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Showing results for tags 'advice'.
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Hi everyone, I’m sharing a video showcasing part of my project, where I’ve been exploring environment design, COPs, and PDG workflows in Houdini. I’ve worked on creating procedural cliffs and textures, and I’d love to hear your thoughts or suggestions for improvement. Although this is my first time posting a video of my work. I’m excited to share and learn from this amazing community. Thank you in advance for your feedback and advice!
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Hello wizards, I am about to build my first PC ever, I have no clue on hardware specification stuff, I have like $3000-$4000 budget and I want to invest my money wisely that's why I need your help. I would use this PC for Houdini and Redshift mainly, mostly motion design and a little bit of simulations, and i want to be able to upgrade this setup overtime. I also dont know if I am missing something important. This is what i came up with: Processor AMD Ryzen 9 3900X, S-AM4, 3.80GHz, 12-Core, 64MB L3, con Disipador Wraith Prism RGB Motherboard Gigabyte ATX X570 UD, S-AM4, AMD X570, HDMI, 128GB DDR4 for AMD RAM Corsair Vengeance LPX DDR4, 2400MHz, 32GB (4 x 8GB) GPU: Gigabyte NVIDIA GeForce RTX 2080 SUPER Gaming, 8GB 256-bit GDDR6, PCI Express x16 3.0 HDD SSD Samsung 860 PRO, 2TB, SATA III, 2.5" Liquid Cooling Raidmax TORNADO RC240 Case Corsair Carbide SPEC-054 Power source Corsair CX750M 80 PLUS Bronze, ATX, 120mm, 750W I appreciate any tips!
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Hi, I'm currently working through Steven Knippings Applied Houdini Rigids 3 series and just got a bit stuck at the section where he converts hard constraints into glue constraints using a Prim wrangle inside a SOP solver. I've looked into the geo spreadsheet and it seems to do the conversion but the problem is when this happens the strength should be set to -1 and never break apart but instead all the pieces break apart and go flying. Tried messing around with different strength values and methods but can't seem to figure it out. Any help would be appreciated. I've included the project folder with some flipbooks and screenshots of what I'm talking about. Thanks Heli.zip HardConstraintTest(ODForce).avi
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- constraints
- rigids
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Hey guys, after exploring most sides of Houdini, I'm surprisingly trying to settle on Procedural Modeling as my main focus :D I know it's a bit weird since it's not Houdini's strongest tool, but before Houdini, I have tried Modeling in Maya and Cinema 4D and failed, but with Houdini, it seems so logical and straight forward to my mind. I'm trying to get a job as a 3D Modeller using Houdini here in my country (Egypt), and i need some professional expert advice from you guys on some points regarding the market and Modeling in general (worldwide not just a specific country): 1- Is Houdini used widely in Modeling in the market or not yet? and why? and how much is Procedural Modeling popular nowadays in Games and Film as well? 2- I dunno much about texturing and I'm planning to learn a texturing software besides Houdini, so far I'm choosing Substance Painter, do you guys have any advice regarding this part? 3- Is Mantra good enough for me? Or do i have to dive into other renderers later? 4- How to constantly learn and upgrade myself in the right path? What else to learn? If you can give me advice from your professional experience, that would be great. 5- Any other advice you could give me is welcome, even abstract ideas, anything really. 6- One last thing There are different ways to approach Modeling in Houdini, i know that all methods are correct, but as a professional, do each one have like a standard method to approaching weird curves and irregular shapes efficiently? or you mix and match different approaches? Do you usually do low polygons baring in mind to subdivide the whole thing in the end or you can just model it all high quality from the beginning? I mean, how do you think and set your mindset before starting your work? :D Sorry for the long long post, appreciate your help guys. EDIT: I'm not a newbie who wants to explore Houdini, I'm already familiar with it and with all the resources available and I spent some time learning it. I'm seeking professional advice from experts because I'm applying for Modeling Jobs these days and i have 0 working experience in 3D.
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I was wondering if anyone has had experience having multiple constraints on the same object and breaking them apart separately. the effect I'm aiming for is to have a some large rocks be ripped of a section of rubble and while in the air start to break apart into smaller pieces. I've tried setting up my constraints based on the groups created from the Voronoi fracture and sub fracture nodes, however this causes problem when trying to disable the constraints in different areas. Any ideas? ConstraintsHelp.hipnc NewRubble.abc
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- rbd
- constraints
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Hi, Still learning Houdini and I was just wondering if I'm doing the right workflow. Focussing on Houds' fluids, I want to recreate the NASA's Orion capsule landing in the ocean. Reference https://youtu.be/y-bzD_dGhP0?t=25s Fluid wise, would it be something on the lines of this. - Sim (Capsule) landing in a Flip tank or Splash tank to get splash detail/collision (which one?) - Ocean Spectrum on both a large grid and the initial tank to merge the tank with the ocean Anything I should change or add? Thanks guys