Visual Cortex Lab Posted February 28, 2006 Share Posted February 28, 2006 and that lives inside this and that has 52 subnets in it too 25192[/snapback] LOOOOL sorry couldnt resist .. damn that' huge at my eyes... just wondering.. what was that for?! cheers Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 28, 2006 Share Posted February 28, 2006 It's a model of the cerebellum of the brain.. Quote Link to comment Share on other sites More sharing options...
michael Posted February 28, 2006 Share Posted February 28, 2006 1200+ nodes Quote Link to comment Share on other sites More sharing options...
deecue Posted February 28, 2006 Share Posted February 28, 2006 ..but have you experienced the beauty of the Dot node? For people out there wihtout Nuke they're like tiny little Null nodes whose only purpose is to let you re-reroute your wires around the place. So nice! 25172[/snapback] oh the dot node rocks.. i'm loving that.. def something houdini should have.. but i shouldn't have to use it to be able to square out my wires.. a lot of time is taken just inserting and moving those things around to just have plain squared off nets..(i'd rather have a squared off option and just use dots for custom rerouting..) ctrl clicking to drag parent nodes is quite nice as well.. wouldn't mind that in h.. plus i must admit throwing down an op and slipping it in to the wires between two other ops is quite convenient.. would like to see that in h as well.. but,not being able to disconnect input wires from a node in nuke is still driving me up a friggin wall.. (yea yea ctrl-d but it will only do the first one..) but yeaaa.. another thread will have to start if we want to go over my frustrations with nuke .. over all, the program's damn solid, but there are just certain ui things that i come across and think 'god this is so ineffecient'.. anyways [/rant].. dave Quote Link to comment Share on other sites More sharing options...
DaJuice Posted February 28, 2006 Share Posted February 28, 2006 I want to take these networks, print them, frame them, and put them on my wall. Quote Link to comment Share on other sites More sharing options...
deecue Posted February 28, 2006 Share Posted February 28, 2006 that's a sexy looking net there arctor.. looks like a waterfall going down the side of a rocky cliff Quote Link to comment Share on other sites More sharing options...
keltuzar Posted February 28, 2006 Share Posted February 28, 2006 shame on u all showing off all those nodes... I bet edward can reduce all those nodes to one..... one point sop to rule them all and in the darkness bind them! Quote Link to comment Share on other sites More sharing options...
michael Posted February 28, 2006 Share Posted February 28, 2006 heh heh heh... that network is (sort of) a character....really huge...but after a while you get to know where everything is Quote Link to comment Share on other sites More sharing options...
sibarrick Posted February 28, 2006 Share Posted February 28, 2006 Wellllllll, if it's a challenge you're after Quote Link to comment Share on other sites More sharing options...
edward Posted February 28, 2006 Share Posted February 28, 2006 I vote for the "42" network ... Quote Link to comment Share on other sites More sharing options...
Rafal123 Posted February 28, 2006 Share Posted February 28, 2006 and that lives inside thisand that has 52 subnets in it too 25192[/snapback] 1200+ nodes 25202[/snapback] uheuheuhueueuheuheu, nice.... I just wonder how easy/hard to manage stuff of that size? Quote Link to comment Share on other sites More sharing options...
peliosis Posted February 28, 2006 Share Posted February 28, 2006 uheuheuhueueuheuheu, nice.... I just wonder how easy/hard to manage stuff of that size? 25216[/snapback] They don't manage them, it's like ASCII art Quote Link to comment Share on other sites More sharing options...
TheUsualAlex Posted March 1, 2006 Share Posted March 1, 2006 Wow.... And I thought I've seen the most nodes before, but clearly, you guys beat it. @simon, do you cache any part of the geometry to disk? I was just wondering wondering how you'd deal with the interactivity of Houdini with that amount of network... Quote Link to comment Share on other sites More sharing options...
lisux Posted March 1, 2006 Share Posted March 1, 2006 The next Odforce challenge: The higger Houdini network have you ever done! And obviously with a sexy layout Anyone want this? The more nodes with a the best organization wins. Quote Link to comment Share on other sites More sharing options...
altbighead Posted April 7, 2006 Author Share Posted April 7, 2006 I did this half assed rendering on my free time.. very simple but i thought it is cool .. As usual.. combo of vex sop/dis/bump with procedural approch.no pushing and pulling involved. :stupid: Quote Link to comment Share on other sites More sharing options...
grasshopper Posted April 7, 2006 Share Posted April 7, 2006 I did this half assed rendering on my free time.. very simple but i thought it is cool .. As usual.. combo of vex sop/dis/bump with procedural approch.no pushing and pulling involved. :stupid: 26358[/snapback] That's beautiful. Would love to see the vex :-) Quote Link to comment Share on other sites More sharing options...
altbighead Posted April 7, 2006 Author Share Posted April 7, 2006 quick screen caps Quote Link to comment Share on other sites More sharing options...
grasshopper Posted April 7, 2006 Share Posted April 7, 2006 quick screen caps Cool! Thanks. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted April 8, 2006 Share Posted April 8, 2006 That's a nice image, simple but very effective @simon, do you cache any part of the geometry to disk? I was just wondering wondering how you'd deal with the interactivity of Houdini with that amount of network... 25227[/snapback] That network is littered with rop outputs and file sops to break the chain down into manageable chunks. They also act as break points incase the any of the procedural stuff breaks down. This model has to inter-relate to many other models that exist in the same space and often to do this they build off each other. Of course when it gets that complex you can easily screw things up so having stuff cached to disk means you always have a working point you can return to. Quote Link to comment Share on other sites More sharing options...
lisux Posted April 10, 2006 Share Posted April 10, 2006 I did this half assed rendering on my free time.. very simple but i thought it is cool .. As usual.. combo of vex sop/dis/bump with procedural approch.no pushing and pulling involved. :stupid: 26358[/snapback] Well done altbighead! for these tests maybe you can play with the Fog COP. Quote Link to comment Share on other sites More sharing options...
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