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Houdini Lounge » OctaneRender for Houdini development preview
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Curious to see how the OpenCL implementation stacks up to CUDA. If LuxMark is any indication it could be a huge boon. But from what I've read previously with other renderers with dual support is that it won't compare. Any initial hints with regards to Octane?
Houdini Lounge » vopsop H14?
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An entire vocabulary response was removed with this change. We need a new short hand reference to this technique of adding these new VOPs. VOPSOP rolled off the tongue, haha…
Houdini Lounge » Houdini 14: Here we go
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Great release, have not had much time to play with it much recently but from my small amounts of time, it feels great and the future looks bright.
Technical Discussion » H15 - alt key and other quirks
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On Esc:
There are some operations even while modelling that the Escape key is a life saver. Making heavy tweaks up the chain, to applying operations to large datasets. It can also be used to stop the IPR when lighting and rendering. It is the goto button to stop things and it's not just for FX.
On Alt:
I agree that it's redundant for viewport navigation, it's the first thing I turn off and I've come to like the fact that my thumb is relaxed on Space rather than tensed under my index finger for navigation. Having it available for other operations would be great. *Edit: When first learning Houdini from Maya, sure Alt was a sore spot but that eventually went away, haha.
Edit2: Space+B is a non-issue now with Space+1,2,3,4 working and remembering where the view was last.
However for layout and scene assembly, I would like to see (if not possible already) to have Space+# to retain a link and lock to a Camera if it was set. This may be a case where Space+B is still preferred. I seem to still have issues with Space+B not recognizing the current viewport the mouse is over for maximizing. Is it intended to require a click to activate a viewport? This would cause problems with losing your current selection.
There are some operations even while modelling that the Escape key is a life saver. Making heavy tweaks up the chain, to applying operations to large datasets. It can also be used to stop the IPR when lighting and rendering. It is the goto button to stop things and it's not just for FX.
On Alt:
I agree that it's redundant for viewport navigation, it's the first thing I turn off and I've come to like the fact that my thumb is relaxed on Space rather than tensed under my index finger for navigation. Having it available for other operations would be great. *Edit: When first learning Houdini from Maya, sure Alt was a sore spot but that eventually went away, haha.
Edit2: Space+B is a non-issue now with Space+1,2,3,4 working and remembering where the view was last.
However for layout and scene assembly, I would like to see (if not possible already) to have Space+# to retain a link and lock to a Camera if it was set. This may be a case where Space+B is still preferred. I seem to still have issues with Space+B not recognizing the current viewport the mouse is over for maximizing. Is it intended to require a click to activate a viewport? This would cause problems with losing your current selection.
SI Users » Possible to edit multiple objects at same time?
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Chris_TC
I find this an insanely important feature. Here is one example that constantly comes up at work:
I have an outdoor environment with a road, a curb, a sidewalk, another curb and grass. Now I need to shift a section of the sidewalk, which will affect all the mentioned objects (otherwise there would be gaps after I change the sidewalk). So I select all objects, select all their relevant vertices and move them all at the same time, no gaps appear.
In a perfect world the sidewalk would be procedural, but due to all the exchanging of data we have to do this is not possible. And it's just one example anyhow, regardless of what I model I use the functionality it all the time.
Yes, the road can be procedural naturally. But, you can also approach it where there is a single “Street” object containing the road, the curb and the sidewalk. Utilizing oranizational objects like netboxes, node layouts and groups inside one Object. If you have to change it destructively down the line, add an Edit SOP at the end of the chain after a merge to change everything.
It can fall far from elegance quickly and be a dangerous road (no pun intended) where you may catch yourself making an entire city in one object. But I feel segments of that City are sometimes logical to have in one object.
SI Users » Idea 4 Houdini dev team. Teach 1 of your own Softimage....
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Fact is, there are aspects from Silo, C4D, Max, Maya, Lightwave, Modo, Fusion, Nuke, Vray, Arnold, Redshift, etc. (too much software) that I would like to see in Houdini. I'm sure there are things in XSI that I would love as well, if I got to know it, that's a no brainer. But, if your only metric is XSI, that is a bit shortsighted IMO.
You seem to have me pegged for a Maya/Max guy, I have never personally owned an Autodesk product so you couldn't be more wrong. I'm just forced to use it as that is where the work is. But I can recognize their strengths.
The world isn't black and white. Just because I find Houdini a joy to work in doesn't mean I hated my previous jobs.
You seem to have me pegged for a Maya/Max guy, I have never personally owned an Autodesk product so you couldn't be more wrong. I'm just forced to use it as that is where the work is. But I can recognize their strengths.
The world isn't black and white. Just because I find Houdini a joy to work in doesn't mean I hated my previous jobs.
SI Users » Idea 4 Houdini dev team. Teach 1 of your own Softimage....
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Lol, personal vendetta's aside…
I started out with Softimage|3D believe it or not. And have had to use many a software at various locations for many different paid full projects, despite what you want to believe. XSI, regretfully isn't on that list, so you got me there. Though I never claimed anything negative about the software.
