Thanks Benyee. I will give it a go.
I really appreciate your time.
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Technical Discussion » HairGen spins around simulated guide hair.
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- Werner Ziemerink
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Technical Discussion » Pyro Sop Solver
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- Werner Ziemerink
- 1258 posts
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Technical Discussion » HairGen spins around simulated guide hair.
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- Werner Ziemerink
- 1258 posts
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Hi.
I submitted an RFE 5 months ago (#121927) about this. Since then I submitted another RFE with a similar problem.
Has anyone been able to work around this problem. I am running out of time on my project and I don't have much time to research a working fix.
When using HairGen with Fractal clump or Curl applied on simulated HairGuides, the curls spin around the guides like crazy.
I did a quick search and it seems like more people voiced their concern over similar issues.
Has anyone been able to find a fix for this?
Attached is a hip and mp4 to show this problem.
I submitted an RFE 5 months ago (#121927) about this. Since then I submitted another RFE with a similar problem.
Has anyone been able to work around this problem. I am running out of time on my project and I don't have much time to research a working fix.
When using HairGen with Fractal clump or Curl applied on simulated HairGuides, the curls spin around the guides like crazy.
I did a quick search and it seems like more people voiced their concern over similar issues.
Has anyone been able to find a fix for this?
Attached is a hip and mp4 to show this problem.
Houdini Lounge » Houdini 20 Rumors
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- Werner Ziemerink
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I just hope our long standing RFE's finds it's way into Houdini.
Two major requests would be.
1. Animation Editor:
KineFX is amazing, but helps very little if animators refuse to work in Houdini because of the messy Animation Editor.
Give us better animation workflows. Look at other industry standards and make it easier to use the Animation Editor.
2. New Sculpt Node for editing. I'm not talking about millions of SubD's here. Just brushes to edit existing meshes. This will help the tweak/blendshape process.
Build on the Attribute Paint to create sculpt brushes. The current Sculpt node is shockingly bad. We need tools that use industry standard keys.
Brushes under one Node that can...
1. LMB Sculpt out
2. Ctrl + LMB sclupt in
3. Shift + LMB to smooth
4. Grab or Move brush to move points in screen space.
5. Ctrl + Grab brush to peak points on their Normals.
6. Pinch brush
7. Ctrl + pinch to expand.
8. Integrated surface or radius falloff filter.
Two major requests would be.
1. Animation Editor:
KineFX is amazing, but helps very little if animators refuse to work in Houdini because of the messy Animation Editor.
Give us better animation workflows. Look at other industry standards and make it easier to use the Animation Editor.
2. New Sculpt Node for editing. I'm not talking about millions of SubD's here. Just brushes to edit existing meshes. This will help the tweak/blendshape process.
Build on the Attribute Paint to create sculpt brushes. The current Sculpt node is shockingly bad. We need tools that use industry standard keys.
Brushes under one Node that can...
1. LMB Sculpt out
2. Ctrl + LMB sclupt in
3. Shift + LMB to smooth
4. Grab or Move brush to move points in screen space.
5. Ctrl + Grab brush to peak points on their Normals.
6. Pinch brush
7. Ctrl + pinch to expand.
8. Integrated surface or radius falloff filter.
Edited by Werner Ziemerink - Sept. 5, 2022 02:18:45
Solaris » Animated texture as Opacity map In Karma.
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- Werner Ziemerink
- 1258 posts
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Yes that was on, and it worked on the sequence.
Problem was when I included the expression to loop the 96 frames. Everything stopped working.
Only the first frame showed up.
Problem was when I included the expression to loop the 96 frames. Everything stopped working.
Only the first frame showed up.
Solaris » Animated texture as Opacity map In Karma.
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- Werner Ziemerink
- 1258 posts
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Hi.
I am trying to use an animated texture sequence of 96 frames to drive the Opacity of a Prinicpled shader.
Texture Opacity works but only displays the first frame. So, $F does nothing.
I then found other discussions around this issue, and tried the Edit Properties method. This worked to advance the frames.
This is overly difficult and cumbersome to say the least.
Next step was to use padzero expression to loop the sequence of 96 frames. This also worked for a couple of frames but instantly filled the memory and I had to hard boot to get out of it.
How can it be this difficult to use and loop an animated sequence to drive parameters on a shader?
What am I doing wrong?
I am trying to use an animated texture sequence of 96 frames to drive the Opacity of a Prinicpled shader.
Texture Opacity works but only displays the first frame. So, $F does nothing.
I then found other discussions around this issue, and tried the Edit Properties method. This worked to advance the frames.
This is overly difficult and cumbersome to say the least.
Next step was to use padzero expression to loop the sequence of 96 frames. This also worked for a couple of frames but instantly filled the memory and I had to hard boot to get out of it.
How can it be this difficult to use and loop an animated sequence to drive parameters on a shader?
What am I doing wrong?
Houdini Lounge » Any houdini 19.5 rumors?
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- Werner Ziemerink
- 1258 posts
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Shotsculpt is more of a grab, twist, scale and pinch brush. I hint in the right direction and I like the grab brush (which should be part of the brushes) but most certainly not a sculpt tool.
I don't need hi res sculpting you would get from other vendors. We have great applications.
We need sculpting on existing geo without point count change. Something like Atrrtibute paint that pushes out or in based on the brush falloff. Simple.
Invert sculpt when holding Control
Smoothing while holding Shift.
Relaxing topology while holding Shift + Ctrl.
Grab brush when choosing brush type...like shotsculpt.
Anyway. I don't want to take anything away from SideFX. It's still a solid update and will be a good release. Well done SideFX
I don't need hi res sculpting you would get from other vendors. We have great applications.
We need sculpting on existing geo without point count change. Something like Atrrtibute paint that pushes out or in based on the brush falloff. Simple.
Invert sculpt when holding Control
Smoothing while holding Shift.
Relaxing topology while holding Shift + Ctrl.
Grab brush when choosing brush type...like shotsculpt.
Anyway. I don't want to take anything away from SideFX. It's still a solid update and will be a good release. Well done SideFX
Edited by Werner Ziemerink - July 18, 2022 06:45:44
Houdini Lounge » Any houdini 19.5 rumors?
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- Werner Ziemerink
- 1258 posts
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Andr
since when Houdini has sculpting tools??
Have I missed some update??
We've had a Sculpt node for a very long time, but after the introduction of the new Attribute Paint node, I sent an RFE for a new Sculpt node based on that. I will have to check the date, but that RFE has been collecting dust.
The old Sculpt node is near unusable.

