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Found 27 posts.

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Houdini Lounge » Lift 3rd party renderer limitation for indies

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imensah
35 posts
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 Oct. 2, 2015 07:59:22
Would be nice to have this limitation lifted for h15 even watermarked
There are quite a few indie users that will be quite happy to see support for their preferred engines . Octane, Arnold, maxwell etc :idea:
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Technical Discussion » Solidworks to Houdini - Converting Geometry etc.

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imensah
35 posts
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 Jan. 17, 2015 17:12:08
T splines would have been a good solution to solve the geometry conversion but autodesk snagged the patents pretty quick http://www.tsplines.com/ [tsplines.com]
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Houdini Lounge » Houdini 15 Wishlist

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imensah
35 posts
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 Jan. 17, 2015 16:49:47
.Dwg importer and hopefully exporter will be nice. Dxf is too limited.
Subd to nurds maybe tsplines based wouldnt hurt either
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Houdini Lounge » Real architecture project done by Houdini

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imensah
35 posts
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 Jan. 17, 2015 16:27:45
Pretty cool. Was fabricating the pannels done using data from houdini? or did you have to recreate the pannels in a different application. Will be nice to see your process and where houdini helped.
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Houdini Indie and Apprentice » Houdini Apprentice HD no longer being offered?

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imensah
35 posts
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 Aug. 7, 2014 21:58:27
Thanks for the heads up. downloading now!!
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Houdini Indie and Apprentice » Houdini Apprentice HD no longer being offered?

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imensah
35 posts
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 Aug. 7, 2014 21:17:41
It would be nice if we can use our indie 3rd party render engines with this.
Renderman and Arnold support would be nice at least even if it still has the render size limitation.
You are actually alienating users that are looking at investing in these third party render engines.
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SI Users » Softimage to Houdini - Pros and Cons - What could be done?

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imensah
35 posts
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 March 6, 2014 09:48:29
MartybNz
imensah
Something similar to the edit sop.
Within this “super sop” the user would be able to do regular full blown (destructive/no procedural) modeling, The output of this sop would be a dumb model.

What functions would you like to see in the ‘SuperEditSop’?

Nuke 8's ModelBuilder sounds a bit like what you want. It has in the one node fully destructive extrude, bevel, carve, tesselate, face merging, uv unwrapping, handle alignment options and loop selections.

Interesting that nuke has such a node.. But yes
All the regular modeling functions including drawing polygons, extruding, loop splitting, component editing with ray cast selection and interaction in viewport, etc. etc.

Hypothetically, dropping a “super edit sop” will put you into destructive model builder mode. Where all the modeling tasks become available and are destructive/non procedural.)

Like stuffing a full blown modeler such as SILO or CLAY into an edit sop while leaving all the other sops as-is
Wishful thinking but I think that will be very helpful to even seasoned Houdini users.
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SI Users » Softimage to Houdini - Pros and Cons - What could be done?

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imensah
35 posts
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 March 6, 2014 03:44:47
Something similar to the edit sop.
Within this “super sop” the user would be able to do regular full blown (destructive/no procedural) modeling, The output of this sop would be a dumb model.

If artists can model just like they would in xsi or modo for example within this “supersop” which allows for,or exposes the kind of modeling workflow and modeling environment similar to all other applications, that woukd be great.

I believe this will attract a lot of users that shy away from houdini because; they feel burdened by a procedural modeling workflow, even when they just need the simplest “dumb” model.

I used houdini in production (as a technical modeler) nine or so years ago, and always wished there was such a sop.
I fell in love with procedural modeling in houdini, but always had to jump into xsi to knock out a model to be used in houdini just because it would be quicker, and i did not need it to be procedural or create an otl out of it.

So please do consider such a sop… an edit sop on steroids
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Houdini Lounge » Where is the "50% off"holiday sale?

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imensah
35 posts
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 Dec. 23, 2013 14:11:00
:shock:
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Houdini Lounge » Houdini 12 GPU acceleration details

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imensah
35 posts
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 Jan. 6, 2012 11:42:15
twod
Nvidia's newer drivers automatically route compute tasks to the Tesla card, and graphics tasks to the Quadro, if you have two in your system. This doesn't work with GEForce cards, however; just Tesla+Quadro.

Good to know.
kind of silly if the new gtx cards won't work. Quadros are too overpriced Has anyone come across proper documentation stating exactly why quadro cards are a prefered over fermi gtx for cg applications in general?
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Houdini Indie and Apprentice » Houdini 11 Apprentice HD

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imensah
35 posts
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 July 27, 2010 21:54:35
I was hoping there will be some limited fbx export support.
cool features though. Time to upgrade
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Houdini Indie and Apprentice » Houdini 11 Apprentice HD

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imensah
35 posts
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 July 21, 2010 18:35:46
Ya! Where is it??
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Houdini Indie and Apprentice » Restricted fbx/collada export for HD?

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imensah
35 posts
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 Nov. 14, 2009 10:27:21
I know apprentice hd is a ‘steal’. I just believe it will be a great idea to add even limited fbx exports. It will be good outlet to test houdini's interoperability with other appsUDK cough! ..and may potentially lead to full purchases for commercial purposes.
Any way it was my attempt at a humorous way of bumping this post hopefully to get some feedback from Oleg
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Houdini Indie and Apprentice » Restricted fbx/collada export for HD?

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imensah
35 posts
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 Nov. 7, 2009 03:40:53
bah! humbug!!! :shock:
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Houdini Lounge » Houdini for Mac and the new Magic Mouse

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imensah
35 posts
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 Nov. 7, 2009 03:36:33
Get a regular 3-button mouse.
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Houdini Lounge » Which build of Houdini are you using?

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imensah
35 posts
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 May 13, 2009 21:31:18
H10 apprentice HD on OSX
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Houdini Indie and Apprentice » Restricted fbx/collada export for HD?

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imensah
35 posts
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 May 12, 2009 00:16:58
Any news yet?
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Houdini Lounge » Announcing Houdini for Mac beta

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imensah
35 posts
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 April 1, 2008 23:12:46
sweet. Bring on the beta.
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Houdini Lounge » Simply Append a Polygon

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imensah
35 posts
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 Dec. 19, 2007 21:47:19
el_diablo
I did play with gsculpt a while back.
It had quite a few interesting tools then but not quite as procedural as houdini. It may have come a long way by now though. I'll look at it again soon

tomtm
I'll post some personal houdini models soon. will send you a pm if i do
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Houdini Lounge » Simply Append a Polygon

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imensah
35 posts
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 Dec. 18, 2007 00:34:06
there are quite a few modeling tools houdini could benefit from. Maybe its how to implement them while maintaining a procedural approach holding things up.
Even though id rather have houdini friendly tools, it won't hurt to have some more tools for the times when procedural models are not needed
It'd be darn sweet though to have a procedural friendly append to poly sop :twisted:
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