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Solaris and Karma » Karma as external hydra delegate
- EstebanCovo
- 29 posts
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Thank you so so so much, I know it's an involved process, enev building 3Delight has been full of hurdles and this was suposed to be straightforward, but at least I can give it a shot now!
Solaris and Karma » Karma as external hydra delegate
- EstebanCovo
- 29 posts
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thank you, yeah I see H19 can do integrations, and the pricing for karma is not bad at all, I would like to know if there is a cmake or some files I can use to build the delegate and use it as a third party render or which would be the way to test this out.
On the karma page it states:
"Since Karma works both inside Houdini and as a Hydra delegate in other USD-based applications, SideFX is planning to bundle licenses with Houdini Core and FX for FREE and charging for extra licenses. "
What is not clear to me at this time is if this is something sidefx is going to compile, or can we test it ourselves?
If Karma works as a third party renderer, even if it is for look dev, this would definitely would be something to consider, but I can't find any information that describes this process.
On the karma page it states:
"Since Karma works both inside Houdini and as a Hydra delegate in other USD-based applications, SideFX is planning to bundle licenses with Houdini Core and FX for FREE and charging for extra licenses. "
What is not clear to me at this time is if this is something sidefx is going to compile, or can we test it ourselves?
If Karma works as a third party renderer, even if it is for look dev, this would definitely would be something to consider, but I can't find any information that describes this process.
Solaris and Karma » Karma as external hydra delegate
- EstebanCovo
- 29 posts
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Thank ypu so much, I didn't know there was a usdview shipping with houdini, I would really like to develop a pipeline where the asset lookdev could be made in another software and then rendered with Solaris, getting team members up to speed with houdini, even if it's just for Solaris can be costly, If I could run Karma on the AMD hydra delegate plugin for Blender it would let us save on our asset pipeline and invest that money in a couple of artists\ lics for Houdini to be the hub where we update the manifest.
Is there a place where I can find some guidance o how to build the delegate or how I can take this delegate?
Is there a place where I can find some guidance o how to build the delegate or how I can take this delegate?
Solaris and Karma » Karma as external hydra delegate
- EstebanCovo
- 29 posts
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Hi, I'm really curious about Karma as a stand alone renderer and would love to test it out on USDviewer, is there a way to do this or some resource I can check to get a starting point?
19 was an Amazing release btw, congrats to the team
19 was an Amazing release btw, congrats to the team
Houdini Lounge » Navigate Paths with variables upwards
- EstebanCovo
- 29 posts
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Houdini Lounge » Navigate Paths with variables upwards
- EstebanCovo
- 29 posts
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Hi, I wanted to know if there is a way to navigate the path hierarchy upwards, relative to a variable like $HIP.
Example:
in:
C: /Project / directoryWhereMyFileIs($HIP) / textures
How can I get access to the project directory using $HIP as a starting point?
Thank you.
Example:
in:
C: /Project / directoryWhereMyFileIs($HIP) / textures
How can I get access to the project directory using $HIP as a starting point?
Thank you.
Edited by EstebanCovo - June 29, 2019 14:19:44
Houdini Lounge » fluid wrapping
- EstebanCovo
- 29 posts
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I made some progress in case anybody is interested, I crashed the object into the fluid and that gave me the wrapping effect, any ideas on how to get the initial shape?
Is this way of doing the wrapping good?
Is this way of doing the wrapping good?
Houdini Lounge » fluid wrapping
- EstebanCovo
- 29 posts
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Hi guys, I'm starting to use houdini's FLIP fluids and I need to make an effect as the one I attached as an animated gif.
The problem I'm having is trying to get the fluid to wrap around the object while maintaining some “splashiness”, should I make a force based on the mesh tangents or is there an easyer way to achieve the effect?
Thanks so much in advance, I'm loving Houdini and it's comunity so far.
The problem I'm having is trying to get the fluid to wrap around the object while maintaining some “splashiness”, should I make a force based on the mesh tangents or is there an easyer way to achieve the effect?
Thanks so much in advance, I'm loving Houdini and it's comunity so far.
Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
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For sure!, after I'm done I'll try to actually make a tutorial, I saw Houdini is a little dry in good facial rigging tuts (although to be fair a good production principles oriented facial rig tut is pretty hard to come by in general).
Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
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Perfect!, now I have a clear path, thanks so much.
I'm going to start re-doing a couple of rigs in Houdini and test proof a pipeline!
I'm going to start re-doing a couple of rigs in Houdini and test proof a pipeline!
Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
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Wow, this is great and pretty scary too, I'm starting to realize I'll have to change my frame of mind to take advantage of the full potential.
usually it was just a matter of translating methods from one software to the next, now is a whole new thing.
I'm kind of overwhelmed in a good way.
Thanks so much.
I imagine I can use this with a bunch oof planes constrained to a surface and bones riveted to the planes, or is it better to layer a bone deformation of the plane first, then the creep node and weight the character to the plane surface with some kind of wrap node if there is such a thing.
usually it was just a matter of translating methods from one software to the next, now is a whole new thing.
I'm kind of overwhelmed in a good way.
Thanks so much.
I imagine I can use this with a bunch oof planes constrained to a surface and bones riveted to the planes, or is it better to layer a bone deformation of the plane first, then the creep node and weight the character to the plane surface with some kind of wrap node if there is such a thing.