RFE #103719
18.0.391
Created: over 2 years ago
Edited by Werner Ziemerink - July 18, 2022 03:04:31
Houdini Lounge » Any houdini 19.5 rumors?
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- Werner Ziemerink
- 1258 posts
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Great update, but I was hoping we would see a revamped Sculpt tool to help with simple modeling tasks.

Solaris » udims workflow in karma
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- Werner Ziemerink
- 1258 posts
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If you have two or three tiles it would be something like this.
imagename.1001.exr
imagename.1002.exr
imagename.1003.exr
Load up the first file and rename to imagename.%(UDIM)d.exr
imagename.1001.exr
imagename.1002.exr
imagename.1003.exr
Load up the first file and rename to imagename.%(UDIM)d.exr
Technical Discussion » Hair bend artifacts.
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- Werner Ziemerink
- 1258 posts
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As anyone noticed the grid like pattern the guide process Bend node adds to short hair?
I had to isolate from top to bottom to find that the problem was caused by the bend. No change in setting fixes this.
Just a heads up, as this shows up way worse during render time.
Here I am using the hair deform on animated geo.
Avoid bend when working with short fur. This is nuts. Fur with no bend... I tried to reorder the bend into other areas of the node tree, but the problem stays.
Has anyone else noticed this or am I doing something wrong?
Any advice?
I had to isolate from top to bottom to find that the problem was caused by the bend. No change in setting fixes this.
Just a heads up, as this shows up way worse during render time.
Here I am using the hair deform on animated geo.
Avoid bend when working with short fur. This is nuts. Fur with no bend... I tried to reorder the bend into other areas of the node tree, but the problem stays.
Has anyone else noticed this or am I doing something wrong?
Any advice?
Edited by Werner Ziemerink - Feb. 10, 2022 02:51:02
Houdini Indie and Apprentice » Alembic import
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- Werner Ziemerink
- 1258 posts
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Haha. Same problem here.
I just found this post, and glad that it works.
Thanks for this.
H19.0.510
I just found this post, and glad that it works.
Thanks for this.

H19.0.510
Houdini Lounge » Which software complement Houdini the best for future years?
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- Werner Ziemerink
- 1258 posts
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Blender.
I have been learning blender over the last month, and I am really impressed. It has changed so much and ticks allot of my boxes.
Modeling/Sculpting : This is really good. Watch a couple of youtube videos and you will see what I mean. This is what I was waiting for. The new geometry nodes are moving in the right direction. Feels a bit like Softimage ICE inside of blender. I love it!
UV unwrapping : Simple and not the best out there. I still use 3dCoat/Houdini for this, but for simple stuff, it works. Some cool tricks when you dig deeper into unwrapping.
Rigging/animation : Rigging is good. Everything you need is there. Easy to edit bones, even after the rig is done. Weight painting could be better, but not bad. We have been animating in Houdini since version 15 and it still sucks balls. Our animators moved back to Maya, but are also investigating blender. So far I hear good things from them. You can only crawl through mud for so long.
Shading/texturing : Really good. Just check out the Nodevember stuff every year. Easy to use and very familiar.
Lighting/rendering : Both Eevee and Cycles are amazing. Cycles feels like a hybrid between Arnold and Renderman to me (just my opinion). Beautiful and fast enough. Eevee is a blast.
Overall: Interface is nice. Easy to customize( not that it needs it). Fast workflow and easy to learn. Tons of hotkeys that speeds up workflow allot. You also can't beat the price.
I will me moving some smaller jobs over to blender to see how we cope. So far, so good.
I have been learning blender over the last month, and I am really impressed. It has changed so much and ticks allot of my boxes.
Modeling/Sculpting : This is really good. Watch a couple of youtube videos and you will see what I mean. This is what I was waiting for. The new geometry nodes are moving in the right direction. Feels a bit like Softimage ICE inside of blender. I love it!
UV unwrapping : Simple and not the best out there. I still use 3dCoat/Houdini for this, but for simple stuff, it works. Some cool tricks when you dig deeper into unwrapping.
Rigging/animation : Rigging is good. Everything you need is there. Easy to edit bones, even after the rig is done. Weight painting could be better, but not bad. We have been animating in Houdini since version 15 and it still sucks balls. Our animators moved back to Maya, but are also investigating blender. So far I hear good things from them. You can only crawl through mud for so long.
Shading/texturing : Really good. Just check out the Nodevember stuff every year. Easy to use and very familiar.
Lighting/rendering : Both Eevee and Cycles are amazing. Cycles feels like a hybrid between Arnold and Renderman to me (just my opinion). Beautiful and fast enough. Eevee is a blast.
Overall: Interface is nice. Easy to customize( not that it needs it). Fast workflow and easy to learn. Tons of hotkeys that speeds up workflow allot. You also can't beat the price.

