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Found 78 posts.

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Houdini Indie and Apprentice » Good results with UV Flatten?!

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s88ng
78 posts
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 Dec. 22, 2020 06:04:07
Try creating seams based on edge angle, then UV flatten with those, then UV Layout the result with scaling according to size (some check there dont remember exactly the phrasing).
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Technical Discussion » Anything faster than Houdini is there?

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s88ng
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 Dec. 17, 2020 14:38:34
I am aware of such thing, but I am not using it. Per VOP on shader was just, you know, thinking out loud, what could be cool and all.
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Technical Discussion » Anything faster than Houdini is there?

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s88ng
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 Dec. 17, 2020 14:08:50
At any rate, many manipulations in UE can be done using GPU at shader level, i find it more efficient to work in such way (with limitations and such, thats not the point). Imagine VOPs running on shaders in SOP, rather than being computed by CPU and be geometry-time? One can dream.
Edited by s88ng - Dec. 17, 2020 14:09:07
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Technical Discussion » Anything faster than Houdini is there?

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s88ng
78 posts
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 Dec. 17, 2020 13:59:48
I get what you are saying, but the initial question was about general performance, or being under impression of having great performance.

So you could agree that you can run and fool around in a fully lit and shaded environment with more performance than you would do in Houdini. I am not pointing fingers or whatnot, just telling my personal experience with the engine. For what it does well, it's performant in my cases. The before-mentioned use-case was an example.
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Technical Discussion » Anything faster than Houdini is there?

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s88ng
78 posts
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 Dec. 17, 2020 13:32:29
dankray
s88ng
dankray
s88ng
Unreal Engine
lol no
lol ye
lol how? blueprints are all single-threaded
i don't remember original post saying anything about any metric whatsoever, let alone threading of BPs
so yeah. UE for me
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Technical Discussion » Anything faster than Houdini is there?

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s88ng
78 posts
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 Dec. 17, 2020 13:16:22
dankray
s88ng
Unreal Engine
lol no
lol ye
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Technical Discussion » Anything faster than Houdini is there?

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s88ng
78 posts
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 Dec. 16, 2020 13:31:48
Unreal Engine
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Houdini Lounge » Anyone running Houdini on MacOS Big Sur?

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s88ng
78 posts
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 Dec. 14, 2020 02:48:33
running on M1 mini here
heightfields are funky, other stuff seems to be working more or less okay.

But definitely don't update, that's how macOS updates are, Easter is about right time to upgrade the system.
Sad but true.
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Houdini Learning Materials » Learning from old tutorials

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s88ng
78 posts
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 Dec. 10, 2020 02:06:17
You are in luck, since tutorials below H16 have a weird fixation on using pointsop. It was not fantastic.
Also, I personally have an introductory series that are up to date and well structured (because I care).

intro to Houdini: https://www.youtube.com/playlist?list=PLFkMNnEYa3AP1ljfLNA4d7lqIgwKbUwHM [www.youtube.com]
intro to Attributes and VOPs (finish the above one first): https://www.youtube.com/playlist?list=PLFkMNnEYa3ANKyS62-4j5Ckye3xMMnPhd [www.youtube.com]
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Houdini Lounge » Will curve tools be updated in 2021?

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s88ng
78 posts
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 Oct. 21, 2020 07:45:59
sarcasm in jsmacks reply was so heavy you couldn't pick it up
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Houdini Lounge » Intermediate licensing tier between Indie and Artist?

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s88ng
78 posts
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 Oct. 18, 2020 00:19:05
If you start in year 2021, then the year 2020 fiscally didn't bring you $100k from the game .
If 2021 brings that (and more, let's hope), then the 2021 revenue will be $100k+, so you then can upgrade the license in 2022.
Depending on where you are, your taxes and all are paid once per year , so the yearly income is calculated at the end of the fiscal year.
If you make less than that within the year, continue using Indie.

Per upgrade plan per year, you can chose not to pay it and still own the software, unlike some competitor options.
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Houdini for Realtime » Pyro FX Texture sheets, for Karma?

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s88ng
78 posts
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 Oct. 17, 2020 00:37:41
Thanks, Paul. I will over the weekends.

I think I will also RFE an upgraded version of simple baker, now that Karma has a bevel shader working . My personal realtime CAD > Game Engine pipeline relies on this heavily on this part, so I would vote for it to be upgraded with my both hands.
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Houdini for Realtime » Pyro FX Texture sheets, for Karma?

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s88ng
78 posts
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 Oct. 16, 2020 07:23:18
Hello, team.
So, amazing stuff has been shown with the H18.5 release, and if we are lucky enough, Karma GPU gonna be available next year . And the whole roundtrip from zero to exposion in UE will be much faster, especially with GPU rendering, whenever that lands.

My question is: is the work being done to port this tool to Karma? Karma is supposedly faster on CPU as well (didnt test side by side), is this thing going to happen within the 18.5 timeframe?
Thanks in advance.
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Houdini Lounge » Had anyone saw the C4D node-based demo?

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s88ng
78 posts
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 July 22, 2020 14:42:31
The classic and expected reaction would be “hey, it creates competition, so it is good for us, users”.
Me personally, from what I've seen, its far from being a real competition. Maybe it will be deeper than those volumetric effects that C4D made possible a couple of years ago? I dunno. Maybe. Even b3d is working on nodes now.

THAT SAID I wouldn't say no for everything in H being faster, jangafx and all.
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Houdini Indie and Apprentice » Houdini Indie should follow Unity's Pricing

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s88ng
78 posts
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 June 16, 2020 05:25:52
H indie is anywhere from 5x to 15x times less expensive then competitors. And no, you can absolutely not use competitors apps for creating assets for game engines with the student license.
I understand you are monetarily constrained, but there's always b3d for these types of situations.
Edited by s88ng - June 16, 2020 05:26:58
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Houdini Learning Materials » Houdini and Substance Painter

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s88ng
78 posts
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 May 2, 2020 01:14:12
No Werner, sounds about right.
They have been announcing UDIMs for 3 years at this point, and in January 2020 the closed alpha allegedly started. As per how it progresses, I have no idea apart from the classic “tremendous feedback” marketing phrases.
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Houdini Lounge » Houdini non-procedural modeling?

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s88ng
78 posts
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 May 2, 2020 01:05:20
If nodes distract you, switch your view to Modeling workspace, switch tool presets to PolyModeling, work in viewport with pie-menus and just don't pay attention to nodes piling up in the network view.
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Technical Discussion » Confused about how to prepare UV's for Substance Painter etc

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s88ng
78 posts
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 March 12, 2020 23:17:56
it is possible the assets were textured with repeatable materials, and that UV scaling gave a good-looking result on assets
i don't know if that is any true, but a viable explanation
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Technical Discussion » Confused about how to prepare UV's for Substance Painter etc

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s88ng
78 posts
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 March 11, 2020 04:36:53
i generally don't get UV problems on import. might be a case with that particular kitbash asset of yours - outdated fbx or some pre-historic max file format shenanigans - who knows!
thankfully you resolved it.

i'll be continuing my epic waiting for sbsp udims for now, haha. anyway, i usually do what i wrote before: foreach via connected -> autouv+layout -> materials -> export. does the job.
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Technical Discussion » Confused about how to prepare UV's for Substance Painter etc

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s88ng
78 posts
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 March 10, 2020 11:20:37
in current sbsP state, to utilize multiple UV sets you have to have different materials for items. Per your weird UVing, uvlayout should fix things PER OBJECT.
you can run it in a foreach loop (connected geo).
another ridiculous solution - just delete all UVs and use sbsP autouv if you are too tired of fiddling in H.
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