Hi there,
Synthetic data platform company is looking for,
possible remote experienced Houdini TD full time position.
Please pm me with cv and reel for more details.
thanks.
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Houdini Jobs » Full Time Experienced Houdini TD synthetic data position
- James_Burg
- 153 posts
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Technical Discussion » Non-rigid Registration of Temporal Mesh Sequences
- James_Burg
- 153 posts
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Its been long time since I posted here,
With the rise of volumetric capture studios,
I wonder if anyone can point on known workflow for Non-rigid Registration of Temporal Mesh Sequences?
Something that might be close to this paper ?
https://dl.acm.org/doi/fullHtml/10.1145/3359998.3369411 [dl.acm.org]
Also if there is known Houdini workflow for Template-based 3D Model Fitting
as this solution :
https://www.russian3dscanner.com/ [www.russian3dscanner.com]
Thanks!
With the rise of volumetric capture studios,
I wonder if anyone can point on known workflow for Non-rigid Registration of Temporal Mesh Sequences?
Something that might be close to this paper ?
https://dl.acm.org/doi/fullHtml/10.1145/3359998.3369411 [dl.acm.org]
Also if there is known Houdini workflow for Template-based 3D Model Fitting
as this solution :
https://www.russian3dscanner.com/ [www.russian3dscanner.com]
Thanks!
Edited by James_Burg - Jan. 14, 2020 15:03:38
Houdini Learning Materials » Save\export animation Channels as bhan\bclip
- James_Burg
- 153 posts
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Houdini Learning Materials » Save\export animation Channels as bhan\bclip
- James_Burg
- 153 posts
- Offline
Hi to the smart people of the Houdini community :-)
Assume I have 1 animated point.
I wish to export this point with all of its attributes (tx,ty,tz,etc..) to recorded channels over time (change per frame).
what is the standard way to do it?
there is any difference in workflow when we talk about millions of point?
I started to look into it but wonder if you guys have any insight or hints
for better\efficient workflow.
I`m not looking to export geometry but only channels
to use smartly in other software.
Thank you !
B.
Assume I have 1 animated point.
I wish to export this point with all of its attributes (tx,ty,tz,etc..) to recorded channels over time (change per frame).
what is the standard way to do it?
there is any difference in workflow when we talk about millions of point?
I started to look into it but wonder if you guys have any insight or hints
for better\efficient workflow.
I`m not looking to export geometry but only channels
to use smartly in other software.
Thank you !
B.
Houdini Engine for Unreal » Asset not coocking unreal 4.7.4
- James_Burg
- 153 posts
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I have tried to import most simple sop asset of box with scale parameter :-)
the 3D Houdini logo appear and is never replaced by the cooked result.
but now when I opened new project it seem to work.
Still,
1.I`m not sure what is the difference between sop and geo level asset when
we talk about unreal domain…
2.how i`m create asset that waits for geometry to work on.
for example i have 3d object inside unreal and i want to scatter points on it using asset from Houdini.
the 3D Houdini logo appear and is never replaced by the cooked result.
but now when I opened new project it seem to work.
Still,
1.I`m not sure what is the difference between sop and geo level asset when
we talk about unreal domain…
2.how i`m create asset that waits for geometry to work on.
for example i have 3d object inside unreal and i want to scatter points on it using asset from Houdini.
Houdini Engine for Unreal » Asset not coocking unreal 4.7.4
- James_Burg
- 153 posts
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Any asset I`m try to import or create does not cook inside unreal 4.7.4
anyone got the same problem ?
anyone got the same problem ?
Houdini Engine for Unreal » Uknown extension
- James_Burg
- 153 posts
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Houdini Engine for Unreal » Uknown extension
- James_Burg
- 153 posts
- Offline
Houdini Indie and Apprentice » Houdini to Unreal 4 workflow
- James_Burg
- 153 posts
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Hi,
thank you,its seems you very right.
https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html [docs.unrealengine.com]
I`m used ro TouchDesigner which is also 3d engine to do
operations on geometry like in Houdini so I looked for quads option,but i guess Unreal works differently.
thank you,its seems you very right.
https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/StaticMeshes/index.html [docs.unrealengine.com]
I`m used ro TouchDesigner which is also 3d engine to do
operations on geometry like in Houdini so I looked for quads option,but i guess Unreal works differently.
