Guys this price is a steal.
The Houdini division of cg-master are all vfx superstars in my opinion.
Kinda like getting a lesson on basketball from m.jordan at $7 per hour!
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Houdini Lounge » CG-MASTERS.COM 20% off All Houdini Titles this week
- smaugthewyrm
- 77 posts
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Houdini Indie and Apprentice » I need Help Building a Knife and Fork Set
- smaugthewyrm
- 77 posts
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here is how to make a spoon…
http://www.sidefx.com/index.php?option=com_content&task=view&id=751&Itemid=241 [sidefx.com]
the knife would be similar….
good luck!
http://www.sidefx.com/index.php?option=com_content&task=view&id=751&Itemid=241 [sidefx.com]
the knife would be similar….
good luck!
Houdini Lounge » cmiVFX 50% Sale
- smaugthewyrm
- 77 posts
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Houdini Indie and Apprentice » i3d file import difficulties
- smaugthewyrm
- 77 posts
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Sorry to say bug still exists with mac vers 11.0.775 production build.
I'll try the rop rebuild fix… <crosses fingers>
:roll:
I'll try the rop rebuild fix… <crosses fingers>
:roll:
Technical Discussion » Vray & Houdini
- smaugthewyrm
- 77 posts
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Houdini Lounge » physical sss buzzing
- smaugthewyrm
- 77 posts
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this physical sss looks interesting. has anyone done a lesson or tutorial with it?
setup, differences, tips and tricks?
from the solution above, i gather the problem was not at all with the shaders, rather with the mantra settings?
setup, differences, tips and tricks?
from the solution above, i gather the problem was not at all with the shaders, rather with the mantra settings?
Houdini Lounge » Don't even know where to begin. HELP!
- smaugthewyrm
- 77 posts
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i'd also like to point out peter quint's amazing set of free lessons on vimeo.
106 videos as of this post
http://vimeo.com/user2030228/videos/all [vimeo.com]
:idea:
106 videos as of this post
http://vimeo.com/user2030228/videos/all [vimeo.com]
:idea:
Houdini Lounge » How would I make houdini a better modeler? Oh, I'm so glad..
- smaugthewyrm
- 77 posts
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so its been a while for this thread. started over 4 years ago. what do you think guys. has sidefx improved houdini as a modeler yet?
Technical Discussion » importing in UV maps from 3rd part programs
- smaugthewyrm
- 77 posts
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so jim, i saw your final solution on your ‘learning 3d’ blog.
basically you just used the uv map created by houdini.
i've been struggling with this a bit. our workflow here involves multi-uv models, detailed and UV'd in zbrush.
the UVs are separated by group in a single mesh. head, torso, limbs, etc
so we can assign large texture maps to each group, but still have a seamless model.
obj is output out of zbrush to be painted in maxon bodypaint. displacement maps and normal maps are output also.
anyway, my point is, that i need a way to keep the uv in a ‘grouped’ model to stay intact into houdini. (bodypaint has no problem with this. automatic)
it seems you were getting very close above.
i noticed that the .mtl file, which is output with the .obj does include groups.
i have not seen anyone deal with multi-UV'd third party models in houdini yet.
i started a thread last year on this… lol.
basically you just used the uv map created by houdini.
i've been struggling with this a bit. our workflow here involves multi-uv models, detailed and UV'd in zbrush.
the UVs are separated by group in a single mesh. head, torso, limbs, etc
so we can assign large texture maps to each group, but still have a seamless model.
obj is output out of zbrush to be painted in maxon bodypaint. displacement maps and normal maps are output also.
anyway, my point is, that i need a way to keep the uv in a ‘grouped’ model to stay intact into houdini. (bodypaint has no problem with this. automatic)
it seems you were getting very close above.
i noticed that the .mtl file, which is output with the .obj does include groups.
i have not seen anyone deal with multi-UV'd third party models in houdini yet.
i started a thread last year on this… lol.
Technical Discussion » grain added mantra1 cam1 launch
- smaugthewyrm
- 77 posts
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so, here is something i noticed today.
if when using the render button lower left near the flipbook button, i choose ‘cam1’ i get a very grainy render. if i then choose ‘mantra1’, the render is much clearer.
mind you now that mantra1 is set to cam1, and the view is also set to cam1…
it appears that for some reason, if i choose ‘cam1’ the render defaults back
to micropolygon.
is that the case?
it was driving me crazy, because i would set mantra to raytrace and cam1, then click that damn button. very rarely use the top menu or the button in the
mantra properties to initiate a render.
my render would then come out like crap, because i was really sourcing ‘cam1’ which defaults to micropolygon.
ops:
if when using the render button lower left near the flipbook button, i choose ‘cam1’ i get a very grainy render. if i then choose ‘mantra1’, the render is much clearer.
mind you now that mantra1 is set to cam1, and the view is also set to cam1…
it appears that for some reason, if i choose ‘cam1’ the render defaults back
to micropolygon.
is that the case?
it was driving me crazy, because i would set mantra to raytrace and cam1, then click that damn button. very rarely use the top menu or the button in the
mantra properties to initiate a render.
my render would then come out like crap, because i was really sourcing ‘cam1’ which defaults to micropolygon.
ops:
Technical Discussion » Snow Leopard and Houdini good to go?
- smaugthewyrm
- 77 posts
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wow, tmdag, thank you for your post. i hope these bugs are squished asap! i am sure the developer accounts are appreciative of the work that post represents.
i've seen many of the same errors, but just assumed someone else reported it and just waited for a fix… lol.
thanks!
i've seen many of the same errors, but just assumed someone else reported it and just waited for a fix… lol.
thanks!