My statement was not to deface any Softimage user or the software but a hope for anyone wanting to improve things/solve a problem to approach it with as much information as possible.
Edit: The one time I had any say of what software to use at a company (my current) it was Houdini. No regrets there. Smaller place, and its a joy to work again.
I started out with Softimage|3D believe it or not. And have had to use many a software at various locations for many different paid full projects, despite what you want to believe. XSI, regretfully isn't on that list, so you got me there. Though I never claimed anything negative about the software.
My statement was not to deface any Softimage user or the software but a hope for anyone wanting to improve things/solve a problem to approach it with as much information as possible.
Edit: The one time I had any say of what software to use at a company (my current) it was Houdini. No regrets there. Smaller place, and its a joy to work again.
Technical Discussion » Solidworks to Houdini - Converting Geometry etc.
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Sorry, late update from me. While it doesn't appear to be a bug, more a workflow issue, I found one solution and SESI offered another.
I found, the overlapping UVs to be an issue, which once sorted out it was good enough to go.
SESI's suggestion was computing normals and adding a Divide SOP using the Bricker Polygons toggle checked. My specific case called for a 0.2 size.
I found, the overlapping UVs to be an issue, which once sorted out it was good enough to go.
SESI's suggestion was computing normals and adding a Divide SOP using the Bricker Polygons toggle checked. My specific case called for a 0.2 size.
SI Users » Softimage to Houdini guides
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Again, really great guides! Even though I'm not a former Softimage XSI user, they're great reads, being able to learn a few terms and ideas along the way.
I don't know if you plan on covering this going forward as it sounds you may (it may just be common/conflicting terminology), for Cubic projection.
I believe the equivalent can be found on the UVUnwrap node. Unique in Softimage looks close to Strip Layout on the same node but I don't know what the Unique method is doing exactly.
I don't know if you plan on covering this going forward as it sounds you may (it may just be common/conflicting terminology), for Cubic projection.
I believe the equivalent can be found on the UVUnwrap node. Unique in Softimage looks close to Strip Layout on the same node but I don't know what the Unique method is doing exactly.
Technical Discussion » Solidworks to Houdini - Converting Geometry etc.
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Just tried it, saw no visible difference. Thanks though!
I submitted this item and a hip file to SESI for review. #20347
I submitted this item and a hip file to SESI for review. #20347
Technical Discussion » Solidworks to Houdini - Converting Geometry etc.
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I'm actually running into a similar issues with Bump Mapping and Triangles from imported models.
Your use of MOI is interesting, it is something I'll have to look more deeply into. I tried it for my current project but found the STEP file I used was to complicated or had too many parts as it would just hang when importing. I've had to use 3DS Max to import STEP files, which are then exported via obj for Houdini.
Maybe we can log it as a bug.
Your use of MOI is interesting, it is something I'll have to look more deeply into. I tried it for my current project but found the STEP file I used was to complicated or had too many parts as it would just hang when importing. I've had to use 3DS Max to import STEP files, which are then exported via obj for Houdini.
Maybe we can log it as a bug.
Houdini Learning Materials » In-depth Houdini fluid tutorials?
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It's running right now but have you looked into this CGWorkshop [workshops.cgsociety.org]? Looks pretty detailed.
FXPHD [fxphd.com] I found are pretty nice as well. The HOU203 Water Effects for H11 may be a bit dated but still have relevant information.
FXPHD [fxphd.com] I found are pretty nice as well. The HOU203 Water Effects for H11 may be a bit dated but still have relevant information.
SI Users » project "Houdini, a great modeler"
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Awesome to hear! I really prefer that method over toggling Quad View.
Any hints on when we can see some solid information or release info on the next version?
Any hints on when we can see some solid information or release info on the next version?
SI Users » project "Houdini, a great modeler"
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I mentioned Viewport Switching back on page 3, and I'll re-quote it because I agree it needs to be smoothed out.
Gyroscope
Looks like you're tackling the View Tool next so…
I'd like to add (a lengthy) note, not modelling directly but pretty key for many tasks, I just find it most apparent when trying to model in Houdini. Viewport Choice:
Currently two methods of working various perspective and orthographic views.
Viewport Switch and Quad View. Both have basic problems.
Viewport switch - You switch to Top, Front, Right by pressing Space + 2, 3, 4. Space 5 gives you UV view. Space+1 brings you back to Perspective View, that's all functioning fine. The problem is it resets the view -every-single-time- you hit Space + Number. It needs to remember where the view is/was. Space-F should have to be hit to reset the view.
So if you're modelling or setting up a scene you're constantly re-hitting Space-G to focus on objects or re-navigating to where you just were. This is maddening and has made me adopt the Quad view despite prefering the Viewport Switch.
Quad View - You maximize a quad-view by hovering your mouse over a quadrant then hitting Space + B. Hitting the same combination to return to Quad View. This time, where you leave your views is rememberd.
