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Found 17 posts.

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Work in Progress » Smoke Path Follow

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Mohammed Issa
17 posts
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 Oct. 30, 2014 04:02:39
thanks man! the solution on the custom vel made it alot faster
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Work in Progress » Smoke Path Follow

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Mohammed Issa
17 posts
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 Oct. 30, 2014 01:21:50
thanks for the file alejandro, i was following your work for awhile now. and also found this file im trying to understand.

im trying to recreate it to undersand it better but i had some problems.

if i leave the SOP scalar/vector field to initial, my sop volumes doesnt update,i have a simple turb noise on my curve.

but if i set it to always, and resize it by density, i gets slower than your example setup.

how do you get the data from the curve not to be clamp by the bounds. mine stays frozen and no data anymore even if i resize it during the simualtion.
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Technical Discussion » redhat/rhel/centos 7 stability?

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Mohammed Issa
17 posts
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 Aug. 13, 2014 20:44:45
anybody tried MANJARO? yet
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SI Users » Idea 4 Houdini dev team. Teach 1 of your own Softimage....

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Mohammed Issa
17 posts
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 July 2, 2014 00:26:11
i think having a more stable viewport will be a good start for houdini.

pardon if its too OT
but, one good addition is a better file browser that can preview alot more image formats and sizes and also the shader preview in cinema 4d is quite good too.small and stupid but the idea is there
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SI Users » User Interface thoughts

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Mohammed Issa
17 posts
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 July 2, 2014 00:12:15
NNois
assigning an hotkey to

the “parameters” option, available on
- the context menu/geometry on 3dview
- the context menu on a network view

Enables you to lock parameters panes and mimics SI workflow. Theses multi floating opened PPG panes are so usefull for lookdev ;-)

late reply Neil but anyways

yah thats pretty much how i work i houdini
map a hotkey in houdini/panes/networkeditor/nodemenu/parameters

and also to the network view counterpart.

and also you can use this simple python script in nuke
copy and paste it in you .nuke/menu.py

change the \\ in the last part to \hotkey you desired

#Add Control Panel Toggle

#Toggle Control Panel
def controlPanelToggle():
n = nuke.selectedNodes()
for i in n:
ntoggle = i.shown()
if (ntoggle == True):
i.hideControlPanel();
if (ntoggle == False):
i.showControlPanel();

nuke.menu('Nuke').addCommand('Edit/Node/ControlPanelToggle', ‘controlPanelToggle()’,'\\')
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Houdini Lounge » How about a MODELING module for Houdini?

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Mohammed Issa
17 posts
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 July 1, 2014 23:45:43
phrenzy84
I think the best style is a hybrid.

i agree for example: you cam assume a window/doorframe/roof/ pre made models then a network in houdini to procedurally place resize and fit those models in a building.

that way you can sculpt a pieces in zbrush. and see the result rightaway in houdini.

to be honest i rather see more attention given in CHOPs, its such a powerful network but there are less documentation on production specific task for it.

but i guess SESI will favor FX none the less
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Houdini Lounge » Why is Houdini difficult to learn in my experience

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Mohammed Issa
17 posts
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 May 25, 2014 01:34:00
if you use houdini like you use maya. youll be better of with maya.

its the same argument with nuke and ae

you get more control, but you get obligated to be smarter which is a good thing.

basically you get more possibility, and responsibility
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Houdini Lounge » importing

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Mohammed Issa
17 posts
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 May 25, 2014 01:23:58
few things i figured.

1. make sure your obj from zbrush contains 1 polygroup. if not when your re import in zbrush it will shift the point numbers.

2.there was an annoying bug that i get from build 376 that spilts my obj file in where the uv seams are located. not gonna happen if your using 343. idk about the latest versions. be aware of that.

