I wonder if along this new COPs (if Copernicus is it what you guys guessing) also comes new UI for nodes of those COPs it could be good sign of UI refreshing also i wonder if there will be some generative AI nodes in it? I really hope so!
btw is it possible to use bitmap made from composition of COPs as texture in material editor right now? and if yes is it interactive? So you can tweak it as you need in realtime?
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Houdini Lounge » Houdini 20.5 Rumors
- oldteapot7
- 62 posts
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Houdini Lounge » Houdini 20.5 Rumors
- oldteapot7
- 62 posts
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Yeah "all presentations" but those could be presentations of specific functions in depth. Iam talking about that "demoreel" or whatever its called. SideFX usually release it before actual software release for marketing purposes. AFAIK it was always this way. And sneak peek even earlier...
Edited by oldteapot7 - May 29, 2024 17:32:44
Houdini Lounge » Houdini 20.5 Rumors
- oldteapot7
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Is "technical presentations" gonna be released soon after live event or we will have to wait for Houdini release? Iam talking about Houdini new feautures presentation usually done by Scott Keating.
I really like those presentation. I dont know how they are called? Demoreel?
I really like those presentation. I dont know how they are called? Demoreel?
Edited by oldteapot7 - May 29, 2024 14:14:35
Houdini Lounge » Houdini 20.5 Rumors
- oldteapot7
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Oh i forgot about most used tool by n00bs wich are help tips. When you hoover mouse over button, shelf preset ot weird paramater na parameter pane like "friction or turbulence" it shows black box with wery small fonts that quicly explains what does it do...
Who thought that such thing gona be easy readable? It should be way bigger with nice readable font and show right away without any lag. Same with documentation it takes ages before it loads... It is terrible!
Please fix it SideFX. For new people its most used stuff.
I think it should be dynamic and animatable, so first it shows short text as reminder for those who know it already but forgot, then it should expand into bigger window with more explanation perhaps with some illustrations and examples.
And final stage of this help popup should be generated by LLM wich will be context aware of connected nodes and can generate really helphull tips and techniques (fe. Using another node) AI become intelligent now we need it at least for help. Ah and this LLM should run externally and be used by entering API Key so everyne can use their favorite AI Agent for help. From open sorce fine tuned (wich SideFX could provide and run on cloud) to models like GPT-4o or Anthropic Opus.
That kind of future i want so see ASAP in mighty Houdini.
Houdini + AI is GOD MODE on steroids )))
Who thought that such thing gona be easy readable? It should be way bigger with nice readable font and show right away without any lag. Same with documentation it takes ages before it loads... It is terrible!
Please fix it SideFX. For new people its most used stuff.
I think it should be dynamic and animatable, so first it shows short text as reminder for those who know it already but forgot, then it should expand into bigger window with more explanation perhaps with some illustrations and examples.
And final stage of this help popup should be generated by LLM wich will be context aware of connected nodes and can generate really helphull tips and techniques (fe. Using another node) AI become intelligent now we need it at least for help. Ah and this LLM should run externally and be used by entering API Key so everyne can use their favorite AI Agent for help. From open sorce fine tuned (wich SideFX could provide and run on cloud) to models like GPT-4o or Anthropic Opus.
That kind of future i want so see ASAP in mighty Houdini.
Houdini + AI is GOD MODE on steroids )))
Edited by oldteapot7 - May 19, 2024 22:15:38
Houdini Lounge » Features on Camera enhancement for composition principles
- oldteapot7
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I can live without compositing linea like rule of therd by just drowing them on monitor xD
but i cant live without camera sequencer!
And i cant live without ready to use camera rigs for differen scenarios.
Of course inncamera lines for compositing are way better that ones drawn on pc monitor xD
Moar camera tool.please! We need it for making layout an animatics and all
but i cant live without camera sequencer!
And i cant live without ready to use camera rigs for differen scenarios.
