seems to work great
thanks a lot chris!
Cheers
J
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Technical Discussion » Problem downloading Houdini Apprentice program
- JohnnyBGoode
- 55 posts
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Houdini Lounge » Schools that teach houdini on the Grad level.
- JohnnyBGoode
- 55 posts
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ill back pete up with the MA at Bournemouth - ive just finished mine there. I joined as a photographer, who knew nothing about CG, to feeling pretty confident to go on my way with Houdini.
I highly recommend this course, but as with all things like this, you get out what you put in.
Cheers
J
I highly recommend this course, but as with all things like this, you get out what you put in.
Cheers
J
Technical Discussion » Problem downloading Houdini Apprentice program
- JohnnyBGoode
- 55 posts
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I actually, have to admit I am having exactly the same problem since ive had to go back to 56k (!!! kicks modem).
Would really appreciate a fix if that is possible
Cheers
J
Would really appreciate a fix if that is possible
Cheers
J
Houdini Lounge » Houdini gallery
- JohnnyBGoode
- 55 posts
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Houdini Lounge » Houdini gallery
- JohnnyBGoode
- 55 posts
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WOW - not only is your houdini stuff great, but you have some stunning paintings in your gallery worth pointing out too
i remember seeing your houdini stuff in the WIP section of odforce
is there a gallery page on Sidefx.com or Odforce for us to use?
…
would love to see the .hipnc of how you did some of that stuff
keep it up!
J
i remember seeing your houdini stuff in the WIP section of odforce
is there a gallery page on Sidefx.com or Odforce for us to use?
…
would love to see the .hipnc of how you did some of that stuff
keep it up!
J
Houdini Lounge » Student Work - 'Short Lived'
- JohnnyBGoode
- 55 posts
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wow - thanks a lot - quite humbled and dont know what to say - i guess we achieved what we set out to!
thanks a lot guys.
Boda - the camera was Panasoinc SDX-900
Cheers
J
thanks a lot guys.
Boda - the camera was Panasoinc SDX-900
Cheers
J
Houdini Lounge » Student Work - 'Short Lived'
- JohnnyBGoode
- 55 posts
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Hi all,
Here is the final project that myself (John Galloway) and Mark Wainwright,('spaceboyzero' on these forums) undertook together to complete our Masters at Bournemouth.
It is available direct to download from this webpage: http://media.bournemouth.ac.uk/studentshowcase/studentwork.html [media.bournemouth.ac.uk]
The project is called Short Lived.
Alternatively u can download it by just clicking here:
Download .mov - 21mb [mediastream.bournemouth.ac.uk]
The project was made using Houdini and Shake, compositing CG into live action.
(Saying that, if there had been a few more functions in Cops…ie paint, we would have done the whole thing in Houdini no questions)
We would be grateful for any feedback from anyone.
Sorry its such a huge file to download
Cheers!
J
oh and for this particular project Mark took on 3D side, where as i took on the compositing/camerawork
Here is the final project that myself (John Galloway) and Mark Wainwright,('spaceboyzero' on these forums) undertook together to complete our Masters at Bournemouth.
It is available direct to download from this webpage: http://media.bournemouth.ac.uk/studentshowcase/studentwork.html [media.bournemouth.ac.uk]
The project is called Short Lived.
Alternatively u can download it by just clicking here:
Download .mov - 21mb [mediastream.bournemouth.ac.uk]
The project was made using Houdini and Shake, compositing CG into live action.
(Saying that, if there had been a few more functions in Cops…ie paint, we would have done the whole thing in Houdini no questions)
We would be grateful for any feedback from anyone.
Sorry its such a huge file to download
Cheers!
J
oh and for this particular project Mark took on 3D side, where as i took on the compositing/camerawork
Houdini Lounge » Texturing - Triplanar and Bump
- JohnnyBGoode
- 55 posts
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I take it then that bumps are still “in” so the RFE to add support for bump maps in many of the default SHOPs is valid.
Sweet - cheers Jeff!
bumpMaps are so late 70s
LOL! like so many great things eh?!
