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Technical Discussion » Fill hole max edge count?
- RHenv
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Hey all, is there a way to fill holes based on edge count? I want to fill all tiny holes but exclude the big hole at the base. Im working with scanned meshes, so very dense. Any ideas?
Houdini Lounge » Is Houdini getting buggier and buggier?
- RHenv
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It's a bit of problem submitting crashfiles and bugreports when you are working in a studio. I don't really have access to internet and I cant roll back drivers either beacause thats all up to to tech support. Not sure how SideFX gets hold of that kind of studio data, would be valueble for sure. Lots of things happening in a studio that doesent happen with my home computer.
Maybe the issue is that the last couple of years many studios have expanded the use of Houdini to areas that is not historically its strong suite. Like Layout and environments, I used to do all that in Maya. Maybe the the classic Houdini VFX stuff gets all the feedback and attention it needs and never crashes then.
I think there are two separate big problems going on. Memory handling and graphics driver issue.
Maybe the issue is that the last couple of years many studios have expanded the use of Houdini to areas that is not historically its strong suite. Like Layout and environments, I used to do all that in Maya. Maybe the the classic Houdini VFX stuff gets all the feedback and attention it needs and never crashes then.
I think there are two separate big problems going on. Memory handling and graphics driver issue.
Houdini Lounge » Is Houdini getting buggier and buggier?
- RHenv
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Im an environment artist, so its mostly sops. I work in a proffesional setup with a remote machine and streaming all the data from servers. Currently I have a threadripper PRO 3955wx 16 core, Nvidia A4000 and 128gb of Ram. Rendering with Arnold.
So I do a lot of scattering, trees and stuff. Very intense stuff but not to complicated. In this case with the grid, I just wanted to add a ground plane at the horizon and it worked the third time. Also just enabling and disabling a scatter I never know if its going to survive. I think its all about the memory, when I had 64gb it would crash every 30 minutes or so and sometimes freeze the whole machine and corrupt the save. With 128gb it gives a bit more time. But often its just importing a new alembic tree and it will explode. Im actually on H18.5 at the moment but I had the same problems on 19.5.
I talked to a friend the other day and they now started doing grooming in houdini and he was also complaining about constant crashes.
As I remeber I didnt have that much problems in Houdini 15 to 17, but maybe I am pushing it harder now.
So I do a lot of scattering, trees and stuff. Very intense stuff but not to complicated. In this case with the grid, I just wanted to add a ground plane at the horizon and it worked the third time. Also just enabling and disabling a scatter I never know if its going to survive. I think its all about the memory, when I had 64gb it would crash every 30 minutes or so and sometimes freeze the whole machine and corrupt the save. With 128gb it gives a bit more time. But often its just importing a new alembic tree and it will explode. Im actually on H18.5 at the moment but I had the same problems on 19.5.
I talked to a friend the other day and they now started doing grooming in houdini and he was also complaining about constant crashes.
As I remeber I didnt have that much problems in Houdini 15 to 17, but maybe I am pushing it harder now.
Houdini Lounge » Is Houdini getting buggier and buggier?
- RHenv
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Im wondering if anyone feels that Houdini is getting really buggy? Every click is a possible crash now. The memory gets filled up immediately and kills the machine, the cache doesent really do anything it always recooks whatever I click anyways. Its become a really frustrating experience for me lately. Before i could easily meet my targets, now I have to work a couple of hours overtime just to fix the bugs.
Im writing this after Houdini crashed when I was scaling a grid.
It used to be pretty solid if I remember correctly.
Im writing this after Houdini crashed when I was scaling a grid.
It used to be pretty solid if I remember correctly.
Technical Discussion » No icons in OSX Sierra
- RHenv
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Technical Discussion » No icons in OSX Sierra
- RHenv
- 12 posts
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Hey, I installed H16.0.557 in OSX Sierra and the icons are missing and I get python errors. Whats going on? Im guessing its all apples fault. Some permissions that needs to be set somewhere? H15 works fine btw.
Houdini Lounge » indie licence 14 upgrade to 15
- RHenv
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The info I got back from support is that licenses will be rolling out shortly to everyone.
Houdini Lounge » Houdini 15 release date?
- RHenv
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Houdini Lounge » SESI website theory
- RHenv
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It's always been like this. I think they call it Tantric marketing. No premature leaks and when you least expect it there is a big release.
Houdini Lounge » Houdini vs bifrost
- RHenv
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Anybody run any comparison tests on this?
I just did a rough test with a beachtank. Waves colliding with a beach, no stones or anything else, both sims had 4 million particles. I simmed 10 frames.
Houdini: 5 min 30 secs
Bifrost: 9 min
I do realize that there is a lot of other factors in play. It´s just good to know how they compare, at some point I will probably have to defend why I want to use Houdini instead of Maya.
I just did a rough test with a beachtank. Waves colliding with a beach, no stones or anything else, both sims had 4 million particles. I simmed 10 frames.
Houdini: 5 min 30 secs
Bifrost: 9 min
I do realize that there is a lot of other factors in play. It´s just good to know how they compare, at some point I will probably have to defend why I want to use Houdini instead of Maya.