Of course inncamera lines for compositing are way better that ones drawn on pc monitor xD
Moar camera tool.please! We need it for making layout an animatics and all
Edited by oldteapot7 - May 19, 2024 21:47:55
Houdini Lounge » Houdini 20.5 Rumors
- oldteapot7
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My list of wishes and priorytets for new release. Place matters. Houdini number do not. Its about priory of feautures:
1) ASAP Fully Finished Karma and Vulkan viewport. So they could work in tandem. Next step is to add ML to Karma renderer like it was done in Octane renerer. Where bidirectional ray traycing from light is accellereted thu ML model, alsa evenen ray distribition or ray scattering SSS is also done thru ML. Not mentioning denoicing. So this chapter have to be closed ASAP
2)ASAP finishing of MaterialX and making materials artist friendly with visial feedback on each step. It does serioussly help produce better looking materials and reduces time for making them dramaticly. Expirience artist want to see and check all ingradient of final meal not jus guess and play with numbers. feedback in middle stage of cooking materials is what Houdini missing most.
3) contine working on animation and rigging stuff including new ways on HUD redesigned controls and baziers. Making animation state of art! It is possible!
4) UI/UX with animation in mind. First of all it needs to catchup current standard in terms of aesthetics and functionality and animated feedback. Icons in maint menu should be flat, minimalistic and only use few colours for example when selected. Current icons are great but only for nodez where it it trys to explain what node do by making small ilustration in icon.
Next is parameters pane... Man its total chaos. It should be tided becouse ita all over place. I know whay it looks so shittty. Becouse makind UI entry you just expose simple line of vex code. And in this workflof there isnt artist (UI designer) involved. And thats whay it look so terrible sucks for artist. Those exposed GUI elements from VEX should be more inteligent and respect all rules that apply for good ergonomic design.
Overall interface refresh so it could be more touch friendly (there are rumours tham Apples M4 Ipad pro will have new iPAD OS that will merge macOP with iPAD OS so now it will be possible to rum Houdini on iPAD but with mature OS based on Macs. It should be flatter, less visible and less destructive. Mayby instead of tight shells there should be new idea to store such preset with better description, mayby animated illustration what doeas ot do (for example what type of flames it generate) new place for stuff from shelf is needed. It should be searchable and thanks to ai well understud its function so even it could be suggested by Houidini to use lates say texture map of explosion instead calculatong it becous it takes only 5 pixels of frame shelves should be just flat areas where you can place your own shortcuts and vex code etec. More like extra buttons not wholr presets of burning house
UI/UX for Animators. First of all speed how thousnds of bazier curves (channels) handle manipulation. In blender that was speed up imressive last update. Then there how each of this basier behaves (artist know and feel baziers from adobe illustrator, affinity designer) so theres not nee to reinvent well. Also custom proposition from Sidefx will be felt like counterituitive. So make those baziers behave like in bazier illustration software and artist will be happy. There should be skin colours, so bazier could look like in MAYA or other packages. Color is individual. Some like work with black hole background that tire eyes as hall when douing claßical animation other sont. It should be eassily changable from menue level
Keyframe UI manipulations. Just look at cascaader UO and how its solved. Animation is about constant moving keyframes of all parts of the body all around. It must be properly designes with lots of options to attrackt animators for hand animation tasks. But its doeabe
Some sort of track kind of menu, where you have block of data and can move it all aroound. Imagin it as those bars on after effect. It could be used fe. For camera seckencer and designing layot for whole movie. Or playing with motion capture datas in better way. Also other neat and unicke uscase could be applied. Just open your imagination. This kind of UI is still missing
Overall this UI have 15 years and need to catchup in every aspec. I hope it will be state of art like iPAD OS or macOS is. It will be coll if it was fully customizible so developers could i tegrate own icons styles and fu ction to it.
Then i wait for AI
First to have node similar to Nuck CAT. So it handles all the data types do the math behind the scenes, create tensaflow or whatever and split out usable model that can be reused easily. Also those models can be updated by checkpoints, and LoRA also divide model weights and other cool operation all thru nodes. So it will be general training model of houdini good for making skin and cloth also other effects on mesh, points, particles, material parameters, voxels. Basicly everything in houdini should be trainable.
Redo of compositing nodes so it could have tool from Nuke and Fusion and few others there also ML and all sort of generative ML models there too
Redo of modeling tools
Making it more collaborative with chat convestation on elements of UI and stuff. More lice collabotate tool for artist that have to do shit done on deadline and not chat with client and his stupid ideas.
Cache editore. After simulation it alwas is needed art direction, so hiding, moving objects, particles afer simulation is highly important. There are several software that do that but itll be nice to have in nativly in Houdini so it can be also used for hand editing animated characters, starting with facial expresion and ending on artistic overshoting poses wich makes it less 3ad and more hand drawn. Artist love it more than procerdualizm. Otoy have such cache modifier based on layers. In houdini those layers could be generated automaticly, lates say each layer for each muscle etc.
