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acey195 last won the day on October 5

acey195 had the most liked content!

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About acey195

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    Houdini Master
  • Birthday 01/10/1991

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  1. Learning Curve of Popular 3D Software

    Its Hilarious, its also a classic I believe I first saw it when I was still in school, more than 4 years ago ^^

    I said VOPSOPs specifically are dead, they are no longer supported.. Attrib VOPs are the new thing, which are basically the same, but not completely.

    VOPSOPs are kinda dead post H13 They are now "attribute VOPs" in which you can affect all geometry types (point, prim, vtx, detail) by selecting the corresponding node, just like Wrangles. import bind is just "bind" to output, use "export bind" (which is also a normal bind VOP, but with some toggles enabled)
  4. Houdini 17 Sneak Peak

    not entirely sure, maybe its specifically for the shader (not the sim)
  5. Houdini 17 Sneak Peak

    Awesome release indeed still some surprises in the launch presentation! To celebrate, I decided to transcribe the list at the end : Light path expressions Accl motion blur New PBR SSS for faster convergence of shadowed areas Much lower memory usage for rendering packed prims Support for multiple GI lights Better Bake texture ROP Pyro shader support for heat, density and temp Data window for deep EXR better Hqueue Alembic layering Better unified Noise VOP Better periodic noise support 64-bit vex AVX accl vex POP fluid DOP Smoother agent clip blending Agent unpack SOP compressed bclip file support color coded node parms channel stats in the animation editor much faster deform sop new blendshape version falloff sop point velocity sop triangulate 2d 3.0 windin number SOP better trace SOP Support for vertex groups in the group sop More compilable SOPs Faster UV transform Better FBX support HEX color support better parameter search and filters NVIDIA OptiX AI denoiser for Mantra/IPR
  6. Houdini 17 Sneak Peak

    I believe these (and probably their names) are still confidential. Unless you are working for larger companies/are able to attend the special events, where SideEffects makes visits to show their roadmaps.
  7. Laptop for houdini

    The top one seems totally adequate I would only get the other one with the potentially better video card if either: Plan on using GPU based renderers (redshift etc), as most of them are still CPU based, and current gen I7s are awesome I imagine You also want to play video games at higher settings. But I would definitely suggest getting an extra external hard-drive if you pick the bottom one, probably still for the top one as well, if you want to do a lot of caching for simulations and stuff.
  8. Group A += Group B

    or (almost) literally as you said in Vex Union: @group_A |= @group_B; Intersect: @group_A &= @group_B; Remove: @group_A &= !@group_B; etc.
  9. In my opinion explicitly typing your attributes is good practice; in particular, for not accidentally using floats when you can/should use integers(if you want to check against specific numbers) if(x==6) is way better than if(x==6.0) for example,
  10. Hey all, Any compositing wizards in the house? We were curious if any of you have a possible work around for the following problem that does not involve using the take system. (or leaving all nodes unlocked) Currently trying to updating some of our pipeline in compositing, but I seem to be running in all kinds of issues regarding Houdini's "Hardcoded-ness" in regards to $F Our file structure follows a 2d structure (filename_X_Y) rather than linear (filename_$F) and I get the feeling Houdini really dislikes that. (at least in the compositing context) So on the top level (from the SOP context) we have some logic to remap a linear number into this 2d structure (see tiles image), which works fine when this iteration number is set by hand. For reference, this 2d structure can be placed anywhere in our tile space, and can be a sparse set of tiles. But replacing this iteration number by "$F" seems to break a lot of stuff, as if Houdini suddenly engages all kinds of safety mechanisms that are in to way relevant to what we are trying to do. One of the things that breaks are all the switch nodes (they check if the input files exist and load a backup image if not, see image below) so to work around this I need to match all resolutions, file formats and file ranges apparently. But setting the file as a still image also doesn't work when the filename is indirectly built using $F. And manually setting the frame ranges also doesn't seem to work as we are not inputting a "true sequence" of files, again because of the 2d structure we are using. So it will report most things as empty frames, or it loads the wrong files altogether. Did any of you try anything similar? Did you run into the same problems and if so was there any work around you could use? Thanks a lot! Twan
  11. VEX "for loop" for Points

    for static values you can just use a "attribute create" node. for wrangles, if they run over "Points" that means it is already looping over all points, so the following should be enough: v@prob = set(5, 10, 20); // if you want to store the data as a vector or you could do, if you want to pick an integer randomly from your list: int probAr[] = {5, 10, 20}; int index = int(rint(rand(@ptnum) * 2)); //rint is for rounding the value to the nearest integer i@prob = probAr[index]; // you could even put this entire code in one line if you would like, like this: i@prob = int({5, 10, 20}[int(rint(rand(@ptnum) * 2))]);
  12. I guess it also depends on how much time the people will invest in your mentoring, generally though don't expect too much on that front.. So some monetary compensation is almost always in order. Unless you like to participate in non-profit projects, though those will also be hard to find. Especially ones that already have Houdini-Pros on their team. Being new in Houdini may limit your choice in people willing to take you up on your offer as well, but I imagine you must have some skills/knowledge in some other areas too, so I would certainly also use those to advertise yourself.
  13. Bumping with the recordings : EPC2018 - Innes McKendrick - Working With Change (Hello Games: No Man’s Sky) EPC2018 - Anastasia Opara - Proceduralism and Deep Learning (EA: SEED) EPC2018 - Oskar Stalberg - Wave Function Collapse in Bad North EPC2018 - Twan de Graaf and Pierre Villette - Procedural Content Generation at Ubisoft Paris
  14. Solving crossroads

    Ahh yeah ok, cleaning up data is probably often the most difficult/tedious step, so I get what you are getting at. Good luck with the rest of the project!
  15. usually what I do, when I have to do a pointcloud search and I only want to have one point affect the other (but not vice versa) is to check the pointnumber. basically, I usually do the following check: if(otherPtNum <= @ptnum) continue; //inside your loop, or whatever other logic you want/need to use to skip the code execution for this point