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Houdini Lounge » Houdini 16

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MorganNilsson
45 posts
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 Jan. 26, 2017 09:36:42
I already read the issue, 16 is huuuuuuuuuuge, it adds everything I have been wanting and a metric ton of other useful and awesome stuff!
Edited by MorganNilsson - Jan. 26, 2017 09:38:15
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Houdini Lounge » Houdini 16

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MorganNilsson
45 posts
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 Jan. 22, 2017 13:10:51
Tobias Steiner
SreckoM
No you do not.
Which is it?

Your license includes all upgrades for the duration of your license.
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Houdini Lounge » AMD ProRenderer for Houdini/FX and Houdini Indie?

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MorganNilsson
45 posts
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 Dec. 23, 2016 08:54:21
Hello guys!

So AMD is creating an open-source free GPU renderar and more alternatives is always great, at the moment it is available in Maya, Max, Rhino And Solidworks, is soon available in Blender and Cinema 4D.

http://www.amd.com/en-us/innovations/software-technologies/radeon-pro-technologies/radeon-prorender [amd.com]

Any chances it might be coming to Houdini/Houdini Indie? Would be sweet to have a free GPU-renderer for single artists who can't afford the likes of RedShift and Octane.

What do you think about ProRenderer? Does it have a place in Houdini?(As third-party alternative, not included)

Best regards

//Morgan
Edited by MorganNilsson - Dec. 23, 2016 08:54:43
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Houdini Indie and Apprentice » Correcting bone orientation in Houdini

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MorganNilsson
45 posts
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 Dec. 22, 2016 19:50:57
malbrecht
Moin,

if I understand your problem correctly, then using the “Align Capture Pose” tool in the Rigging Shelf is what you are looking for. The general use for this is to (ignoring what you are doing to the geometry for a moment) rotate the bone the way you want it to be in correct “setup state”, then click on the “Align Capture Pose” tool. That will push the current rotation to the setup state and zero out the animation (pose) state.
If you have to correct the following / depending bones, just click on each of the bones while the align-capture-pose tool is still active, it will simply push the current state of each bone you click on into setup state, “auto-correcting” your pose.

I hope this helps! More in my “Full Houdini Rigging And Animation Course” later 2017

Marc

Thanks for the help!

Looking forward to that course, there is for sure a huge gap in good animation and rigging courses for artists in Houdini.
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Houdini Indie and Apprentice » Correcting bone orientation in Houdini

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MorganNilsson
45 posts
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 Dec. 19, 2016 11:04:21
Just stumbled upon this thread, would be look if Houdini had a feature to auto align bone roll orientation or something similar.
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Houdini Learning Materials » UV Texture vs UV Projection

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MorganNilsson
45 posts
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 June 20, 2016 14:01:13
Artye
Just use what works - there are always a variety of ways to achieve the end result in Houdini.

Yes of course!

Though in this particular case the nodes seem to both function and behave identically, which makes it seem like one of them is excessive and useless. Thus, the reason for the OT asking what exactly sets them apart and why both of them exists
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Houdini Learning Materials » UV Texture vs UV Projection

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MorganNilsson
45 posts
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 June 19, 2016 15:19:10
I wonder the same, I prefer to use UV Project as it gives me direct control over the projection in the viewport.
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Technical Discussion » "Make circle" as a SOP?

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MorganNilsson
45 posts
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 June 16, 2016 12:29:12
Send a RFE for it
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Technical Discussion » Normal Booleans?

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MorganNilsson
45 posts
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 June 16, 2016 12:27:41
I recall having read somewhere that they are in fact working on improving the cookie node, might be for the 16 release.

Though I do wonder what you mean with “normal booleans” as well
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Technical Discussion » Bake Texture node and some questions.

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MorganNilsson
45 posts
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 June 8, 2016 11:05:07
@grayOlorin Yes both are very valid approaches, but I am a bit stubborn and I want to try to get my way to work



So if we look at this node-network.

If I want to bake out the normal map from this material/shader, where/how would I input the normal map if I manages to properly convert the height/displacement information to normal information within the shader?

Any help is greatly appreciated!

Best regards
//Morgan

Edit:

Convinced myself to buy Substance Designer as I really want realtime preview of the materials I am creating. So this issue is not as urgent, but a solution is still interesting for future reference
Edited by MorganNilsson - June 8, 2016 13:41:52
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Technical Discussion » Bake Texture node and some questions.

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MorganNilsson
45 posts
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 June 6, 2016 14:51:41
grayOlorin
(again without looking at your file so pure speculation…!)

what about just rendering the mesh twice? one with displacement (which in essence gives you a hi res model), and another one with your target UVs, then turn on normal map in the bake texture ROP?

Sorry for late reply on my part, been a busy few days.

That is one way to do it, but should it not be possible directly within the material like I have it set up? Would be nice to skip that one extra step, especially if I have a lot of models to bake.
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Technical Discussion » Bake Texture node and some questions.

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MorganNilsson
45 posts
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 June 1, 2016 20:53:35
grayOlorin
Hey Morgan, without looking at your scene (I am at home now), have you tried the housing 15.5 version of the operator? It is MUCH easier to use…!

Yes, I have been using that one

I believe the issue I am facing at the moment is at the shader level, I am clueless at how to go about converting the displacement to a normal map that I can bake out.

Pretty sure the normal is not even working at the moment.

