Hi..
Can someone tell me if it is best to capture geometry before or ofter
texturing, I will asume from my tests that it's best to capture after
texturing as I will be able to lock the texturing, mapping, etc…
What about editing capture regions and weights, it seems to be
just too slow for any real life usage/work. My workflow justs
dies when it comes to bones and weighting, what am I doing wrong ?
I tried modeling a low poly version and using mantra to the render
a sub-d version, but detail is lostl…
Anyone having any success with the character tools when having to deal
with detailed characters (20,000+ polys) ?
I have a dual opteron 246, 2Gb, ATI FireGL 5100 (PCI express)
Can anyone also tell me if my dual system only comes into use while rendering,
or can I set houdini escape to use the two while modeling too… I ask because
when ever I convert polys to nurbs or etc…. hescape slows down and only
1 cpu is 100% shile the other is bored stupid…
Thanks
Tom
Capturing Geometry/character tools ...
2802 3 1- thomaskinga
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- edward
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- stevenong
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Hi Tom,
Cheers!
steven
thomaskingaWrite out the geometry & read it back in with a File SOP before deforming or, if you prefer, lock the last SOP before the Deform SOP. This way, Houdini does not have to compute the network when you edit.
What about editing capture regions and weights, it seems to be
just too slow for any real life usage/work. My workflow justs
dies when it comes to bones and weighting, what am I doing wrong ?
I have a dual opteron 246, 2Gb, ATI FireGL 5100 (PCI express)Houdini is not multithreaded so it will only run on one CPU.
Can anyone also tell me if my dual system only comes into use while rendering,
or can I set houdini escape to use the two while modeling too… I ask because
when ever I convert polys to nurbs or etc…. hescape slows down and only
1 cpu is 100% shile the other is bored stupid…
Cheers!
steven
- thomaskinga
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- 65 posts
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