Houdini Lounge » Texturing - Triplanar and Bump
- JohnnyBGoode
- 55 posts
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Hi Jeff
- thats a fair point, however i actually prefer to combine bump and disp - using bump for finer detail when using displacement more usefully for larger features.
my point about the Layed shader was that it has the ability to use different UV spaces, and combine images in a really neat way. It would be helpful for cg artists to also have bump there as an option in my opinion.
HoweverI agree in that displacement has its place over bump wherever possible - so is there a specific way to layer disp maps to correspond with the exact uv settings of the Vex Layered?
cheers
J
- thats a fair point, however i actually prefer to combine bump and disp - using bump for finer detail when using displacement more usefully for larger features.
my point about the Layed shader was that it has the ability to use different UV spaces, and combine images in a really neat way. It would be helpful for cg artists to also have bump there as an option in my opinion.
HoweverI agree in that displacement has its place over bump wherever possible - so is there a specific way to layer disp maps to correspond with the exact uv settings of the Vex Layered?
cheers
J
Houdini Lounge » Texturing - Triplanar and Bump
- JohnnyBGoode
- 55 posts
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Houdini Lounge » Texturing - Triplanar and Bump
- JohnnyBGoode
- 55 posts
- Offline
Hi all,
ok .. houdini is my first 3d package, and i do a lot of tutorials designed for other software and general techniques, applying it to Houdini.
This is mainly because there are tons of tutorials for lots of cool modelling and texturing techniques that i use to learn the fundamentals.
Houdini lets me take it a stage further and really learn 3d by understanding whats going on where…which is cool…but..
…to get to my question, unless im mistaken, why is there no bump map option for the vex layered shader? I've made my own shaders in vops, using bump maps when needed, which i love doing…but the vex layered is so cool i just find it bizarre that bump mapping is not available - to have to make a massive multi-layered shader in Vops just to have bump seems crazy when u have such a cool shader already available. Same for the super material!
Also, is there anything in Houdini that is the equivalent of Triplanar mapping in other brands? A lot of tutorials use this technique, and i cant seem to find a way of doing something similar.
Cheers y'all
J
ok .. houdini is my first 3d package, and i do a lot of tutorials designed for other software and general techniques, applying it to Houdini.
This is mainly because there are tons of tutorials for lots of cool modelling and texturing techniques that i use to learn the fundamentals.
Houdini lets me take it a stage further and really learn 3d by understanding whats going on where…which is cool…but..
…to get to my question, unless im mistaken, why is there no bump map option for the vex layered shader? I've made my own shaders in vops, using bump maps when needed, which i love doing…but the vex layered is so cool i just find it bizarre that bump mapping is not available - to have to make a massive multi-layered shader in Vops just to have bump seems crazy when u have such a cool shader already available. Same for the super material!
Also, is there anything in Houdini that is the equivalent of Triplanar mapping in other brands? A lot of tutorials use this technique, and i cant seem to find a way of doing something similar.
Cheers y'all
J
Technical Discussion » Object Space Change..Chrome Env
- JohnnyBGoode
- 55 posts
- Offline
jeff
Submitted the RFE.
Request For Enhancement for those not in the know.
cool! how do we know when or if a RFE is accepted and when it has been implemented into a build?
i see a lot of RFE's - do they all get looked at and changed?
cheers
J
Technical Discussion » OTL: Textures dont load up after geometry capture locked
- JohnnyBGoode
- 55 posts
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Hi …
..just to update, ive got my otl working as i originally wanted.
Basically, i slapped the otl into a new scene, allowed editing of contents, unlocked the capture nodes and relocked them again.
The textures reloaded…i then resaved the OTL.
Now everytime i pop the otl into a new scene it works great - i had been doing this with my original OTL scene - but it never worked when loading into a new scene.
I dont know why this has now worked by editing the OTL once a new scene and resaving out.
I also still have the switch that is linked to the copnet - allowing me to choose colours from adjustments to the one texture etc - and it works really great for what i want.
….but to continue on with my questions in above post - as I am using .tiff format and not .rat for my textures - would putting the textures through the copnet really be losing anything anyway?
Dont the filtering possibilites, that i essentially lose when putting through a copnet only occur when using .rat?
Also, as already asked - im keen to know if there is any other way of doing what i want without using a copnet? It just seems such a great way to wire things through the network to me. From the one texture I can mask off bits and change colours and stuff in cops - add switches - and then reference to a shader. The switches are then on the otl controls - and i can make quick changes all from the one texture.