I will me moving some smaller jobs over to blender to see how we cope. So far, so good.

Edited by Werner Ziemerink - Feb. 27, 2021 03:59:42
Technical Discussion » File browser always defaults to thumbnail preview.
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- Werner Ziemerink
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Oh, I thought it was something I switched on and forgot about it. If ather people are having the same issue, it might be a bug.
I will submit to Sidefx and see what they say.
I will submit to Sidefx and see what they say.
Technical Discussion » File browser always defaults to thumbnail preview.
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- Werner Ziemerink
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For some reason my Houdini keeps defaulting to thumbnail preview.
Any ideas, or does it use Windows preferences?
Any ideas, or does it use Windows preferences?
Houdini Indie and Apprentice » Connect Points Like in maya Also Polygon shelve missing
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- Werner Ziemerink
- 1258 posts
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Solaris » Black pixel artifacts in Karma (Random Walk SSS)
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- Werner Ziemerink
- 1258 posts
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Yeah, I'm not sure what happened to Random Walk SSS in Karma. I can't get clean renders out anymore.
It is noisy AF and takes way too long to render. Definitely not the way to go for me.
It is noisy AF and takes way too long to render. Definitely not the way to go for me.
Houdini Learning Materials » Houdini and Substance Painter
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- Werner Ziemerink
- 1258 posts
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Any new information on this front?
I decided to give Substance a go after years of using 3dCoat.
So far I am not impressed.
Here is my problem. I have one object with 18 groups for various parts. I also set up 8 UDIM tiles. Object parts are scattered over these UDIM tiles based on UVLayout SOP.
1. I have to create 18 dummy materials (which I won't use in the end as I use UDIM's)
2. Create a material SOP and link all the groups to these 18 dummy materials. This takes way to long. Must find alternative method.
3. Import into Substance Painter WITHOUT using UDIM's as texture sets.
5. I have the correct texture sets in substance for all 18 part.
6. Export textures just to realise that I now have textures for 18 texture sets that I will have to combine in comp per channel (that is 90 textures) to get back to my 8 UDIM tiles.
Compare this to 3dCoat.
1. Export the same mesh as is with 18 groups.
2. Get 18 paint objects in 3dCoat all ready to paint on over 8 UDIM tiles.
3. Export to get 5 maps per UDIM tiles.
I must be doing it wrong…
I decided to give Substance a go after years of using 3dCoat.
So far I am not impressed.
Here is my problem. I have one object with 18 groups for various parts. I also set up 8 UDIM tiles. Object parts are scattered over these UDIM tiles based on UVLayout SOP.
1. I have to create 18 dummy materials (which I won't use in the end as I use UDIM's)
2. Create a material SOP and link all the groups to these 18 dummy materials. This takes way to long. Must find alternative method.
3. Import into Substance Painter WITHOUT using UDIM's as texture sets.
5. I have the correct texture sets in substance for all 18 part.
6. Export textures just to realise that I now have textures for 18 texture sets that I will have to combine in comp per channel (that is 90 textures) to get back to my 8 UDIM tiles.
Compare this to 3dCoat.
1. Export the same mesh as is with 18 groups.
2. Get 18 paint objects in 3dCoat all ready to paint on over 8 UDIM tiles.
3. Export to get 5 maps per UDIM tiles.
I must be doing it wrong…
Edited by Werner Ziemerink - April 30, 2020 06:02:08
Houdini Learning Materials » Hair Sim causing too much vibration/jitter?
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- Werner Ziemerink
- 1258 posts
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Normally flickering of that kind is caused by scattering changing per frame. What does your setup look like?
Houdini Lounge » Isolate Selection and viewport display
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- Werner Ziemerink
- 1258 posts
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