The basic problem here is that a lot of times the event to find which viewport to make active never fires or gets stuck somewhere. So you hit Space + B to maximize, say Top view with the mouse clearly over it, but it constantly maximizes Right view, the last view you had maximized.
Another problem I find is that you can sometimes hold down Space, move your mouse to a quadrant, then hit B and it will maximize the quadrant under your mouse. Hit B again while still holding Space to return to Quad, move your mouse to another quadrant and maximize that view. All the while holding down Space Bar.
Other times I have to constantly let go of space, doing the entire combination. I myself would much prefer the former. Both times cans still invoke the first problem. But please. Consistency!
Now for myself, I would much like to see an option to have the current mouse position event to be more active. When typing in a field/channel, still after months/years of slowly learning Houdini I find myself messing up expressions and values by immediately hitting Space to navigate around the viewport. All the while the subtle non-blinking type indicator is still active.
What I'd like to see is this option; If mouse cursor IS over a viewport (strictly) - End typing automatically and invoke navigation. If mouse cursor IS NOT in a viewport, add space type character or whatever. Probably not a great idea, but damn do habits die hard, haha.
Houdini Indie and Apprentice » Newbie needs some general advice and help importing AutoCAD
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You were trying to export the models from Maya using DCE, STL, and IGES?
If you have it in Maya looking how you want, from there you can either use FBX, OBJ or Alembic to get them into Houdini. From AutoCAD straight to Houdini, I'm afraid I've no more insight to give as I use 3ds Max to import STEP, STL, or IGES files first.
Your initial notion of learning to model what you want in an non-engineering DCC app may be the best option. But it depends on what exactly you want to make and how you want the final product to be.
If you have it in Maya looking how you want, from there you can either use FBX, OBJ or Alembic to get them into Houdini. From AutoCAD straight to Houdini, I'm afraid I've no more insight to give as I use 3ds Max to import STEP, STL, or IGES files first.
Your initial notion of learning to model what you want in an non-engineering DCC app may be the best option. But it depends on what exactly you want to make and how you want the final product to be.
Houdini Lounge » Viewport/OpenGL problems continue
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I'm also able to reproduce the problem using Stu's steps on 13.0.409 on windows 7 quadro 5000 latest drivers. While select doesn't work but partial does. I've run into this at other instances during work as well.
Houdini Indie and Apprentice » Newbie needs some general advice and help importing AutoCAD
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In general I find creating asset items around the origin to be the safest. When you're in your scene layout phase then you'd probably translate an object. So your model being 64000 units away from the origin in AutoCAD may be a problem but I have no real experience with AutoCAD. I've had some DXF files load (no errors) but nothing show, and others show curves. It probably depends on the export settings.
Does AutoCAD have the option of exporting IGES or STL? These are more widely accepted. I think STEP is a SolidWorks file format. With Polytrans, try it out, they have a demo, and see if it works for you.
Does AutoCAD have the option of exporting IGES or STL? These are more widely accepted. I think STEP is a SolidWorks file format. With Polytrans, try it out, they have a demo, and see if it works for you.
Houdini Indie and Apprentice » Newbie needs some general advice and help importing AutoCAD
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3DS Max so far has been great for importing CAD data because of Direct Connect. However if you want to skip this step (and Autodesk) you may want to check out Polytrans. These both would be for getting .objs for import into Houdini. I don't know if AutoCAD (never used it) has an export as OBJ natively. Rhino3D is another great option to explore for actual modelling and importing of CAD data.
But even then, I've never had much luck with DXF's, it's usually been STEP, STL or IGES files for the actual 3D information. Whereas DWG and DFX have been just for curves.
For the $F problem on the file dialog, there should be an option in the pop up to uncheck “Show sequences as one entry”.
But even then, I've never had much luck with DXF's, it's usually been STEP, STL or IGES files for the actual 3D information. Whereas DWG and DFX have been just for curves.
For the $F problem on the file dialog, there should be an option in the pop up to uncheck “Show sequences as one entry”.
Technical Discussion » No Disk Warning
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I've been getting the same errors at work as well, ever since build 401. 394 was fine. I've filed it as a bug via support email earlier in the week but have yet to find a solution.
But my home computer running apprentice 405 doesn't experience it. /shrug
But my home computer running apprentice 405 doesn't experience it. /shrug
Technical Discussion » Render Booleans
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eetu! That's awesome, thanks so much for your time! I just quickly threw in one of my objects and modified the cutter and it works straight away.
Your explanation and the hip file are a great help to learn. It doesn't seem to work when Mantra is set to PBR though (only Raytrace). I'll have to find some time to get that to work and perhaps set it up as a tool to selectively have objects to be cut, and cutters and shader integration. As some of the work I do this would be a huge boon.
Thanks again!
Your explanation and the hip file are a great help to learn. It doesn't seem to work when Mantra is set to PBR though (only Raytrace). I'll have to find some time to get that to work and perhaps set it up as a tool to selectively have objects to be cut, and cutters and shader integration. As some of the work I do this would be a huge boon.
Thanks again!
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