Am i mad to do this? (normally am) - is there a better way
:?:
J
..just to update, ive got my otl working as i originally wanted.
Basically, i slapped the otl into a new scene, allowed editing of contents, unlocked the capture nodes and relocked them again.
The textures reloaded…i then resaved the OTL.
Now everytime i pop the otl into a new scene it works great - i had been doing this with my original OTL scene - but it never worked when loading into a new scene.
I dont know why this has now worked by editing the OTL once a new scene and resaving out.
I also still have the switch that is linked to the copnet - allowing me to choose colours from adjustments to the one texture etc - and it works really great for what i want.
….but to continue on with my questions in above post - as I am using .tiff format and not .rat for my textures - would putting the textures through the copnet really be losing anything anyway?
Dont the filtering possibilites, that i essentially lose when putting through a copnet only occur when using .rat?
Also, as already asked - im keen to know if there is any other way of doing what i want without using a copnet? It just seems such a great way to wire things through the network to me. From the one texture I can mask off bits and change colours and stuff in cops - add switches - and then reference to a shader. The switches are then on the otl controls - and i can make quick changes all from the one texture.
Am i mad to do this? (normally am) - is there a better way
:?:
J
Technical Discussion » OTL: Textures dont load up after geometry capture locked
- JohnnyBGoode
- 55 posts
- Offline
hi pete
thanks
i just ran a small test otl which mocks up the same situation and so far it does appear to be the copnet that was causing the problem. If the texture goes directly to the shader i dont seem to have the problem, although im yet to try it on my main otl.
I find it a shame that you shouldnt and cant really reference textures through cops. To me that seemed the ideal way to link everything up in houdini - where i could make live changes to my textures - hue, saturations - all sorts of cool compositing stuff - before they went into the shader.
How else could i do something like this- allowing for an interactive switch on the otl to do stuff like that (change colours etc).
Im sure I could make a new shader in vops that has that kind of functionality option to adjust texture qualities - but doing it through cops seemed a tidier, faster and more accesible way of doing it for an otl.
thanks
i just ran a small test otl which mocks up the same situation and so far it does appear to be the copnet that was causing the problem. If the texture goes directly to the shader i dont seem to have the problem, although im yet to try it on my main otl.
I find it a shame that you shouldnt and cant really reference textures through cops. To me that seemed the ideal way to link everything up in houdini - where i could make live changes to my textures - hue, saturations - all sorts of cool compositing stuff - before they went into the shader.
How else could i do something like this- allowing for an interactive switch on the otl to do stuff like that (change colours etc).
Im sure I could make a new shader in vops that has that kind of functionality option to adjust texture qualities - but doing it through cops seemed a tidier, faster and more accesible way of doing it for an otl.
Technical Discussion » OTL: Textures dont load up after geometry capture locked
- JohnnyBGoode
- 55 posts
- Offline
Hi all,
Hoping someone could help me with this predicament:
Im making an otl of an object that is textured and has its geometry captured with bones for deformation.
All the textures are embedded into the otl. They are then sourced through a copnet so that i can change colours with a flick of a switch on the otl, before then running through a custom shader in a shopnet at sop level.
The geometry is rigged and captured after all the texturing.
Everything is working as expected.
However, if i dont lock the capture node..transforming the object at object level is painfully slow as it re-cooks everything all the time. If i do lock it, it runs smoothly, until i load up the OTL in a new scene and the texture/shading information that takes place before locking the capture doesnt come through.
Im not sure how to deal with this. I assume I cant lock the texture/shading information and delete history? Even if i could, i doubt i would be able to in my otl as the texture runs through Cops for a colour change.
Im wondering what i should do? Is there any way around this happening?
Any advice would be gratefully received.
Cheers
J
Hoping someone could help me with this predicament:
Im making an otl of an object that is textured and has its geometry captured with bones for deformation.
All the textures are embedded into the otl. They are then sourced through a copnet so that i can change colours with a flick of a switch on the otl, before then running through a custom shader in a shopnet at sop level.
The geometry is rigged and captured after all the texturing.
Everything is working as expected.
