I tried that and didn't seem to get it to work, my own ignorance, I missed the delete attribute box, I went back and looked just now, duh, I must be pattern blind, however I did find I had left the Visualize attribute checked on the Paint Capture node, I found I also had to check the delete point colors param in the deform node later in the chain. This is all of course in the Skin node, in the deform rig.
Thanks much!
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Houdini Lounge » Character Tools / cant apply materials to rigged character
- lynbo
- 47 posts
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Houdini Lounge » Character Tools / cant apply materials to rigged character
- lynbo
- 47 posts
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I have a character that I have setup using the autorig tools. It seems to have added some Cd or UV attributes that are rendering instead of my chosen materials. I get my last viewed Infa-red capture weight painting colors applied to my character.
What have I done wrong?!
any ideas?
keep in mind this ( character rigging ) is not my field of speciality. If I could have someone else do it I would. Just gotta power through.
Thanks
What have I done wrong?!
any ideas?
keep in mind this ( character rigging ) is not my field of speciality. If I could have someone else do it I would. Just gotta power through.
Thanks
Houdini Lounge » Should I go back to Blender?
- lynbo
- 47 posts
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You can solve any complex effects problem with Houdini. It is also the best tool for people who want to understand the fundamental structure of computer graphics.
I can't begin to tell you how many times I have said this very thing,
In so many words.
I have a much better understanding of 3D and CG as a result of
my experience with Houdini. This is after some time working in the field.
It's mind expanding I tell ya!
Houdini Lounge » Orphanage Closes
- lynbo
- 47 posts
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Houdini Lounge » Was there an announcement for Houdini today?
- lynbo
- 47 posts
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Houdini Lounge » Was there an announcement for Houdini today?
- lynbo
- 47 posts
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Houdini Indie and Apprentice » smoke disappeared in render, please help
- lynbo
- 47 posts
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Check the render flag in your Smoke Object and perhaps the visibility in your AutoDOP network
Technical Discussion » smoke heavy FX shelf tool
- lynbo
- 47 posts
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Did you render out your meta balls?
You need to go into the property page for the heavy smoke asset and
render out a sequence or frame of the metaball geometery.
You need to go into the property page for the heavy smoke asset and
render out a sequence or frame of the metaball geometery.
Houdini Indie and Apprentice » who can tell me what the "LevelSet" actually is? i
- lynbo
- 47 posts
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Wow Jason that was very well stated,
and not a bit of math involved. Well done.
One of the better “layman” explanations I have heard.
and not a bit of math involved. Well done.
One of the better “layman” explanations I have heard.
Technical Discussion » Tire shredding / exploding help
- lynbo
- 47 posts
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Really and truly I am not sure I would choose a simulation method for the tire part of this gag.
Sure its easy to say well the tire is rubber so we should do a cloth sim for it, but at the end of the day (and particular in production) you have to produce an image that works for your shot, usually on too short a time frame, so having said that, you might look at lattices and wire deformers and the like to sculpt you tires overall deformations,
but for the blownout part you might do something we have done for bullet hits
in the past which is to use replacement geometery and switch it on the frame you need the tire to blow out.
For the chunks and bits of tire that get blown out particles and instancing would be the way to go.
While there are many ways with the tools available in Houdini to do a simulation its not the only option or the only direction to attack a problem from.
Just throwing that out there for you to think about.
HTH
-Lyn-
Sure its easy to say well the tire is rubber so we should do a cloth sim for it, but at the end of the day (and particular in production) you have to produce an image that works for your shot, usually on too short a time frame, so having said that, you might look at lattices and wire deformers and the like to sculpt you tires overall deformations,
but for the blownout part you might do something we have done for bullet hits
in the past which is to use replacement geometery and switch it on the frame you need the tire to blow out.
For the chunks and bits of tire that get blown out particles and instancing would be the way to go.
While there are many ways with the tools available in Houdini to do a simulation its not the only option or the only direction to attack a problem from.
Just throwing that out there for you to think about.
HTH
-Lyn-
Houdini Lounge » Houdini Benchmarking
- lynbo
- 47 posts
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All of ICE is multi-threaded, so it is insanely fast.
Like most other current apps the rest of XSI, is partially multi-threaded.
In houdini you have VEX multi-threading, options if your using VEX,
but even then with a scene like Miguels Bamf2.hip, which uses some VEX
my system only uses 53% of each processor, and thats with multi-threading on in the Vex Params. This seems about the same wither or not I use the multi-threading option there is a slight difference but not much, so I am still basically only getting just over half of what I should.
I used Miguels file because it was sitting on my desktop when I read this.
Its also indicative if the kind of thing you would use for this test.
I am sure if I tested a wak of files then I would probably see a better pattern, of what really makes use of the processors capacity.
however in ICE this kind of thing would nail both processors to 100% so
you are getting an insane amount of performance comparatively.
Another example would be we setup a blendshape on a fairly heavy
poly object, and check the frame rate, which clocks in at 73fps, not bad
we then build the same operator in ICE and the same deformation
runs at 137 fps.
I believe SESI should really push for multi-threading in a really aggressive way if they want to compete in straight speed for speed.