Houdini Indie and Apprentice » Houdini to Unreal 4 workflow
- James_Burg
- 153 posts
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Hi thanks alot for the reply,
OK,the vertex promote did most of the trick,
still
as it seems, I cant get quads geometry …
it triangulate all faces…
OK,the vertex promote did most of the trick,
still
as it seems, I cant get quads geometry …
it triangulate all faces…
Houdini Indie and Apprentice » Houdini to Unreal 4 workflow
- James_Burg
- 153 posts
- Offline
Hope it will change soon…
Exporting to game engine should be trivial in any 3D environment…
Exporting to game engine should be trivial in any 3D environment…
Houdini Indie and Apprentice » Houdini to Unreal 4 workflow
- James_Burg
- 153 posts
- Offline
Hi,
thanks for the reply,
“No smoothing group information was found in this FBX scene”
did you try import into unreal 4.7 and up using fbx 2014 ?
https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/index.html [docs.unrealengine.com]
thanks for the reply,
“No smoothing group information was found in this FBX scene”
did you try import into unreal 4.7 and up using fbx 2014 ?
https://docs.unrealengine.com/latest/INT/Engine/Content/FBX/index.html [docs.unrealengine.com]
Edited by - March 6, 2015 05:47:23
Houdini Indie and Apprentice » Houdini to Unreal 4 workflow
- James_Burg
- 153 posts
- Offline
What is the way of exporting models from Houdini to Unreal 4?
Seems like the FBX exporter in Houdini is not working well.. or lack compatibility with unreal 4 and not offer enough exporting features .
Seems like the FBX exporter in Houdini is not working well.. or lack compatibility with unreal 4 and not offer enough exporting features .
Edited by - March 7, 2015 10:51:35
Work in Progress » Korean Visible Human (KVH)
- James_Burg
- 153 posts
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Houdini Learning Materials » Houdini Raytracer in VOPS
- James_Burg
- 153 posts
- Offline
Houdini Lounge » DCP Format Test
- James_Burg
- 153 posts
- Offline
My friend ask how to to be sure his DCP format will be broadcast as expected.
Any work-flows you using and know that they works without test on physical
projectors will be welcome .
J.
Any work-flows you using and know that they works without test on physical
projectors will be welcome .
J.
Technical Discussion » Houdini crash on windows 8 [Solved]
- James_Burg
- 153 posts
- Offline
Thank you Mark!
I changed from display driver build 310.90 to 306.97
So far, work as usual with no special errors.
J.
I changed from display driver build 310.90 to 306.97
So far, work as usual with no special errors.
J.
Technical Discussion » Houdini crash on windows 8 [Solved]
- James_Burg
- 153 posts
- Offline
build 12.1.185
Windows 8 pro
16gb ram runs on 2400mhz X.M.P profile
3770k,GTX570.
Every time using Parameter windows in Houdini.
Houdini getting stuck and I must kill it from running.
(cant save project in the way)
to get error message I put pc to sleep and wake it up.
The error message running on loop on the Houdini Console:
“NT_GeneratorThread::queueEvent event queue full. Event dropped.”0
Windows 8 pro
16gb ram runs on 2400mhz X.M.P profile
3770k,GTX570.
Every time using Parameter windows in Houdini.
Houdini getting stuck and I must kill it from running.
(cant save project in the way)
to get error message I put pc to sleep and wake it up.
The error message running on loop on the Houdini Console:
“NT_GeneratorThread::queueEvent event queue full. Event dropped.”0
Edited by - Jan. 19, 2013 16:25:31
Houdini Indie and Apprentice » Bad side effect after bevel
- James_Burg
- 153 posts
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Houdini Indie and Apprentice » Bad side effect after bevel
- James_Burg
- 153 posts
- Offline
Why this happening ?
And
How to solve it ?
or
How I should generate this bevel in this case ?
thanks!
J.
extrude,poly extrude,poly bevel.
And
How to solve it ?
or
How I should generate this bevel in this case ?
thanks!
J.
extrude,poly extrude,poly bevel.
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