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Technical Discussion » Birth Frame attribute for new POP sim
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- Sam Howell
- 87 posts
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Technical Discussion » Volume Light With Delayed Load
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- Sam Howell
- 87 posts
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jsmack
Check the post 3 above this one.
https://www.sidefx.com/forum/topic/51861/ [www.sidefx.com]
Load Packed Primitive, that's all it took. Thanks a lot for the link. You da man

Technical Discussion » Volume Light With Delayed Load
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- Sam Howell
- 87 posts
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Sorry to revive an old thread.
Has there been any progress in this area? Any way to use Delayed Load Procedural with Volume Lights? Trying to cut down on the IFD file sizes.
Has there been any progress in this area? Any way to use Delayed Load Procedural with Volume Lights? Trying to cut down on the IFD file sizes.
Technical Discussion » Twitchy Fur - What's the solution?
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- Sam Howell
- 87 posts
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Hello
I'm giving the new fur tools a spin on a deforming mesh and the results are good but twitchy. The guide hairs are flipping and twitching all over the place. Is there a best practice for getting nice fur results on an animated mesh? The mesh has UV's, normals and rest position setup. There are no topology changes going on. It's just a sphere with an animated mountain SOP on it. I can't think of any other information the fur tool might need to get smooth results.
Any help or general advice on this would be greatly appreciated.
I'm giving the new fur tools a spin on a deforming mesh and the results are good but twitchy. The guide hairs are flipping and twitching all over the place. Is there a best practice for getting nice fur results on an animated mesh? The mesh has UV's, normals and rest position setup. There are no topology changes going on. It's just a sphere with an animated mountain SOP on it. I can't think of any other information the fur tool might need to get smooth results.
Any help or general advice on this would be greatly appreciated.
Technical Discussion » H16: Mantra 'cannot find geometry' render error?
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- Sam Howell
- 87 posts
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Houdini Indie and Apprentice » copy material to each primitive
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- Sam Howell
- 87 posts
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Houdini Indie and Apprentice » Cloud FX Noise
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- Sam Howell
- 87 posts
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Hello
I am looking at creating some clouds with the Cloud FX shelf tools and I am getting some nice results except for in one area.
When creating the cloud noise I am often left with little clumps of stray cloud that are detached from the main body. i would like to find a way to get rid of these. Turning down the noise reduces them but then i also lose all of that nice detail. Is there a way to cull these stray clumps and have a nice clean silhouette for my clouds?
Any advice greatly appreciated.
Thanks
I am looking at creating some clouds with the Cloud FX shelf tools and I am getting some nice results except for in one area.
When creating the cloud noise I am often left with little clumps of stray cloud that are detached from the main body. i would like to find a way to get rid of these. Turning down the noise reduces them but then i also lose all of that nice detail. Is there a way to cull these stray clumps and have a nice clean silhouette for my clouds?
Any advice greatly appreciated.
Thanks
Houdini Indie and Apprentice » Rigging and ting
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- Sam Howell
- 87 posts
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Gear is a great place to start. Used that lots in the past. Exocortex Species has some good features for Bipeds also.
Houdini Indie and Apprentice » Rigging and ting
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- Sam Howell
- 87 posts
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No probs. Crowd rig works fine with .BVH files. Shouldn't be too much hassle to adapt it.
Thanks for all the help. Looking forward to what you guys come up with. It goes without saying that an auto rig for all the major mocap file types would be the bees knees.
Thanks for all the help. Looking forward to what you guys come up with. It goes without saying that an auto rig for all the major mocap file types would be the bees knees.
Houdini Indie and Apprentice » Rigging and ting
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- Sam Howell
- 87 posts
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Splendid. Thanks for the information.
Just one more question. When you say near future do you mean H15 production build update or H16?
Just one more question. When you say near future do you mean H15 production build update or H16?
Houdini Indie and Apprentice » Rigging and ting
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- Sam Howell
- 87 posts
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Hello
There is an auto rigs tab that is not visible by default. Is it safe to assume that this is now considered legacy? Are there any plans to have more up to date auto rigs available for the future?
I was hoping to bring in some mocap data into Houdini and the docs say to use the old (huge) toon rig. Is this still considered the best way or are the crowd rigs a better place to start?
I've only just scratched the surface, I just wanted to get a general idea of how best to proceed.
