MatrixNAN Posted March 26, 2006 Share Posted March 26, 2006 Don't forget you can still add the fine detail on top of any system by using a displacement after the deformation. Even with all the capture stuff I've played around I can see having a pose based system can add some candy on top of what you can get with even the most sophisticated capture system. And you wouldn't really want to be moving around millions of polys would you? Surely you need something more realtime? 25981[/snapback] Just for the Poses would you want millions of polys for the actual animation low poly and render high detail displacement maps based on the poses. Cheers, Nate Nesler Quote Link to comment Share on other sites More sharing options...
grasshopper Posted April 18, 2006 Share Posted April 18, 2006 How hard would it be to add colour coding to parameters in Houdini? This could provide a big workflow aid for artists working on complex pipelines in production. Some of the assets or shaders we use run to hundreds of parameters and colour coding would be an easy way to prioritise them or group them semantically. For example, some settings might be coded one colour to indicate that they should not be changed without supervisor approval or another colour might indicate those parameters that should be adjusted first. Alternatively, in an HDA a colour may indicate controls that adjust shape or controls that adjust translation, etc. You get the idea... Quote Link to comment Share on other sites More sharing options...
3__ Posted April 21, 2006 Share Posted April 21, 2006 update (vops ui improvement). -> Quote Link to comment Share on other sites More sharing options...
old school Posted April 21, 2006 Share Posted April 21, 2006 Now that is actually quite slick! I don't think it is possible right now but very slick indeed. Now if we could say: output 1 -> displacement shader context output 2 -> surface shader context Now that's dreaming... Quote Link to comment Share on other sites More sharing options...
michael Posted April 21, 2006 Share Posted April 21, 2006 wouldn't it be easy to just use the output node's name as part of the shader name... like output_1_shader or shader_output_1...? Quote Link to comment Share on other sites More sharing options...
mtucker Posted April 21, 2006 Share Posted April 21, 2006 Figuring out what name to use for the shader wouldn't be the hard part Mark Quote Link to comment Share on other sites More sharing options...
Jason Posted April 21, 2006 Author Share Posted April 21, 2006 How hard would it be to add colour coding to parameters in Houdini? This could provide a big workflow aid for artists working on complex pipelines in production. Some of the assets or shaders we use run to hundreds of parameters and colour coding would be an easy way to prioritise them or group them semantically. For example, some settings might be coded one colour to indicate that they should not be changed without supervisor approval or another colour might indicate those parameters that should be adjusted first. Alternatively, in an HDA a colour may indicate controls that adjust shape or controls that adjust translation, etc. You get the idea... 26647[/snapback] Ahh, yes; this would be nice; any assigned colors could carry across to the Channel Editor too. I believe this would tie in with the thread on the SESI forum. http://www.sidefx.com/index.php?option=com...iewtopic&t=5513 Quote Link to comment Share on other sites More sharing options...
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