tfreitag Posted March 26, 2014 Share Posted March 26, 2014 Hi, I want to share my latest personal RnD-Work of first six months diving into Houdini. After first half year working with Houdini it's like an exciting journey https://vimeo.com/89659049 thx for watching. tom. 2 Quote Link to comment Share on other sites More sharing options...
LPriest Posted March 28, 2014 Share Posted March 28, 2014 Looks great! Quote Link to comment Share on other sites More sharing options...
tfreitag Posted March 28, 2014 Author Share Posted March 28, 2014 (edited) thx! ...it was really fun to do. On my journey into Houdini discover every week new amazing things. Last week I discover the world of particle (DOPS), PRTexporter and 3dsmax/Krakatoa..hehehe... Its really amazing ...so i will update my rnd-video soon Edited March 28, 2014 by tfreitag Quote Link to comment Share on other sites More sharing options...
khalid Posted April 7, 2014 Share Posted April 7, 2014 thx! ...it was really fun to do. On my journey into Houdini discover every week new amazing things. Last week I discover the world of particle (DOPS), PRTexporter and 3dsmax/Krakatoa..hehehe... Its really amazing ...so i will update my rnd-video soon Nice , you found a good way to exporte animated mesh from houdini to 3Dsmax ? wiith H13 !! Quote Link to comment Share on other sites More sharing options...
tfreitag Posted April 7, 2014 Author Share Posted April 7, 2014 (edited) since i am working with apprentice hd its not that easy, because you can't export fbx. but i have found severals workarounds: 1.) for animated/deformed mesh with constant pointnumbers: exporting your obj-seq from houdini downloaded objloader(scriptspot) for max then load your first frame (as an static mesh) and load your animation as an obj-seq(with your loader script) put a skinwrap on your static-object and load your animation seq in the skinwrap modifier now cache all out with point cache. voila. 2.) for animated with changing topology(works only with vray) export your obj-seq out of houdini i found a really nice tool (vray) there is a ply2vrmesh.exe exporter (you could found in windows-start menue under chaos group folder) ply2vrmesh is a command line tool...but its amazing, because it's loading your obj-seq, voxilizing the mesh and put it at the end in one vrmesh-file. its come outs really small file size. you could use motionblur etc. and fast playback in viewport. hope i could help. Edited April 7, 2014 by tfreitag Quote Link to comment Share on other sites More sharing options...
khalid Posted April 9, 2014 Share Posted April 9, 2014 since i am working with apprentice hd its not that easy, because you can't export fbx. but i have found severals workarounds: 1.) for animated/deformed mesh with constant pointnumbers: exporting your obj-seq from houdini downloaded objloader(scriptspot) for max then load your first frame (as an static mesh) and load your animation as an obj-seq(with your loader script) put a skinwrap on your static-object and load your animation seq in the skinwrap modifier now cache all out with point cache. voila. 2.) for animated with changing topology(works only with vray) export your obj-seq out of houdini i found a really nice tool (vray) there is a ply2vrmesh.exe exporter (you could found in windows-start menue under chaos group folder) ply2vrmesh is a command line tool...but its amazing, because it's loading your obj-seq, voxilizing the mesh and put it at the end in one vrmesh-file. its come outs really small file size. you could use motionblur etc. and fast playback in viewport. hope i could help. Thanks , i will try it Quote Link to comment Share on other sites More sharing options...
kleer001 Posted April 19, 2014 Share Posted April 19, 2014 More please, that was lovely Quote Link to comment Share on other sites More sharing options...
tfreitag Posted April 20, 2014 Author Share Posted April 20, 2014 no problem ...here some new rnd-clip....its my first steps with dops and i divging a little bit in field of displacement...and i have to say another time WOW! its a pyro sim -> advect particles -> convert to openvdb with fluid particle vdb sop (its so amazing..how it works with thin sheet etc.) and meshes it i capture the normalized curvature (with the vopsop of i.houdini)...and drive it some displacements https://dl.dropboxusercontent.com/u/34142573/pyro_meshing_v04_wearshader%2B.hipnc.mov 1 Quote Link to comment Share on other sites More sharing options...
amir7500 Posted September 6, 2014 Share Posted September 6, 2014 Nice work. keep it continue............... Quote Link to comment Share on other sites More sharing options...
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