Houdini Indie and Apprentice » Houdini 10.0.293 Changing Desktop on OSX (10.5.7)
- smaugthewyrm
- 77 posts
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Technical Discussion » .obj particle collisions
- smaugthewyrm
- 77 posts
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Technical Discussion » speed stretching and particle fluids
- smaugthewyrm
- 77 posts
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i did as you suggested. changed to metaballs, and turned on filtering and speedstretching.
the difference was significant.
thank you !
see this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=16022&highlight= [sidefx.com]
the difference was significant.
thank you !
see this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=16022&highlight= [sidefx.com]
Technical Discussion » fluids meta vs average
- smaugthewyrm
- 77 posts
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i found this interesting and thought to share it.
the only difference in the settings here between the two samples
are that in movie 2:
1) metaballs instead of average
2) filtering turned on and set to 2, 1, 1 on the metaball mesh version
wow, what a big change. the metaball mesh is much more ‘liquid’ like.
same simulation, with stock liquid shader.
bounce: 0 on girl and ground plane
friction on particles: 2
47 units tall girl
3 unit radius sphere for particles.
comments?
observations?
rendered on macpro 2.6GHz quad, 8GB ram, H 10.0.293
14 hours for 135 frames
particle sim file cache writeout took over night aprox 8hrs 135 frames
http://www.moondeer.net/pub/sidefx/pour_massive2.mov [moondeer.net]
http://www.moondeer.net/pub/sidefx/pour_massive.mov [moondeer.net]
the only difference in the settings here between the two samples
are that in movie 2:
1) metaballs instead of average
2) filtering turned on and set to 2, 1, 1 on the metaball mesh version
wow, what a big change. the metaball mesh is much more ‘liquid’ like.
same simulation, with stock liquid shader.
bounce: 0 on girl and ground plane
friction on particles: 2
47 units tall girl
3 unit radius sphere for particles.
comments?
observations?
rendered on macpro 2.6GHz quad, 8GB ram, H 10.0.293
14 hours for 135 frames
particle sim file cache writeout took over night aprox 8hrs 135 frames
http://www.moondeer.net/pub/sidefx/pour_massive2.mov [moondeer.net]
http://www.moondeer.net/pub/sidefx/pour_massive.mov [moondeer.net]
Houdini Indie and Apprentice » Houdini 10.0.293 Changing Desktop on OSX (10.5.7)
- smaugthewyrm
- 77 posts
- Offline
i am still in osx 10.5.6 and i get the same @#$%@#$% problem. :twisted:
i've gotten very good now at using the BUILD desktop as it is the only desk that works. :roll:
LOL
i've gotten very good now at using the BUILD desktop as it is the only desk that works. :roll:
LOL
Technical Discussion » speed stretching and particle fluids
- smaugthewyrm
- 77 posts
- Offline
my results for particle fluid speed stretching are not working out.
specifically, a static number in the ‘duplicates’ is not natural. i'd love to have variation here, but i cannot figure out a rand expression that would limit
the result to a ‘reasonable’ number.
ssetting duplicate to ‘3’ for example triples the number of particles, which becomes unreasonable and looks very unnatural. every particle then becomes EXACTLY 3 points in a row, equidistant from one another.
i've toyed with the stretch ratio and scaling, but have not seen good results yet.
is there a tutorial or resource that offers examples?
anyone with tips?
specifically, a static number in the ‘duplicates’ is not natural. i'd love to have variation here, but i cannot figure out a rand expression that would limit
the result to a ‘reasonable’ number.
ssetting duplicate to ‘3’ for example triples the number of particles, which becomes unreasonable and looks very unnatural. every particle then becomes EXACTLY 3 points in a row, equidistant from one another.
i've toyed with the stretch ratio and scaling, but have not seen good results yet.
is there a tutorial or resource that offers examples?
anyone with tips?
Technical Discussion » .obj particle collisions
- smaugthewyrm
- 77 posts
- Offline
i could handle it if there was ANY collision geo… none.
possibly the obj is too small for the sinewave to create collision data.
i'll try upping the divisions also to see if some red appears.
LOL
possibly the obj is too small for the sinewave to create collision data.
i'll try upping the divisions also to see if some red appears.
LOL
Technical Discussion » .obj particle collisions
- smaugthewyrm
- 77 posts
- Offline
with an imported obj file, i am unable to collide anything.
after making the imported obj a static body, it doesn't even show collision geometry in the autodopnet.
is there a setting i am missing? or is this just a format limitation…
after making the imported obj a static body, it doesn't even show collision geometry in the autodopnet.
is there a setting i am missing? or is this just a format limitation…
Houdini Lounge » Don't even know where to begin. HELP!
- smaugthewyrm
- 77 posts
- Offline
THIS is what you want.
regardless whether you use the various SPECIFIC apps in the workshop, you will see how each KIND of app adds to the final project.
this gnomen workshop takes a music video from beginning to end
and breaks down every freakn step.
http://www.thegnomonworkshop.com/newsletter_sil.html [thegnomonworkshop.com]
here is the video that is broken down in the gnomen project.
http://www.youtube.com/watch?v=-9WCVF8u5uk&feature=channel [youtube.com]
regardless whether you use the various SPECIFIC apps in the workshop, you will see how each KIND of app adds to the final project.
this gnomen workshop takes a music video from beginning to end
and breaks down every freakn step.
http://www.thegnomonworkshop.com/newsletter_sil.html [thegnomonworkshop.com]
here is the video that is broken down in the gnomen project.
http://www.youtube.com/watch?v=-9WCVF8u5uk&feature=channel [youtube.com]
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