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Houdini Indie and Apprentice » Limit PolyBevel to sharp edges
- Werner Ziemerink
- 1265 posts
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My thought exactly. Exclusion Maximum Angle should do the trick without creating groups.
Houdini Lounge » New bevel experience and issues.
- Werner Ziemerink
- 1265 posts
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LMB drag horizontally is the best method to drag out the bevel. This is how most other successful 3d applications does it.
In the latest version, it feels like the bevel amount match screen space drag much closer, so I am very happy about this.
Scroll wheel to increase divisions makes perfect sense. This, gives you the option to go from Chamfer to Round, all in one go….again, like most other 3d applications out there.
This is fantastic, and should have been the default in the previous PBevel, but was not.
I still feel like the Shift Option would be better utilized if it was used to drive the Flatness angle, on the fly, instead of drag amount.
In the latest version, it feels like the bevel amount match screen space drag much closer, so I am very happy about this.
Scroll wheel to increase divisions makes perfect sense. This, gives you the option to go from Chamfer to Round, all in one go….again, like most other 3d applications out there.
This is fantastic, and should have been the default in the previous PBevel, but was not.
I still feel like the Shift Option would be better utilized if it was used to drive the Flatness angle, on the fly, instead of drag amount.
Edited by Werner Ziemerink - Jan. 17, 2020 04:56:40
Houdini Lounge » New bevel experience and issues.
- Werner Ziemerink
- 1265 posts
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From the Houdini Main Changelogs…
18.0.352 PolyBevel now makes a selection of the fillet polygons when invoked through the viewport.
Thanks Bardia! One down, more to go.
18.0.352 PolyBevel now makes a selection of the fillet polygons when invoked through the viewport.
Thanks Bardia! One down, more to go.
Edited by Werner Ziemerink - Jan. 17, 2020 04:29:58
Technical Discussion » PolyBevel 3:0 issues and seggestions.
- Werner Ziemerink
- 1265 posts
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Let me start by saying that I am super happy that so much work has been put into rebuilding PolyBevel.
The results are amazing and it comes with great options. Definitely an upgrade from the previous version.
Love the scroll action to go from flat to round effortlessly.
I do have some issues though, and I would like to find out if other people are experiencing the same.
1. I am not able to bevel in the viewport once I drop down the tool. For some reason, I have to open any other window, or minimize/maximize Houdini to get it to work. Almost as if it gets stuck in a state.
2. The Bevel amount should always be equal to the mouse drag amount. I keep fighting with Shift setting the correct amount before I can get a proper bevel. This is really annoying and should not happen with any viewport centric tool. Shift could be used for Maximum Normal Angle.
3. The previous version of PolyBevel kept the selection active, to be used with other tools like PolyExtrude.
4. I do not want to use the parameter interface to switch on/of to reach the Exclusions menu items. This should be possible in the viewport. I suggest that Shift + drag should replace Bevel amount with Exclusions Maximum Normal Angle slider.
What do you guys think? Any other suggestions?
Video, showing my concerns.
The results are amazing and it comes with great options. Definitely an upgrade from the previous version.
Love the scroll action to go from flat to round effortlessly.
I do have some issues though, and I would like to find out if other people are experiencing the same.
1. I am not able to bevel in the viewport once I drop down the tool. For some reason, I have to open any other window, or minimize/maximize Houdini to get it to work. Almost as if it gets stuck in a state.
2. The Bevel amount should always be equal to the mouse drag amount. I keep fighting with Shift setting the correct amount before I can get a proper bevel. This is really annoying and should not happen with any viewport centric tool. Shift could be used for Maximum Normal Angle.
3. The previous version of PolyBevel kept the selection active, to be used with other tools like PolyExtrude.
4. I do not want to use the parameter interface to switch on/of to reach the Exclusions menu items. This should be possible in the viewport. I suggest that Shift + drag should replace Bevel amount with Exclusions Maximum Normal Angle slider.
What do you guys think? Any other suggestions?
Video, showing my concerns.
Edited by Werner Ziemerink - Jan. 14, 2020 01:19:49
Houdini Lounge » Feathers system
- Werner Ziemerink
- 1265 posts
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You can get the feather system here.
https://www.sidefx.com/tutorials/feather-tools-for-houdini/ [www.sidefx.com]
https://www.sidefx.com/tutorials/feather-tools-for-houdini/ [www.sidefx.com]
Houdini Lounge » Sticky Keys and color panel
- Werner Ziemerink
- 1265 posts
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toonafish
Yes that's true, wrong example. But why only a sticky “s” key then ?
