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Houdini Indie and Apprentice » Good results with UV Flatten?!
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- s88ng
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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).
Technical Discussion » Anything faster than Houdini is there?
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- s88ng
- 78 posts
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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.
Technical Discussion » Anything faster than Houdini is there?
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- s88ng
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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
Technical Discussion » Anything faster than Houdini is there?
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- s88ng
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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.
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.
Technical Discussion » Anything faster than Houdini is there?
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- s88ng
- 78 posts
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dankrayi don't remember original post saying anything about any metric whatsoever, let alone threading of BPss88nglol how? blueprints are all single-threadeddankraylol yes88nglol no
Unreal Engine
so yeah. UE for me
Technical Discussion » Anything faster than Houdini is there?
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- s88ng
- 78 posts
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Technical Discussion » Anything faster than Houdini is there?
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- s88ng
- 78 posts
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Houdini Lounge » Anyone running Houdini on MacOS Big Sur?
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- s88ng
- 78 posts
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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.
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.
Houdini Learning Materials » Learning from old tutorials
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- s88ng
- 78 posts
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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]
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]
Houdini Lounge » Will curve tools be updated in 2021?
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- s88ng
- 78 posts
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Houdini Lounge » Intermediate licensing tier between Indie and Artist?
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- s88ng
- 78 posts
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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.
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.
Houdini for Realtime » Pyro FX Texture sheets, for Karma?
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- s88ng
- 78 posts
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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.
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.
Houdini for Realtime » Pyro FX Texture sheets, for Karma?
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- s88ng
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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.
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.
Houdini Lounge » Had anyone saw the C4D node-based demo?
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- s88ng
- 78 posts
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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.
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.
Houdini Indie and Apprentice » Houdini Indie should follow Unity's Pricing
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- s88ng
- 78 posts
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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.
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
Houdini Learning Materials » Houdini and Substance Painter
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- s88ng
- 78 posts
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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.
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.
Houdini Lounge » Houdini non-procedural modeling?
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- s88ng
- 78 posts
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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.
Technical Discussion » Confused about how to prepare UV's for Substance Painter etc
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- s88ng
- 78 posts
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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
i don't know if that is any true, but a viable explanation
Technical Discussion » Confused about how to prepare UV's for Substance Painter etc
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- s88ng
- 78 posts
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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.
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.
Technical Discussion » Confused about how to prepare UV's for Substance Painter etc
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- s88ng
- 78 posts
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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.
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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