This is going to be a big deal to a lot of people that don't know Houdini. Those that use it know the power and flexibility and don't necessarily need to be “sold” on it. But others may look at the current speed discrepancy and think well I'm going with the fast one.
My 2 cents or mabey that was more like 50 cents.
Like most other current apps the rest of XSI, is partially multi-threaded.
In houdini you have VEX multi-threading, options if your using VEX,
but even then with a scene like Miguels Bamf2.hip, which uses some VEX
my system only uses 53% of each processor, and thats with multi-threading on in the Vex Params. This seems about the same wither or not I use the multi-threading option there is a slight difference but not much, so I am still basically only getting just over half of what I should.
I used Miguels file because it was sitting on my desktop when I read this.
Its also indicative if the kind of thing you would use for this test.
I am sure if I tested a wak of files then I would probably see a better pattern, of what really makes use of the processors capacity.
however in ICE this kind of thing would nail both processors to 100% so
you are getting an insane amount of performance comparatively.
Another example would be we setup a blendshape on a fairly heavy
poly object, and check the frame rate, which clocks in at 73fps, not bad
we then build the same operator in ICE and the same deformation
runs at 137 fps.
I believe SESI should really push for multi-threading in a really aggressive way if they want to compete in straight speed for speed.
This is going to be a big deal to a lot of people that don't know Houdini. Those that use it know the power and flexibility and don't necessarily need to be “sold” on it. But others may look at the current speed discrepancy and think well I'm going with the fast one.
My 2 cents or mabey that was more like 50 cents.
Houdini Lounge » Autodesk Acquires Side FX! (just joking...)
- lynbo
- 47 posts
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SYmeklynbo
Horrible as the thought is that SESI would be bought by Autodesk,
I'd like to turn it around, how about SESI nab the ICE developers at this point
and get on with some really serious dev work?
just thinking out loud
I don't think SESI has a lack of qualified developers . It doesn't look like considering it's the most innovative company in industry (with a minor competition in that respect…)
Just to be clear
I wasn't at any time suggesting that the devs at SESI aren't top notch, it should be obvious that they are! I mean Houdini! Wow.
I was just suggesting that try to keep the best with the best and out of the clutches of the evil empire. As I said just thinking out loud.
Houdini Lounge » Autodesk Acquires Side FX! (just joking...)
- lynbo
- 47 posts
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anamouslynbo
Horrible as the thought is that SESI would be bought by Autodesk,
I'd like to turn it around, how about SESI nab the ICE developers at this point
and get on with some really serious dev work?
just thinking out loud
Yes, and if they bring the ICE developers on board, maybe after a few years we will get something like ICE in Houdini. Maybe they could call it … I don't know.. VOPs or something..
cheers,
Abdelkareem
HaHa
touche
nice!
Houdini Lounge » Autodesk Acquires Side FX! (just joking...)
- lynbo
- 47 posts
- Offline
Horrible as the thought is that SESI would be bought by Autodesk,
I'd like to turn it around, how about SESI nab the ICE developers at this point
and get on with some really serious dev work?
just thinking out loud
I'd like to turn it around, how about SESI nab the ICE developers at this point
and get on with some really serious dev work?
just thinking out loud
Houdini Indie and Apprentice » Why Is Houdini Apprentice HD So *AWESOME* In Its UI?...
- lynbo
- 47 posts
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Technical Discussion » particle turbulence
- lynbo
- 47 posts
- Offline
Ah cool didn't really realize that was broken out into its own tool as I have gotten used to using this the “Old” Way
I like this even better.
I like this even better.
Technical Discussion » particle turbulence
- lynbo
- 47 posts
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Dependes on your effect but a quick easy way is found in the force node on the noise tab.
You can also use the variance parameters on you PoP source node
and put in some noise with an expression, while this isn't turbulance is it a handy way to add noiseand a bit of variance.
You can also use the variance parameters on you PoP source node
and put in some noise with an expression, while this isn't turbulance is it a handy way to add noiseand a bit of variance.
Houdini Indie and Apprentice » Machine gun trace fire.
- lynbo
- 47 posts
- Offline
You might have a look at this
http://forums.odforce.net/index.php?showtopic=4292&st=0 [forums.odforce.net]
http://forums.odforce.net/index.php?showtopic=4292&st=0 [forums.odforce.net]
Houdini Lounge » congratulation for 9.5
- lynbo
- 47 posts
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Houdini Lounge » Houdini 9.5 Gold "Congrats"
- lynbo
- 47 posts
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Just wanted to complement SESI on this accomplishment
The new Documentation and Help are really fantastic, I think they hit the mark for getting new users up to speed quickly, You open the help and “baam” you have a ton of great resources right from the start.
The new features and refinements SESI has made in this release
are really great, Fur, improved Fluids, the Wave and whitecaps stuff, New surface stuff, ramps, and well you get the idea.. I just gushing now, sorry
Well Done SESI!
The new Documentation and Help are really fantastic, I think they hit the mark for getting new users up to speed quickly, You open the help and “baam” you have a ton of great resources right from the start.
The new features and refinements SESI has made in this release
are really great, Fur, improved Fluids, the Wave and whitecaps stuff, New surface stuff, ramps, and well you get the idea.. I just gushing now, sorry
Well Done SESI!
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