However, if i dont lock the capture node..transforming the object at object level is painfully slow as it re-cooks everything all the time. If i do lock it, it runs smoothly, until i load up the OTL in a new scene and the texture/shading information that takes place before locking the capture doesnt come through.
Im not sure how to deal with this. I assume I cant lock the texture/shading information and delete history? Even if i could, i doubt i would be able to in my otl as the texture runs through Cops for a colour change.
Im wondering what i should do? Is there any way around this happening?
Any advice would be gratefully received.
Cheers
J
Houdini Lounge » Apprentice Challenge
- JohnnyBGoode
- 55 posts
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Technical Discussion » bounced light / object lights
- JohnnyBGoode
- 55 posts
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Thanks Pete!
Ill let u know if it works, gonna give it a shot now.
Ive just been playing with Deecue's setup - and it seems to me that the for this scene photon mapping made very little difference to a normal Full irradiance render without mapping - except for a slight increase in overall brightness and a really long render.
I assume using photon-mapping would actually serve better with a scene that had more objects or varied colours and lights around the room for a more realistic look? But as for a single light source, simply setting to Full Irradiance seems to be just as fine to me. Thanks though, Deecue - was v helpful
spaceboy - have u managed to get what u wanted? If u are still seeing black, im pretty certain it has something to do with the global tint not being high enough.
Ill let u know if it works, gonna give it a shot now.
Ive just been playing with Deecue's setup - and it seems to me that the for this scene photon mapping made very little difference to a normal Full irradiance render without mapping - except for a slight increase in overall brightness and a really long render.
I assume using photon-mapping would actually serve better with a scene that had more objects or varied colours and lights around the room for a more realistic look? But as for a single light source, simply setting to Full Irradiance seems to be just as fine to me. Thanks though, Deecue - was v helpful
spaceboy - have u managed to get what u wanted? If u are still seeing black, im pretty certain it has something to do with the global tint not being high enough.
Technical Discussion » bounced light / object lights
- JohnnyBGoode
- 55 posts
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just wondering - as Mark mentioned the Irradiance help tutorials are dead in Houdini.
One that is mentioned is…
Any clues as to how to do this - or is this done purely through photon mapping as established in this thread?
Cheers
J
One that is mentioned is…
Incadesence - Objects with constant shading that simulates incadesence can also be used as sources of light in a global illumination rendering.
Any clues as to how to do this - or is this done purely through photon mapping as established in this thread?
Cheers
J
Technical Discussion » bounced light / object lights
- JohnnyBGoode
- 55 posts
- Offline
There's a video tut for the Irradiance stuff. It's here:
http://sidefx.vislab.usyd.edu.au/houdini_video/by_topic/rendering/index.html [sidefx.vislab.usyd.edu.au]
Yeah thats the tutorial I mentioned earlier - where I got my method for GI Full Irradiance from - there is also a caustics one, which is, as far as i remember, the only one that deals with photon mapping, but it does so only for caustics.
my biggest problem when first learning was trying to think relative to how things are done in other appsYeah very true mark2, as much as im a whiney git, i really do enjoy learning cg techniques, and then finding out how to do them in Houdini.
Thats what i mean about my lack of experience - i didnt think to relate the caustics photon mapping to also being able to create a global map with photons too. Not that i studyed GI that hard as a lighting technique anyway, im only just starting to consider stuff like that - better to get head round direct lighting first. I just remember going through the descriptions for tutorials and thinking the caustics one wouldnt have the information i wanted.
my bad -as they are great tutorials
J
ooohh - look at the new ‘add attachment’ button! 8)
Edited by - Oct. 14, 2005 07:13:11
Technical Discussion » bounced light / object lights
- JohnnyBGoode
- 55 posts
- Offline
hey - deecue
thats really cool - thanks, today has cleared up so many of my own thoughts and questions
especially as there are no tutorials yet available on this functionality
Houdini being my first and only 3d package - sometimes its like flying blind with no prior experience to draw from
i hope SESI do sort that out soon as Houdini is such a great package
Cheers
J
thats really cool - thanks, today has cleared up so many of my own thoughts and questions
especially as there are no tutorials yet available on this functionality
Houdini being my first and only 3d package - sometimes its like flying blind with no prior experience to draw from
i hope SESI do sort that out soon as Houdini is such a great package
Cheers
J
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