3.do preliminary mesh integrity check in zbrush before you import to houdini.
if you dont sometimes you get separated polygons faces and end up with a heavy point count and faceted obj file.

other than that my transfer was successful
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Houdini Lounge » Houdini and Multi UV Tiles

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Mohammed Issa
17 posts
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 April 30, 2014 07:54:15
if you are using too many textures convert them to RAT files so you got less of slow down.
ive tested this with an estimated 200 texuters in 2k for a character(not serious its just for stress test)

goodluck,
kiel
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Houdini Lounge » Houdini and Multi UV Tiles

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Mohammed Issa
17 posts
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 April 30, 2014 07:38:04
sorry for the wait,i forgot that a hip file speak louder than words.
its a sphere with 3 tile uv 1001 - 1003
each texture applied in ea tile

pointers:

the border color is an important parameter for these approach if you have a cavity or ao map which is white outside uv shells you can either invert that map in ps or change the border color to have a correct decal.

hope it helps,
kiel
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SI Users » User Interface thoughts

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Mohammed Issa
17 posts
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 April 21, 2014 07:05:48
Neil78
I love it, just nodes and shortcuts, like Nuke.

Although I do wish you could have a floating viewer like Nuke, and just press a shortcut to hide or show it.

hi niel,
im also a long time XSI user
you can right click on a sop node and choose preview window. that will open as psuedo 3d view of your object in chain.

you can also map the parameters option to a hotkey so you have a floating window just like xsi.
i also made a python for opening and closing nuke paramter window so i feel at home.

best of luck
kiel
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Houdini Lounge » Houdini and Multi UV Tiles

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Mohammed Issa
17 posts
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 April 21, 2014 07:00:11
hi guys i dont if you got yours working since this thread is about a year ago.

but really just create texture vops for each tile and feed its “s” and “t” with
a uv transform node
1st tile is translate x = 0
2nd tile is translate x = 1 and so on (moving from screen left to right)

and then add them together, just dont forget to set the texture nodes to decal.

tested it with 4k VDM from zbrush works great

best of luck
kiel
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Technical Discussion » Character design pipeline for animation in Houdini

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Mohammed Issa
17 posts
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 April 5, 2014 11:58:07
hi edward
i too have been exploring houdini's rigging and anim tools (so far im done with rigging)

but really you dont need to have a model fully textured or at its best condition.
you can instread produce a cage like model of your character( mine is from zbrush so i combine every pieces and produce 1 homogeneous mesh perfect enough for me to develop the bones and control rig( ofcourse with the help of proximity capture geometry method i dont have to worry about weights at early stages of development.

another thing is that we can use the almighty attribute transfer sop to copy a painted weights to a new version of the geometry.. if ever someone is still working on the model. you dont have to wait for it to finish..

another advice is that stay away from blendshapes at early rigging stage.
as you might know it depends on $PT so , if ever the model change drastically we can do much about saving our blendshapes.

best advice i can give is learn python..

goodluck
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Technical Discussion » tangent vector displacement maps from Zbrush 4 R4

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Mohammed Issa
17 posts
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 March 28, 2014 04:45:11
thanks alot danny

the code is working nice
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Houdini Lounge » Houdini 14 Wishlist

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Mohammed Issa
17 posts
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 Jan. 21, 2014 19:56:41
Jump to operator request:

when you use the floating parameter window(“the one you get with rightclicking a node”). the jump to operator button doesn't work..

Spreadsheet hotkey:

it would be nice if you can assign a hotkey in the spreadsheet option without righclicking first..
see if you want to make a hotkey for spreadsheet option you need to:

1.assign a hotkey to it.
2.press the hotkey and it doesnt open the spreadsheet.
3.but alternatively you can rightclick a node, AND THEN PRESS YOUR HOTKEY which is annoying..

thanks for good software guys keep the passion burning
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Houdini Learning Materials » importing attributes inside the new POP network's POP VOP

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Mohammed Issa
17 posts
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 Nov. 21, 2013 10:14:02
thaks this place is great..ill go take a look at it again today
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Houdini Learning Materials » importing attributes inside the new POP network's POP VOP

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Mohammed Issa
17 posts
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 Nov. 15, 2013 23:29:19
first of all sorry for being noob.. in need to reference an attribute called $HITNUM which is in houdini 13 is called i@hitnum..

back then i use add attribute VOP to accomplish this..

but it seems that that node no longer exist inside the new POP VOP..

my question is how do you guys reference an attribute inside the popnet itself to use inside a POP VOP.. or any alternative ways.. thanks in advance ops:
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