. `path = sprintf('E:/projects/workbook_A/3D/textures/%s.jpg', '0');` work `path = sprintf('E:/projects/workbook_A/3D/textures/%s.jpg', copynum);` do not work. Also, on your screen, every primitive has a different value for copynum attribute, but for me, it is every 266 primitive... book_flip_pages_004.hipnc
  5. I did not open Houdini for a while so even with this simple setup I need assistance I have a 200 pages book (I guess it's Matt's Estela asset) and 400 jpeg files named 0000.jpg, 0010.jpg, 0020.jpg, 0030.jpg etc. I created a 2 sided shader and I need to assign a unique image to each page. As far as I understand I need to define a unique ID for each page in my book/copy_pages node and then use this ID in some expression in my materials/texture1 and texture2 nodes. And that I don't know how to do, I would be super happy if anyone can help me with this! book_flip_pages_001.hipnc
  6. I don't know how to utilize such functionality via copy-paste... But as an option, you can build a Python script for Houdini which (with selected Mantra Node) will run Nuke and create a reader with exr: import subprocess import hou NUKE = "C:/Nuke12.1v2/Nuke12.1.exe" mantra = hou.selectedNodes()[0] exr_path = mantra.parm('vm_picture').eval() command = 'C:/temp/nuke_create.py' subprocess.Popen([NUKE, '--nukex', command, exr_path]) and the content of nuke_create.py would be: import sys import nuke exr_path = sys.argv[1] nuke.nodes.Read(name="My_EXR", file=exr_path)
  7. Do you want to have Mantra render engine in Nuke, or you just need to load rendered image (exr or whatever)? To load image in Nuke you need to create Reader node and provide a path to this image: import nuke path_exr = "C:/temp/awesome_render.exr" nuke.nodes.Read(name="My_EXR", file=path_exr)
  8. My bad, you are right. But I was assuming the script is quite simple, and in that case, I guess it can be easy to update.
  9. There is no such a big difference between Python2 and 3, so re-writing should not be hard. In Python 3 "print" is not a statement anymore, it is a function, which means you have to place everything in parentheses: print ('Hello, World!')
  10. In case you need an example for the Houdini wrapper...
  11. Interesting... I don't have a particular solution, but in general, if you will be able to avoid nested loops (which complexity is O(n^2)) it will increase the algorithm speed. E.g. "Find Different Elements in Two Arrays" twice faster than "Find Common Elements in Two Arrays". And keep in mind that sorting also takes time. Higher speed can be reached by the cost of higher memory usage (you can store results in a variable/hash table and check them before the next calculation). You may find some ideas here: https://leetcode.com/problems/intersection-of-two-arrays/solution/ Though on arrays of such length you would not notice any difference.
  12. There is no better answer than practicing a lot. Learning is a repetition.
  13. I think the common and most efficient way is networking. This is when you find a person in a studio you want to work in and ask this person for help. The best option if you have something in common with this person, e.g. you know each other, or you have at least a common friend or maybe you are from the same town or graduated from the same university. So you say "Hello" and ask for the help, but not directly to get a job in this studio, better to ask if he/she could assist in a resume and show-reel polishing, query for some advice on how to improve your chances to get a good position. It's basically a lot of time on Linkedin or in such places like this forum. I know how hard it could be to get a new job at a new place so I wish you luck! And patience.
  14. @dolexd Take a look at this VEX tutorial
  15. I think we need to examine Solaris workflow to understand how SideFX supposes to handle project data to avoid such things. As I understand, they came to a Solaris solution working with several big studios and it should be the way to go. The USD based pipeline makes integration of Maya as an animation tool a lot easier as well. I feel that Houdini did not beat Maya in the VFX industry completely (yet) only because of the painful transition for animation artists and pipeline TDs
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