Edit: Added Image



Edit2: Saw why my roughness is a gradient looking at my own image, so only the normal map problem persists!
Edited by MorganNilsson - June 1, 2016 21:17:43
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Houdini Learning Materials » Looking for a Houdini mentor on skype

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MorganNilsson
45 posts
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 June 1, 2016 20:24:08
What can also help is that we noobies can help eachother, so I'll add you as well and maybe we can eventually come up with our own solutions by knocking our noobieheads together
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Technical Discussion » Bake Texture node and some questions.

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MorganNilsson
45 posts
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 June 1, 2016 16:51:56
Hello all!

So I have begun attempting to learn how to use Houdini as a Substance Designer alternative. (Not that I have ever used SD in any capacity before)

So I think I got the basics down, up until the texture baking where I am having two main issues at the moment.

1. Normal map bakes as a black image.
2. Roughness map bakes with a gradient.

As I already been stuck for a couple of hours trying to figure out why it wouldn't bake anything at all, I feel I would rather ask for help than try to spend another couple hours in vain. (The plane I was using was just one single polygon, and subdiving it fixed the baking problem)

Also, some critique on how I went about creating the material would also be more than helpful!

Best Regards
//Morgan
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Houdini Lounge » Substance Designer functionality already in Houdini?

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MorganNilsson
45 posts
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 May 12, 2016 06:36:48
MartybNz
Yes - Houdini has a lot of the tools already, so if it works for you, no need for SD. On the other hand SD is very intuitive, has thumbnail preview on nodes and is a very active community, so there is a much better base to work from.

You can get the 30 day demo of SD and check it out, the beta SD Houdini plug-in will work.

I have dabbled with it before, but I have not tried how well it works in Houdini, I guess, the main thing I will be missing out on is a real-time PBR preview in the viewport. That is actually quite a huge deal now when I think of it.

DASD
Another advantage of SD is that it has plug-ins for stuff like Unreal 4. It also comes with a lot more generators.

Yes, that have struck my mind, being consistent everywhere with my materials would be quite handy.

robsdesign
I have a Substance Live subscription and rarely use Substance Designer but I do use Substance Painter, a lot.

Procedural can only go so far in my opinion but it depends on what textures you want to create and how you want to do it.

I use Zbrush for Modelling, Substance Painter for texturing and Houdini for everything else. So for me, Painter fills a gap for “manual” texturing that I couldn't do with Zbrush or Houdini.

I'm used to Photoshop so I can build textures (or substances) inside Painter using it's layers, masks, filters etc. I bought Live as I was expecting I would want to use Designer to build some substances but haven't felt the need so far.

Sorry, I know you didn't mention Painter but it works so well for me I feel it shouldn't be overlooked.

I have 3D Coat for any painting needs really, if I didn't I would probably have went with substance live already

Overall, I am a strong believer of procedural workflows and I feel that is the direction I want to take with pretty much everything.
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Houdini Lounge » Substance Designer functionality already in Houdini?

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MorganNilsson
45 posts
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 May 11, 2016 15:58:02
Hello all!

As I recently bought Houdini Indie a few months back I am not too familiar with the texturing and shading sides of it yet. (Not too familiar with anything really)

Seeing Houdini now got substance support I was wondering if getting the indie version of substance designer is worth it in pure functionality.

Houdini seems to have a lot of the same procedural material/texture generation functions as designer got, or am I wrong?

I would very much like some insight from people who are more familiar with it all

Thanks!

Best regards
//Morgan
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Technical Discussion » FBX Export Skin weights, skinning to Maya/MotionBuilder

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MorganNilsson
45 posts
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 Feb. 12, 2016 10:26:59
Guillaume
Ok, so I had a look at your scene the export doesn't work because some of the bones contributing to boneCapture are detected by the exporter as dummy bones.

Here's something I found in the exporter code.
// A bone is a dummy bone if:
// 1) It is a child of a null node
// 2) It has no children
// 3) It has a look-at node
// 4) Its look-at node is a null node which is a child of its parent null-node.
// 5) Its length is an expression.


The dummy bones are usually coming from an FBX file. If you import an fbx from Maya you'll get a null and a bone per maya joint.

I think what you have to do is make sure you do the houdini capture/deform by using the cregions on the nulls rather than on the dummy bones.

Ohh, I tried the reverse of that, removing the cregions on the nulls, not on the bones.

Thanks a lot for the help, appreciate it tons!
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Technical Discussion » FBX Export Skin weights, skinning to Maya/MotionBuilder

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MorganNilsson
45 posts
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 Feb. 10, 2016 11:16:47
So, I figured the problem out to be because it is a humanik rig that is imported. If I create the bones in houdini and skin(capture) them, there is absolutely no problem at all to export it.

Do anyone know of a fix of this issue or do I really have to create a new rig and skin it for it to work?

I mean… it works perfectly fine in Houdini, just the export that causes problems.
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Technical Discussion » FBX Export Skin weights, skinning to Maya/MotionBuilder

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MorganNilsson
45 posts
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 Feb. 10, 2016 09:24:50
If my question doesn't make any sense, please let me know and I'll try to clarify.
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Technical Discussion » FBX Export Skin weights, skinning to Maya/MotionBuilder

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MorganNilsson
45 posts
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 Feb. 9, 2016 04:11:51
Hello you wonderful people!

I am having issues with getting my skinning data to transfer properly(it is not showing up at all) to Maya/Motionbuilder. It feels like I have tried everything, so I am just going to drop the hip file and hope a kind soul have time to take a peek!

Thanks for any help!

Best regards
//Morgan
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