Ah and sorry for typos iam on medication (alcohol in my case xd) ill fix them later. Just wanted to be more relaxed and creative when writing this, sorry guys
1) ASAP Fully Finished Karma and Vulkan viewport. So they could work in tandem. Next step is to add ML to Karma renderer like it was done in Octane renerer. Where bidirectional ray traycing from light is accellereted thu ML model, alsa evenen ray distribition or ray scattering SSS is also done thru ML. Not mentioning denoicing. So this chapter have to be closed ASAP
2)ASAP finishing of MaterialX and making materials artist friendly with visial feedback on each step. It does serioussly help produce better looking materials and reduces time for making them dramaticly. Expirience artist want to see and check all ingradient of final meal not jus guess and play with numbers. feedback in middle stage of cooking materials is what Houdini missing most.
3) contine working on animation and rigging stuff including new ways on HUD redesigned controls and baziers. Making animation state of art! It is possible!
4) UI/UX with animation in mind. First of all it needs to catchup current standard in terms of aesthetics and functionality and animated feedback. Icons in maint menu should be flat, minimalistic and only use few colours for example when selected. Current icons are great but only for nodez where it it trys to explain what node do by making small ilustration in icon.
Next is parameters pane... Man its total chaos. It should be tided becouse ita all over place. I know whay it looks so shittty. Becouse makind UI entry you just expose simple line of vex code. And in this workflof there isnt artist (UI designer) involved. And thats whay it look so terrible sucks for artist. Those exposed GUI elements from VEX should be more inteligent and respect all rules that apply for good ergonomic design.
Overall interface refresh so it could be more touch friendly (there are rumours tham Apples M4 Ipad pro will have new iPAD OS that will merge macOP with iPAD OS so now it will be possible to rum Houdini on iPAD but with mature OS based on Macs. It should be flatter, less visible and less destructive. Mayby instead of tight shells there should be new idea to store such preset with better description, mayby animated illustration what doeas ot do (for example what type of flames it generate) new place for stuff from shelf is needed. It should be searchable and thanks to ai well understud its function so even it could be suggested by Houidini to use lates say texture map of explosion instead calculatong it becous it takes only 5 pixels of frame shelves should be just flat areas where you can place your own shortcuts and vex code etec. More like extra buttons not wholr presets of burning house
UI/UX for Animators. First of all speed how thousnds of bazier curves (channels) handle manipulation. In blender that was speed up imressive last update. Then there how each of this basier behaves (artist know and feel baziers from adobe illustrator, affinity designer) so theres not nee to reinvent well. Also custom proposition from Sidefx will be felt like counterituitive. So make those baziers behave like in bazier illustration software and artist will be happy. There should be skin colours, so bazier could look like in MAYA or other packages. Color is individual. Some like work with black hole background that tire eyes as hall when douing claßical animation other sont. It should be eassily changable from menue level
Keyframe UI manipulations. Just look at cascaader UO and how its solved. Animation is about constant moving keyframes of all parts of the body all around. It must be properly designes with lots of options to attrackt animators for hand animation tasks. But its doeabe
Some sort of track kind of menu, where you have block of data and can move it all aroound. Imagin it as those bars on after effect. It could be used fe. For camera seckencer and designing layot for whole movie. Or playing with motion capture datas in better way. Also other neat and unicke uscase could be applied. Just open your imagination. This kind of UI is still missing
Overall this UI have 15 years and need to catchup in every aspec. I hope it will be state of art like iPAD OS or macOS is. It will be coll if it was fully customizible so developers could i tegrate own icons styles and fu ction to it.
Then i wait for AI
First to have node similar to Nuck CAT. So it handles all the data types do the math behind the scenes, create tensaflow or whatever and split out usable model that can be reused easily. Also those models can be updated by checkpoints, and LoRA also divide model weights and other cool operation all thru nodes. So it will be general training model of houdini good for making skin and cloth also other effects on mesh, points, particles, material parameters, voxels. Basicly everything in houdini should be trainable.
Redo of compositing nodes so it could have tool from Nuke and Fusion and few others there also ML and all sort of generative ML models there too
Redo of modeling tools
Making it more collaborative with chat convestation on elements of UI and stuff. More lice collabotate tool for artist that have to do shit done on deadline and not chat with client and his stupid ideas.
