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Work in Progress » Vancouver HUG (VHUG) 2019 T-shirt design results
- Dryrainstudios
- 49 posts
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Work in Progress » Vancouver HUG (VHUG) 2019 T-shirt design results
- Dryrainstudios
- 49 posts
- Offline
Howdo folks,
VHUG has just wrapped up its 2nd annual T-shirt design competition and I thought i'd share the designs with you.
Natalia Loktionova - Circle, won it with 25% of the vote
Then Helen Ahlberg - Nodes, in second
and Steve Shearston - ConceptA, in third
All in all, it was a very good competition and I look forward to wearing the shirt when it comes back from the printers
Cheers
Ed Lee
VHUG Admin
VHUG has just wrapped up its 2nd annual T-shirt design competition and I thought i'd share the designs with you.
Natalia Loktionova - Circle, won it with 25% of the vote
Then Helen Ahlberg - Nodes, in second
and Steve Shearston - ConceptA, in third
All in all, it was a very good competition and I look forward to wearing the shirt when it comes back from the printers
Cheers
Ed Lee
VHUG Admin
Edited by Dryrainstudios - Oct. 11, 2019 03:55:55
Houdini for Realtime » Introducing Houdini to a new games studio
- Dryrainstudios
- 49 posts
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Hi Judith,
Thanks for video links, I'll go have a look.
I know an engineers time is precious but have you had any engineers worried that too much work is going to TA's. This studio has quite a few engineers
Thanks for video links, I'll go have a look.
I know an engineers time is precious but have you had any engineers worried that too much work is going to TA's. This studio has quite a few engineers
Houdini for Realtime » Introducing Houdini to a new games studio
- Dryrainstudios
- 49 posts
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Hi Guys,
I have just started at a new games studio and I am currently the only VFX artist and the only artist with any Houdini industry experience in the company.
There is alot of interest and buzz about Houdini and I have been asked to give a lunchtime intro talk on Monday to a full room of people from the company. Artists through to founders, and i'm missing some examples for some specialties.
I have good examples of artist driven roles, VFX, environment, layout and prototyping but there has been ALOT of interest from engineers and I dont know how to showcase how including Houdini into the pipe will make their lives easier.
I saw a GDC talk from Insomniac about Spiderman which mentioned using Houdini to help put tags into the game which could relate to character intractable like edge grips/pullups and surfaces to swing off.
Has anyone got any other examples? Its a none affiliated studio, using many different games engines and for an artist is mainly maya/adobe centric although they believe in the right tool for the job
Its going to be about a 45 mins talk after pizza and settling in and i'm not going to do any live demos, just lots of videos and slides
Thanks for the help in advance
Ed
I have just started at a new games studio and I am currently the only VFX artist and the only artist with any Houdini industry experience in the company.
There is alot of interest and buzz about Houdini and I have been asked to give a lunchtime intro talk on Monday to a full room of people from the company. Artists through to founders, and i'm missing some examples for some specialties.
I have good examples of artist driven roles, VFX, environment, layout and prototyping but there has been ALOT of interest from engineers and I dont know how to showcase how including Houdini into the pipe will make their lives easier.
I saw a GDC talk from Insomniac about Spiderman which mentioned using Houdini to help put tags into the game which could relate to character intractable like edge grips/pullups and surfaces to swing off.
Has anyone got any other examples? Its a none affiliated studio, using many different games engines and for an artist is mainly maya/adobe centric although they believe in the right tool for the job
Its going to be about a 45 mins talk after pizza and settling in and i'm not going to do any live demos, just lots of videos and slides
Thanks for the help in advance
Ed
Houdini for Realtime » FBX export Houdini to Unreal. Normals correct but shading not
- Dryrainstudios
- 49 posts
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Fixed it thanks to some help. Primative normals needed to be reversed and normals on points. Vertex normals is for smoothing
Houdini for Realtime » FBX export Houdini to Unreal. Normals correct but shading not
- Dryrainstudios
- 49 posts
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Howdo
I'm having a problem exporting geo via fbx to Unreal.
The Geo is a section of a torus with inverted normals. When I import the geo and open it in Unreal the mesh lights as if the normals were revered but displaying normals shows them pointing in the desired direction.
Importing it in to other 3d software shows the mesh as expected it just seems to be unreal.
If I go via maya -> freeze -> delete history -> set normals to face -> smooth -> reverse normals -> export, it comes in as expected in to unreal but I have basically just rebuilt normals in maya.
Any ideas?
Cheers
UV's and Normals are vertex
Houdini fbx export has been tried as 2016 and 2014
Houdini version 17.5.173
Unreal is 4.21.2
I'm having a problem exporting geo via fbx to Unreal.
The Geo is a section of a torus with inverted normals. When I import the geo and open it in Unreal the mesh lights as if the normals were revered but displaying normals shows them pointing in the desired direction.
Importing it in to other 3d software shows the mesh as expected it just seems to be unreal.
If I go via maya -> freeze -> delete history -> set normals to face -> smooth -> reverse normals -> export, it comes in as expected in to unreal but I have basically just rebuilt normals in maya.
Any ideas?
Cheers
UV's and Normals are vertex
Houdini fbx export has been tried as 2016 and 2014
Houdini version 17.5.173
Unreal is 4.21.2
Edited by Dryrainstudios - May 3, 2019 17:28:35
Houdini Lounge » more mac houdini sessions
- Dryrainstudios
- 49 posts
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Houdini Lounge » more mac houdini sessions
- Dryrainstudios
- 49 posts
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HI Guy,
having problems opening more than one sessons of Houdini 10 apprentice on my macbook.