Edited by EstebanCovo - April 24, 2017 13:47:08
Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
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Hey Henry, man I want to be you wen I grow up!!!
hahaha
But seriously, this is very close if not the same thing, I'm not that familiar with Houdini so I need to take the time to dissect it, but I'm pretty sure I can take it from here.
just one small question, are the spheres orientations following the underlying geometry's normals?
I'll study the set up a bit and try to get it further.
You have no idea how much I appreciate your help, thank you.
hahaha
But seriously, this is very close if not the same thing, I'm not that familiar with Houdini so I need to take the time to dissect it, but I'm pretty sure I can take it from here.
just one small question, are the spheres orientations following the underlying geometry's normals?
I'll study the set up a bit and try to get it further.
You have no idea how much I appreciate your help, thank you.
Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
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Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
- Offline
Hi Henry, thanks so much for your help, the update did the trick, I wouldn't have tried that in a million years.
I'm sorry I didn't answer earlier but it's been a crazy week at the office and I wanted to take the time to check your scene thoroughly before answering.
Your set up is definitely a step in the right direction, the only thing is that for my method is very practical to have the constraint on the closest point of the surface (being this a 2 axis freedom point) and driven by an object that is constrained to a curve itself, this curve is driven by a much less resolution curve and this allows complete freedom to move the driver in 3D and never lost surface contact.
I made a snippet of a screen recording showcasing the method, do you have any Ideas?
Again thanks so much for your help, I'm sure there must be a way to do this in Houdini, there are ways to do it in max and Houdini is light years ahead.
I'm sorry I didn't answer earlier but it's been a crazy week at the office and I wanted to take the time to check your scene thoroughly before answering.
Your set up is definitely a step in the right direction, the only thing is that for my method is very practical to have the constraint on the closest point of the surface (being this a 2 axis freedom point) and driven by an object that is constrained to a curve itself, this curve is driven by a much less resolution curve and this allows complete freedom to move the driver in 3D and never lost surface contact.
I made a snippet of a screen recording showcasing the method, do you have any Ideas?
Again thanks so much for your help, I'm sure there must be a way to do this in Houdini, there are ways to do it in max and Houdini is light years ahead.
Edited by EstebanCovo - April 23, 2017 14:26:59
Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
- Offline
Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
- Offline
Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
- Offline
HI, friedasparagus, thank you so much for the reply, unfortunately I can't check it, I get this error “Unable to evaluate expression (Undefined variable (/obj/drive_null_on_path/constraints/motionsamples)). ” and I don't know why, I'm pretty sure the problem is on the world coordinates for the constraint since “Error cooking transform of /obj/drive_null_on_path (as preconstraint)” .
I'll attach the graph as I see it, I'm really new to the houdini way, sorry if this is something really basic.
I'll attach the graph as I see it, I'm really new to the houdini way, sorry if this is something really basic.
Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
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Hey Arctor, thanks so much for the reply, can you orient me in a couple of things in regards to the tool?
I don't need a step by step guide, just a pointer in the right direction and some certainty that what I set out to do is possible.
In Max and Maya I've made tools that automate my facial rigging process, this process consists essentially of a reference shape over which the bones slide, and some extra bones and blend shapes for cheeks and extras.
for the bones sliding I use locators constrained to curves which drive locators constrained to the closest point on surface to the reference surface and bones on the locators with offset controls for the depth movement.
I've used this method extensively and it's amazing for fast quality rigs of toony characters.
how would you go about doing something like this.
And what is and how do you use the blend sticky, I haven't been able to find much in terms of documentation on how to use it.
Thanks so much for the support, it is so refreshing to work with a company as passionate about the product as the users are.
I don't need a step by step guide, just a pointer in the right direction and some certainty that what I set out to do is possible.
In Max and Maya I've made tools that automate my facial rigging process, this process consists essentially of a reference shape over which the bones slide, and some extra bones and blend shapes for cheeks and extras.
for the bones sliding I use locators constrained to curves which drive locators constrained to the closest point on surface to the reference surface and bones on the locators with offset controls for the depth movement.
I've used this method extensively and it's amazing for fast quality rigs of toony characters.
how would you go about doing something like this.
And what is and how do you use the blend sticky, I haven't been able to find much in terms of documentation on how to use it.
Thanks so much for the support, it is so refreshing to work with a company as passionate about the product as the users are.
Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
- Offline
In case anyone is interested, the answer seems to be the sticky tool, I still can't figure out very well how to use it but it looks promising.
Houdini Indie and Apprentice » New User learning the rigging ropes
- EstebanCovo
- 29 posts
- Offline
Hi guys, I'm a character TD that has worked on Maya and Max for years now and I want to get up and running to houdini as soon as possible.
For this reason I'm starting a project to translate my rigging pipeline and getting the company to adopt the software.
I'm wandering if you guys could help me to translate my knowledge.
First I would like to know how to do some constraints, specifically, closest point to surface constraint, surface normal orientation constraint. these to make bones slide under surface.
I imagine also that for point on spline constraint there is a path constraint.
That is all for now, I'm really excited about this, the software looks amazing!
This is my first time in the community, so thanks in advance guys, I hope to be able to contribute at some pint.
For this reason I'm starting a project to translate my rigging pipeline and getting the company to adopt the software.
I'm wandering if you guys could help me to translate my knowledge.
First I would like to know how to do some constraints, specifically, closest point to surface constraint, surface normal orientation constraint. these to make bones slide under surface.
I imagine also that for point on spline constraint there is a path constraint.
That is all for now, I'm really excited about this, the software looks amazing!
This is my first time in the community, so thanks in advance guys, I hope to be able to contribute at some pint.
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