Cache editore. After simulation it alwas is needed art direction, so hiding, moving objects, particles afer simulation is highly important. There are several software that do that but itll be nice to have in nativly in Houdini so it can be also used for hand editing animated characters, starting with facial expresion and ending on artistic overshoting poses wich makes it less 3ad and more hand drawn. Artist love it more than procerdualizm. Otoy have such cache modifier based on layers. In houdini those layers could be generated automaticly, lates say each layer for each muscle etc.
Ah and sorry for typos iam on medication (alcohol in my case xd) ill fix them later. Just wanted to be more relaxed and creative when writing this, sorry guys
Edited by oldteapot7 - May 19, 2024 14:43:26
Houdini Lounge » Houdini 20.5 Rumors
- oldteapot7
- 62 posts
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I hope that 20.5 will be released ASAP so work on AI in H21 can be main focus and also huge redo of UI will be wery well welcome.And of course animation stuff so whole pipeline can be done in Houdini.
Houdini Lounge » Instamat did it
- oldteapot7
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I think that from artist point of view making materials in Houdini is biggest problem. If there was UI and workflow (workspace) like in instaMAT it would be game changer.
I wisch that there will be few totally different modes with different UIs for different task. Not universal for everything that feels more like its design for coders.
UI for animation
UI for animatin layot with multi amera option
UI for modeling
UI for FX and simulations
UI for USD - Solaris
UI for material creation and rendering settings and passws
Etc.
I wisch that there will be few totally different modes with different UIs for different task. Not universal for everything that feels more like its design for coders.
UI for animation
UI for animatin layot with multi amera option
UI for modeling
UI for FX and simulations
UI for USD - Solaris
UI for material creation and rendering settings and passws
Etc.
Houdini Lounge » Vscode Theme Color Matching VEX's?
- oldteapot7
- 62 posts
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+1 for sharing other settings. I dont know wich ones but your UI looks much better and modern. I preffer flat design without unnecessery decorative elements like shadows and boxes that looks like old Winamp
So if you could share that i would be greatfull
So if you could share that i would be greatfull
Houdini Lounge » Polymathic AI as foundation model for simulations in Houdin?
- oldteapot7
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Polymathic AI is open source, open science pretrained foundation AI model for physics and math.
Imagine it as huge LLM but instead of languages its trained on math, science, physics datasets and rules. In universe many phenomenons share common rules and principles that can be transfered to new systems. Lates say waves and turbulances can be used in different phycic simulations.
It looks very cool and since its open source i thought that ill share it here becouse i think it can be greatly used in Houdini
I think it can be finetuned for all sorts of simulations and also it could be "guided" by traditional simulation methods and tools in Houdini (art direction) for huuuge upscaling and stuff.
And since its based on so many scientific dataset it can be used for everything basicy f.e. for neural rendering.
Iam artist so its a bit black magic for me but i feel that it can have great future in Houdini
Heres more info. Mayby somone with better english can describe what it really is
https://polymathic-ai.org/blog/mpp/ [polymathic-ai.org]
Your text to link here... [polymathic-ai.org]
.
Edited by oldteapot7 - April 20, 2024 15:55:35
Houdini Lounge » Karma CPU vs Arnold/Vray etc.
- oldteapot7
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By the way i have question about workflow. Iam still learning and havnt touched materials and shading part yet.
But is there easy way to render scene in Karma XPU as preview (for client corects and stuff)
And then render same scene in Arnold or Octane as final stage. Render for production and postprocess stage.
So.. is there any easy way for that? Or i have to make duplicate materials and lights and all for 2 different renderers?
But is there easy way to render scene in Karma XPU as preview (for client corects and stuff)
And then render same scene in Arnold or Octane as final stage. Render for production and postprocess stage.
So.. is there any easy way for that? Or i have to make duplicate materials and lights and all for 2 different renderers?
Edited by oldteapot7 - April 4, 2024 12:55:08
Houdini Lounge » What do you guys think of this node workflow with AI?
- oldteapot7
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I really hope so
And with so many LLM models to chose from, both open source or closed ones it would be cool if Houdini would be AI agnostic and work with all of them by entering differen API keys.
BTW. There should be some open souce Houdini training dataset for fine tuning models!