Thanks
There is an auto rigs tab that is not visible by default. Is it safe to assume that this is now considered legacy? Are there any plans to have more up to date auto rigs available for the future?
I was hoping to bring in some mocap data into Houdini and the docs say to use the old (huge) toon rig. Is this still considered the best way or are the crowd rigs a better place to start?
I've only just scratched the surface, I just wanted to get a general idea of how best to proceed.
Thanks
Houdini Indie and Apprentice » The viewport looks great!
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- Sam Howell
- 87 posts
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Enivob
There are some limitations, however. The OpenGL ROP is not an exact copy of the view port. For instance Volumes are not lit which is a big let down. Also any viewport effect that is being driven from a GLSL shader is not rendered either.
Thanks for the extra info.
Houdini Indie and Apprentice » The viewport looks great!
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- Sam Howell
- 87 posts
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Houdini Indie and Apprentice » The viewport looks great!
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- Sam Howell
- 87 posts
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The viewport in Houdini often looks great, so great in fact that I would like to render it.
Is there a proper workflow for rendering out OpenGL frames from the viewport or is it just a case of doing a flipbook with good quality settings? Is there any way of getting an alpha with the flipbook?
Is there a proper workflow for rendering out OpenGL frames from the viewport or is it just a case of doing a flipbook with good quality settings? Is there any way of getting an alpha with the flipbook?
Houdini Indie and Apprentice » Mantra skip rendered frames?
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- Sam Howell
- 87 posts
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Werner Ziemerink
I don't think you will be surprised without submitting a RFE.
The developers read the forums but once you submit a RFE, it is on a list of things to consider.
If you don't submit I will.
Thanks for the info. I shall submit and RFE
Houdini Indie and Apprentice » Mantra skip rendered frames?
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- Sam Howell
- 87 posts
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:shock:
Isn't this a very standard thing to have? I've got say I'm supprised but then quickly not. Houdini has so many amazing things yet misses the basics for making a users life easier.
Oh well H15 might suprise us.
Isn't this a very standard thing to have? I've got say I'm supprised but then quickly not. Houdini has so many amazing things yet misses the basics for making a users life easier.
Oh well H15 might suprise us.
Houdini Indie and Apprentice » Mantra skip rendered frames?
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- Sam Howell
- 87 posts
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Hello
I can't seem to track down a skip rendered frame option in Mantra for H14. I've searched the docs but I can't track anything down that helps.
Sorry if the answer is obvious.
Thanks
I can't seem to track down a skip rendered frame option in Mantra for H14. I've searched the docs but I can't track anything down that helps.
Sorry if the answer is obvious.
Thanks
Houdini Lounge » Redshift for Houdini, call for developers
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- Sam Howell
- 87 posts
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Houdini Indie and Apprentice » Mantra GPU Rendering option
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- Sam Howell
- 87 posts
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I've got to say, I agree completely with tinyparticle.
As great as Mantra is, you need a big outlay of hardware to get the full benefit. This simply isn't feasible for individual freelancers or small studios on limited indie budgets.
GPU renderers like Octane, Redshift and Thea are a godsend for the little guy. A single workstation with a decent spec graphic card can produce fully rendered sequences almost as fast as you can do a screen capture. I know GPU's have a hard time with very large data and volumes but often this is not required for simple scenes.
Houdini Indie is a great idea but when it comes time to get your work rendered what do you do? Cloud rendering is great also but it can't compare to the instant feedback you get with GPU renderers.
As great as Mantra is, you need a big outlay of hardware to get the full benefit. This simply isn't feasible for individual freelancers or small studios on limited indie budgets.
GPU renderers like Octane, Redshift and Thea are a godsend for the little guy. A single workstation with a decent spec graphic card can produce fully rendered sequences almost as fast as you can do a screen capture. I know GPU's have a hard time with very large data and volumes but often this is not required for simple scenes.
Houdini Indie is a great idea but when it comes time to get your work rendered what do you do? Cloud rendering is great also but it can't compare to the instant feedback you get with GPU renderers.
Houdini Indie and Apprentice » Houdini Crowds - Create an agent without a rig?
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- Sam Howell
- 87 posts
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Thanks for the information goldleaf. I thought that might be the case but wanted to be sure before spending anymore time getting it to work.
Thanks again.
Thanks again.
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