SI Users » The Houdini Modo combo
- RHenv
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I agree completely with Johnnycore. Modo and Houdini are really polar opposites and I think they complete each other pretty well. Modo has bugs but not more than any other software, they are just very open and honest about it on the forums. At the moment we are struggling a bit with the Mavericks viewport, but there are workarounds. Houdini used to be unusable in OSX until H13, but now it works pretty good.
What I want to stress is the importance of getting the animation up to the highest standard. Once soft is gone there is only Maya that can deliver a complete animation package. Competition is good. So dig into the rigging and animation in Houdini and give some great feedback. If not I can´t see why any studio wouldn´t swap in their XSI licenses for Maya.
What I want to stress is the importance of getting the animation up to the highest standard. Once soft is gone there is only Maya that can deliver a complete animation package. Competition is good. So dig into the rigging and animation in Houdini and give some great feedback. If not I can´t see why any studio wouldn´t swap in their XSI licenses for Maya.
SI Users » The Houdini Modo combo
- RHenv
- 12 posts
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Hey all. I thought I´d post a few things about my experiences. A year ago I was hired by a company to make the transition from SI to Maya. However that was not that easy. First SI is just the better program in all fields than Maya. Second SI user don´t like Maya to put it mildly, just the the thought of transitioning to Maya makes them shiver.
I´m a Maya user but I always used Modo to get the grunt work done, modeling and lookdev, then going over to Maya mostly for Arnold or Vray. So Modo gets in to the pipeline and it works great for certain things. Used together with Mari, Nuke and Zbrush it´s really effective. You can get a lot of basic to mid complicated work done. The great benefit is that you can get your Nuke compers to learn Modo in a very short time.
When it comes to “real” 3D it falls short. I´m talking about advanced particle effects, rigging and character animation. At the moment those tools aren´t enough. It´s not that easy to compete with SI in rigging and animation, they had decades of improvements and all kinds of specialized tools. There are nice features in the Modo animation system that is very good indeed. But setting up a complex rig with facial controls etc. is probably not doable.
Next thing I did was to dig in to Houdini. I´m an art kind of guy that always shied away from TD stuff in Maya. But a year later I´m slowly turning into a TD. With Houdini it´s so much fun and actually easy compared to Maya.
The rigging system in Houdini is the best I´ve seen anywhere. I´ve never gotten so good results so fast anywhere else. I have not gotten deep into the animation but if you set up the rig with the proxy rig like you are supposed to the feedback is good. The viewport is a bit clunky, a little tricky to select handles.
To sum it up a bit.
Modo pros:
Amazing modeling (including mesh fusion)
Great previz tools, rendering, painting, shading, .
Nice GUI
Easy to learn and get great results
Modo cons:
Hard to make really advanced 3D
The alembic exporter
Animation tools promising but not there.
Houdini pros:
Amazing TD tools
Great rigging
Amazing rendering and shading with Mantra
Fluids, pyro and destruction.
Houdini cons:
Classic modeling not possible.
No texture painting and sculpting.
Animation tools promising but not there.
Conclusion:
Houdini and Modo complement each other really good but animation is still missing. So sidefx and the foundry, just create an animation system that is up to SoftImage standard and we are good to go (and get around Maya completely).
I´m a Maya user but I always used Modo to get the grunt work done, modeling and lookdev, then going over to Maya mostly for Arnold or Vray. So Modo gets in to the pipeline and it works great for certain things. Used together with Mari, Nuke and Zbrush it´s really effective. You can get a lot of basic to mid complicated work done. The great benefit is that you can get your Nuke compers to learn Modo in a very short time.
When it comes to “real” 3D it falls short. I´m talking about advanced particle effects, rigging and character animation. At the moment those tools aren´t enough. It´s not that easy to compete with SI in rigging and animation, they had decades of improvements and all kinds of specialized tools. There are nice features in the Modo animation system that is very good indeed. But setting up a complex rig with facial controls etc. is probably not doable.
Next thing I did was to dig in to Houdini. I´m an art kind of guy that always shied away from TD stuff in Maya. But a year later I´m slowly turning into a TD. With Houdini it´s so much fun and actually easy compared to Maya.
The rigging system in Houdini is the best I´ve seen anywhere. I´ve never gotten so good results so fast anywhere else. I have not gotten deep into the animation but if you set up the rig with the proxy rig like you are supposed to the feedback is good. The viewport is a bit clunky, a little tricky to select handles.
To sum it up a bit.
Modo pros:
Amazing modeling (including mesh fusion)
Great previz tools, rendering, painting, shading, .
Nice GUI
Easy to learn and get great results
Modo cons:
Hard to make really advanced 3D
The alembic exporter
Animation tools promising but not there.
Houdini pros:
Amazing TD tools
Great rigging
Amazing rendering and shading with Mantra
Fluids, pyro and destruction.
Houdini cons:
Classic modeling not possible.
No texture painting and sculpting.
Animation tools promising but not there.
Conclusion:
Houdini and Modo complement each other really good but animation is still missing. So sidefx and the foundry, just create an animation system that is up to SoftImage standard and we are good to go (and get around Maya completely).
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