Houdini is great but require too many clicks from artist, also UI is quite old and harsh for eyes and brain when working in real world productions so help from coopilot or AI assistance would be awsome!
And with so many LLM models to chose from, both open source or closed ones it would be cool if Houdini would be AI agnostic and work with all of them by entering differen API keys.
BTW. There should be some open souce Houdini training dataset for fine tuning models!
Houdini is great but require too many clicks from artist, also UI is quite old and harsh for eyes and brain when working in real world productions so help from coopilot or AI assistance would be awsome!
Edited by oldteapot7 - March 13, 2024 02:54:31
Houdini Lounge » What do you guys think about sora?
- oldteapot7
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I can easilly imagine that LLM will help a lot in Houdini. It can code in python so it could learn how to connect nodes without any problems.
Even open source LLMs like Mixtral 7x8B could be finetuned now.
So artist could give commands aka prompts for fe. Rigging, simulation, etc.
- Id love to use it for material creation.
- For material transformation from one renderer to another.
- For transforming from realtime simulation (like embergen) into final high quality simulations.
- For managing all morph targets in lipsync animation.
- and any task that require lots of clicks and playing with numbers in settings wich is a lot in Houdini.
I just want to have collection of prompts that can be used in boring tasks. And concetrate on artistic aspect of creation not technical.
Even open source LLMs like Mixtral 7x8B could be finetuned now.
So artist could give commands aka prompts for fe. Rigging, simulation, etc.
- Id love to use it for material creation.
- For material transformation from one renderer to another.
- For transforming from realtime simulation (like embergen) into final high quality simulations.
- For managing all morph targets in lipsync animation.
- and any task that require lots of clicks and playing with numbers in settings wich is a lot in Houdini.
I just want to have collection of prompts that can be used in boring tasks. And concetrate on artistic aspect of creation not technical.
Edited by oldteapot7 - March 7, 2024 18:44:47
Houdini Lounge » What do you guys think about sora?
- oldteapot7
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The only way to stop use of generative video is to have better alternative. So instead of generating explosions and oceans as video there should be generative 3D that could make oceans and other VFX by entering prompts. 3D will give better controll for fine tuning and tweaking. And Sora could be great for preproduction and saving time when working with clients and their stupid ideas xD
"What a time to be alive" !
"What a time to be alive" !
Houdini Lounge » The free ALab USD scene from Animal Logic
- oldteapot7
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And how long it took to render on 16 core AMD CPU? Btw iam planing to upgrade my old box to 16 core CPU i hope it likes Houdini and vice versa
Houdini Lounge » Modeling and Houdini.
- oldteapot7
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Ah yes, for working with plugin is way better to have quick tips.
But i haven't bough Your plugin yet, so id like to know as much as i can before buy
I think from marketing point of view is better to have good documentation and afaik there isn't link to it on gumroad site.
So concluding Houdini + Alexey's plugin makes it great modeller.
I hope that there are some plugins for animators too
I cant stand that standard animation curve editor where you even cant tear off animation layer part of UI and put it on second monitor
I wish that something like in OTOYs tool for working on cached animation would be build in Houdini. Ehh a bit OT now so i end
Good luck with Modeler 2024!
But i haven't bough Your plugin yet, so id like to know as much as i can before buy
I think from marketing point of view is better to have good documentation and afaik there isn't link to it on gumroad site.
So concluding Houdini + Alexey's plugin makes it great modeller.
I hope that there are some plugins for animators too
I cant stand that standard animation curve editor where you even cant tear off animation layer part of UI and put it on second monitor
I wish that something like in OTOYs tool for working on cached animation would be build in Houdini. Ehh a bit OT now so i end
Good luck with Modeler 2024!
Houdini Lounge » Modeling and Houdini.
- oldteapot7
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Now UI looks cool!
That big gray box that took half of the screen looked very not ergonomic for longer work with it, great that you have chenged that.
Is there help file i could read, iam curious what tools are there (i only saw some videos on YT) byt iam old school and prefer written documentation xD
That big gray box that took half of the screen looked very not ergonomic for longer work with it, great that you have chenged that.
Is there help file i could read, iam curious what tools are there (i only saw some videos on YT) byt iam old school and prefer written documentation xD
Edited by oldteapot7 - Dec. 11, 2023 07:53:21
Houdini Lounge » Modeling and Houdini.