If I shortly want to switch between rotate and scale or translate or a render region it also would be helpful ?
Yep! Please submit a RFE for this. I will do the same.
Houdini Lounge » Sticky Keys and color panel
- Werner Ziemerink
- 1265 posts
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Maybe I am missing something but this works already…to some degree.
If you hold down s while Transform is active, it should work just as Softimage did it. And vice versa.
If you hold down s while Transform is active, it should work just as Softimage did it. And vice versa.
Edited by Werner Ziemerink - Jan. 13, 2020 02:04:51
Houdini Learning Materials » Fog rays in houdini18
- Werner Ziemerink
- 1265 posts
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No, you can crab it from the Material Palette and just assign it to any geometry.
https://www.sidefx.com/docs/houdini/gallery/shop/vopmaterial/uniformvolume.html [www.sidefx.com]
https://www.sidefx.com/docs/houdini/gallery/shop/vopmaterial/uniformvolume.html [www.sidefx.com]
Edited by Werner Ziemerink - Dec. 18, 2019 04:34:42
Houdini Learning Materials » Fog rays in houdini18
- Werner Ziemerink
- 1265 posts
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Here you go.
Box with uniformvolume shader and a light with projection map.
Just hit render.
Box with uniformvolume shader and a light with projection map.
Just hit render.
Edited by Werner Ziemerink - Dec. 17, 2019 13:23:35
Houdini Lounge » New bevel experience and issues.
- Werner Ziemerink
- 1265 posts
- Offline
Houdini Lounge » New bevel experience and issues.
- Werner Ziemerink
- 1265 posts
- Offline
Please log this.
Seems like PolyBevel is broken in the latest build. I will submit a BUG report.
Seems like PolyBevel is broken in the latest build. I will submit a BUG report.
Edited by Werner Ziemerink - Dec. 16, 2019 15:34:00
Houdini Indie and Apprentice » Hair is Pointing Up During Simulation ?!
- Werner Ziemerink
- 1265 posts
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Here is a fix for your hip.
I deleted everything except for the body. Have a look under the geo node.
I deleted everything except for the body. Have a look under the geo node.
Houdini Indie and Apprentice » Hair is Pointing Up During Simulation ?!
- Werner Ziemerink
- 1265 posts
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Looks like something is wrong with Skin Collisions. If you untick that, the hair falls down like it should.
I think there is something wrong with the mesh, but I will investigate further.
I think there is something wrong with the mesh, but I will investigate further.
Work in Progress » unsubdiv v1.0
Houdini for Realtime » Matcaps?
- Werner Ziemerink
- 1265 posts
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Thanks. That worked perfectly once I realized blender use hdr images and not jpg's. No wonder I did not find them at first.
Houdini for Realtime » Matcaps?
- Werner Ziemerink
- 1265 posts
- Offline
I watched the video from Mike Lyndon, and was wondering if the matcaps are available somewhere?
Technical Discussion » POPSpin not working
- Werner Ziemerink
- 1265 posts
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Houdini Indie and Apprentice » Boolean curve with grid
- Werner Ziemerink
- 1265 posts
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Work in Progress » Hard Surface modeling test
- Werner Ziemerink
- 1265 posts
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Work in Progress » Hard Surface modeling test
- Werner Ziemerink
- 1265 posts
- Offline
For sure McNistor. Sidefx support and development is second to none, but they need help to understand what the end user needs, and how it should work in practice.
I've had very good response from people over the globe asking about the videos I posted. That tells me that there are more people out there who really wants to stay in Houdini, for all their needs.
I will submit the same RFE from my side for a proper transform panel. Lets get more people on board.
On a different note. Here is something I did recently while beta testing DM tools from Alexey. Fantastic set of tools, and a video will follow soon, showing this in action.
I've had very good response from people over the globe asking about the videos I posted. That tells me that there are more people out there who really wants to stay in Houdini, for all their needs.
I will submit the same RFE from my side for a proper transform panel. Lets get more people on board.
On a different note. Here is something I did recently while beta testing DM tools from Alexey. Fantastic set of tools, and a video will follow soon, showing this in action.
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