I'm reasonably new to mac-ness and I'm still finding my way round but in windows/linux clicking on the program icon or loading from command line again would open another session.
I've tried both the task bar and clicking in the app folder and not sure where to go from here. Have I missed something?
cheers
Ed
having problems opening more than one sessons of Houdini 10 apprentice on my macbook.
I'm reasonably new to mac-ness and I'm still finding my way round but in windows/linux clicking on the program icon or loading from command line again would open another session.
I've tried both the task bar and clicking in the app folder and not sure where to go from here. Have I missed something?
cheers
Ed
Technical Discussion » fbx problems
- Dryrainstudios
- 49 posts
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Technical Discussion » fbx problems
- Dryrainstudios
- 49 posts
- Offline
Oleg I am still having some problems exporting and importing fbx's. cam I sent you a file directly??
Thanks
Ed
Thanks
Ed
Technical Discussion » fbx problems
- Dryrainstudios
- 49 posts
- Offline
Technical Discussion » fbx problems
- Dryrainstudios
- 49 posts
- Offline
Technical Discussion » fbx problems
- Dryrainstudios
- 49 posts
- Offline
Technical Discussion » fbx problems
- Dryrainstudios
- 49 posts
- Offline
Technical Discussion » fbx problems
- Dryrainstudios
- 49 posts
- Offline
sorry scratch that I just read the post properly.
Is it possible to update the version of FBX thats used by the program? (houdini/maya)
Is it possible to update the version of FBX thats used by the program? (houdini/maya)
Technical Discussion » fbx problems
- Dryrainstudios
- 49 posts
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Im not quite sure what my issue is??!!..except for crashing maya
The point expressions are similar in each of the geos, Also my geomety is going to get alot more complicated.
Did you find the FBX update helped?
Ed
The point expressions are similar in each of the geos, Also my geomety is going to get alot more complicated.
Did you find the FBX update helped?
Ed
Technical Discussion » fbx problems
- Dryrainstudios
- 49 posts
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how do.
I wonder if anyone can help. I have a houdini object im trying to fbx into maya. It is driven by primative and point expressions which I think may be the problem.
In the example hip file I can transfer geo1-2 with out maya crashing but when I try geo's3-4 maya crashes.
It also crashes if I bake the animation out as $F.bgeos and then read it back in before exporting as fbx.
Any ideas?
Thanks
Ed
Using:-
Houdini 9.5.183
Maya 8.5
fedora 7
I wonder if anyone can help. I have a houdini object im trying to fbx into maya. It is driven by primative and point expressions which I think may be the problem.
In the example hip file I can transfer geo1-2 with out maya crashing but when I try geo's3-4 maya crashes.
It also crashes if I bake the animation out as $F.bgeos and then read it back in before exporting as fbx.
Any ideas?
Thanks
Ed
Using:-
Houdini 9.5.183
Maya 8.5
fedora 7
Technical Discussion » tracking in Houdini
- Dryrainstudios
- 49 posts
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if that I could.
I know there hasn't been much updates for cops/img but I thought some one may have tried anyway. It would be useful, for some simple-ish 2d, nodal tracks.
I know there hasn't been much updates for cops/img but I thought some one may have tried anyway. It would be useful, for some simple-ish 2d, nodal tracks.
Technical Discussion » tracking in Houdini
- Dryrainstudios
- 49 posts
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howdo one and all.
While there good 3rd party software to do tracking, I wonder if anyone has tried to write one for houdini like the 2d tracker in shake
thanks
Ed
While there good 3rd party software to do tracking, I wonder if anyone has tried to write one for houdini like the 2d tracker in shake
thanks
Ed
Technical Discussion » xyz--> u value :oops:
- Dryrainstudios
- 49 posts
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for anyone following this. I got this useful repluy from BenS on the lists
************************
Just had a solution that might work in some cases.
First I split the curve in two curves with a carve sop (named carve1).
That carve sop has the “First U” set to 0.5 and toggled on both “keep
inside” and “keep outside”
Then append another carve to the original curve and add the following
expressions in the U fields:
First U: primdist(“../carve1”,0,“../carve1”,1,1)
Second U: 1-primdist(“../carve1”,0,“../carve1”,1,1)
This cuts of the bits outside the intersect… I geussed this is what
you ant to do.
Else the expressions will just give you the U values.
This solution might not work if the intersect takes place within one
half of the curve.
In that case you have to split up the curve more and somehow pick the
most suitable U values.
You probably want to read the manual on the primdist() function to fully
understand what it does.
it might at least help with your “collision” bits..
cheers,
benS
********************
I got my u but still working on colision test
************************
Just had a solution that might work in some cases.
First I split the curve in two curves with a carve sop (named carve1).
That carve sop has the “First U” set to 0.5 and toggled on both “keep
inside” and “keep outside”
Then append another carve to the original curve and add the following
expressions in the U fields:
First U: primdist(“../carve1”,0,“../carve1”,1,1)
Second U: 1-primdist(“../carve1”,0,“../carve1”,1,1)
This cuts of the bits outside the intersect… I geussed this is what
you ant to do.
Else the expressions will just give you the U values.
This solution might not work if the intersect takes place within one
half of the curve.
In that case you have to split up the curve more and somehow pick the
most suitable U values.
You probably want to read the manual on the primdist() function to fully
understand what it does.
it might at least help with your “collision” bits..
cheers,
benS
********************
I got my u but still working on colision test
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