- oldteapot7
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@Alexey can you tell what are limitations of Houdinis SDK or API from Developer point of view? Iam not coder but artist but iam very curious how its all build under the hood? I feel that it all moving in good direction tho
I have feeling that there is problem with building customs UI. Id love to see nice and well designed Icons and stuff not just boxes with text like in Your plugin (sorry for saying that) Big wall with rectangle brics can make modeler artis tired very quicky. Brain must to find right button in all that looks the same. Process of picking cost too much energy when you do it all day.
I think all Devs will gain from easy to code custom UIs that also can live on screen as HUDs, but in parameter pan too. Hell even i could code something in VEX and create custom UI for it ) but i never seen such option anywhere. All is too generic and looks like only coders "designed" it but not artist and graphics...
Anyway are there brush tools in Your plugin? I Am not talking for replacing Zbrush but more advanced brushes with masks that can freeze parts of geometry so its possible to quickly do custom morphs for animations or fix animation poses for more expressive style.
Also i think that it would be cool if you will work as SideFX employee and integrated your plugin into core of Houdini. But not as single node but more like fixing all modeling nodes. You proved that you are deep into modeling
I would like that option instead of buying extra plugins like in Autodesk frankenstein products xD
.
I have feeling that there is problem with building customs UI. Id love to see nice and well designed Icons and stuff not just boxes with text like in Your plugin (sorry for saying that) Big wall with rectangle brics can make modeler artis tired very quicky. Brain must to find right button in all that looks the same. Process of picking cost too much energy when you do it all day.
I think all Devs will gain from easy to code custom UIs that also can live on screen as HUDs, but in parameter pan too. Hell even i could code something in VEX and create custom UI for it ) but i never seen such option anywhere. All is too generic and looks like only coders "designed" it but not artist and graphics...
Anyway are there brush tools in Your plugin? I Am not talking for replacing Zbrush but more advanced brushes with masks that can freeze parts of geometry so its possible to quickly do custom morphs for animations or fix animation poses for more expressive style.
Also i think that it would be cool if you will work as SideFX employee and integrated your plugin into core of Houdini. But not as single node but more like fixing all modeling nodes. You proved that you are deep into modeling
I would like that option instead of buying extra plugins like in Autodesk frankenstein products xD
.
Edited by oldteapot7 - Dec. 11, 2023 07:15:52
Houdini Lounge » Modeling and Houdini.
- oldteapot7
- 62 posts
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I totally agree! (Even if i haven't played with it yet) usually people first try stuff that they will use all the time. Like modeling or editing animation curves, they do not care about sophisticated algorythyms for simulating white water when they decide if Houdini will be good for them.
So yes, for modeling few tools are used constantly and must be piece of art:
Symmetry, cut/split, extrude (polygon or polygonS extrude), collapse (collapsing few vertexes into single one also welding it, so it actually is only one point), move brush (with soft selection) enlarge or shrink brush also with soft selection on (softselection is affection other vertexes in whole mesh but with lower weight. And inser loop for controling density of polygons after polygon divide (turbo smooth, tesseletion or whatever its called in H.)
So for BOX MODELING you only need those nodes: Symmetry, cut, extrude, collapse, insert loop and brushes.
Then everyone that test Houdini for first time can fall in LOVE in it
.
So yes, for modeling few tools are used constantly and must be piece of art:
Symmetry, cut/split, extrude (polygon or polygonS extrude), collapse (collapsing few vertexes into single one also welding it, so it actually is only one point), move brush (with soft selection) enlarge or shrink brush also with soft selection on (softselection is affection other vertexes in whole mesh but with lower weight. And inser loop for controling density of polygons after polygon divide (turbo smooth, tesseletion or whatever its called in H.)
So for BOX MODELING you only need those nodes: Symmetry, cut, extrude, collapse, insert loop and brushes.
- Those are enough and you can model anything.
- All those tool i mentioning must be perfect and piece of art. Like fe. New bazier spline node is!
Then everyone that test Houdini for first time can fall in LOVE in it
.
Edited by oldteapot7 - Dec. 11, 2023 03:51:36
Houdini Lounge » The free ALab USD scene from Animal Logic
- oldteapot7
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WOW! Cool, thx
If ill import it to Karma XPU i can render it without problems? Or i have to setup materials and shit?
If ill import it to Karma XPU i can render it without problems? Or i have to setup materials and shit?
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