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Houdini Learning Materials » On jewelery rendering setup.
- Drakon
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Hi all, hope it's super sunny where you are! I'm starting a new jewelery design rendering project. Till now I've been focused on modeling and animation, so I need to shed some light on caustics and Gi. Could any of you good Houdini folks recommend good caustics/jewelery rendering tutorials compatible with H16.5, preferably videos? Thank you kindly.
Work in Progress » Another Roof Tool in progress
- Drakon
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Work in Progress » Curvature VOP in 'MAT' mode - worn edges wip.
- Drakon
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I tried to recreate the Houdini curvature tutorial in ‘Mat’ mode and it looks hopeful - will keep extending the functionality, hopefully creating a uber-curvature shader for gamedev/lookdev.
Colours and worn edge effect are just a good starting point for refinement, although I like the cartoony/graphic look. Dr Strange mesh is my own concept sculpt, Eistein is from http://threedscans.com/ [threedscans.com] Mesh topology changes the effect of the shader, which can be potentially used to ones advantage.
Eistein's mesh comes as .stl format and the normals were flipped - so the Curvature+ClrRamp was being applied in reverse, on the concave shapes:used Reverse SOP to solve that.
Using layered shader means I can later go and adjust the individual worn edge layer effects.
Also discovered the measure curvature SOP from game dev tools, but not yet sure how to use/extract the data for further proceduralism in sop/vop. Can't find a ‘bind’ video tutorial, from which I learn best.
Colours and worn edge effect are just a good starting point for refinement, although I like the cartoony/graphic look. Dr Strange mesh is my own concept sculpt, Eistein is from http://threedscans.com/ [threedscans.com] Mesh topology changes the effect of the shader, which can be potentially used to ones advantage.
Eistein's mesh comes as .stl format and the normals were flipped - so the Curvature+ClrRamp was being applied in reverse, on the concave shapes:used Reverse SOP to solve that.
Using layered shader means I can later go and adjust the individual worn edge layer effects.
Also discovered the measure curvature SOP from game dev tools, but not yet sure how to use/extract the data for further proceduralism in sop/vop. Can't find a ‘bind’ video tutorial, from which I learn best.
Edited by Drakon - Aug. 21, 2018 19:05:59
Work in Progress » Object Wrangle preview
- Drakon
- 55 posts
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Looks really interesting! Looking forward to some more examples in the future. Quick question from a relative noob to coding: what can this Not do? How is ObjVex different from normal Vex? Can I be used to recreate some sculpting tools like Sculptris for example, with adaptive mesh generation? Or Sop level Curvature detection?
If you need testers, let me know.
Thank you and great work!
If you need testers, let me know.
Thank you and great work!
Edited by Drakon - Aug. 21, 2018 12:24:48
Technical Discussion » Interesting Uv tool from last Siggraph - potential for autouv sop?
- Drakon
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Hi, just came across this presentation. Wandering if this would solve the stretching and seams issue with auto uv sops? Would be great to have it in Houdini.
Edited by Drakon - Aug. 19, 2018 18:00:46
Houdini Indie and Apprentice » Cloud rendering with Houdini Apprentice
- Drakon
- 55 posts
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Hiall,
I need to find cloud rendering service to help build my portfolio, does anyone have recommendations? Also
is Amazon HQueue not available anymore? http://www.sidefx.com/docs/houdini/render/cloudfarm.html [www.sidefx.com]
I tried GridMarkets but due to technical issues need to find an alterative.
I just found this site, anyone have experience with these render farms?
https://rentrender.com/houdini-render-farms/ [rentrender.com]
Thank you ahead of time
I need to find cloud rendering service to help build my portfolio, does anyone have recommendations? Also
is Amazon HQueue not available anymore? http://www.sidefx.com/docs/houdini/render/cloudfarm.html [www.sidefx.com]
I tried GridMarkets but due to technical issues need to find an alterative.
I just found this site, anyone have experience with these render farms?
https://rentrender.com/houdini-render-farms/ [rentrender.com]
Thank you ahead of time
Edited by Drakon - Aug. 19, 2018 09:33:30
Work in Progress » Modelling/Sculpting with VDBs/SDFs for concept art.
- Drakon
- 55 posts
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This is as far as I've got so far. Going to try the curvature modes in Game Dev tools to improve the worn edges look. I'd like to make the Trug look like its been welded together and has weather/time damage.
Edited by Drakon - Aug. 16, 2018 12:50:41
The Orbolt Smart 3D Asset Store » 3DCoat-Houdini Applinker
- Drakon
- 55 posts
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Hi ya, this is a very useful tool. could you update it for H16.5 please?
I've created a folder in 3dcoat 4.7.5 name ‘Exchange’ but it doesn't get accepted by the dialog box on selection.
Thank you!
I've created a folder in 3dcoat 4.7.5 name ‘Exchange’ but it doesn't get accepted by the dialog box on selection.
Thank you!
Houdini Jobs » Unique VFX Opportunity AR/Cinema/Gaming ~ award-winning App Studio
- Drakon
- 55 posts
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Awesome innovative work, thank you for pushing the digital boundries - I'll be in touch.
Work in Progress » Modelling/Sculpting with VDBs/SDFs for concept art.
- Drakon
- 55 posts
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Sculpting with VDBs/SDFs is Awesome!
I recently came across EditSDF app online, gave me inspiration to recreate something similar with Houdini VDB/SDFs.
There isn't a great deal of help on SDFs online and I'm not a coder, will keep working on it.
I recently came across EditSDF app online, gave me inspiration to recreate something similar with Houdini VDB/SDFs.
There isn't a great deal of help on SDFs online and I'm not a coder, will keep working on it.
Edited by Drakon - Aug. 16, 2018 12:44:25
Work in Progress » Procedural VDB sculpting and automatic UV mapping for Games
- Drakon
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Work in Progress » houdini procedural non circular gear
- Drakon
- 55 posts
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amazing! would you consider doing walkthrough of how you made it? can this be extended to a 3d volume?
Technical Discussion » Crashing on win10, was fine on win7.
- Drakon
- 55 posts
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Hi all, I just upgraded to win10, reinstalled Houdini after first crash but still getting crashes when using the view port with houdini both 16.5.2684 (which worked fine on win7) and 16.5.536. AMD A6-3420m apu radeon hd 6520g - pretty old.
Is there a display setting I can change in Houdini perhaps? GL/DirectX related?
Amd drivers are updated exclusively by windows update, so I'm not sure how find and install older versions for Radeon, or if it's a good idea.
Just ran both above versions in win7/8 compatibility mode from properties - same issue - crashing when rotating in view port or creating a primitive from shelf.
I was planning to do more Houdini twitch streaming, but his throws a spanner in the works for sure.
Any help, much appreciated.
Is there a display setting I can change in Houdini perhaps? GL/DirectX related?
Amd drivers are updated exclusively by windows update, so I'm not sure how find and install older versions for Radeon, or if it's a good idea.
Just ran both above versions in win7/8 compatibility mode from properties - same issue - crashing when rotating in view port or creating a primitive from shelf.
I was planning to do more Houdini twitch streaming, but his throws a spanner in the works for sure.
Any help, much appreciated.
Technical Discussion » How to create single multi-group obj for Unity, from instanced primitives? Urgent for art competition.
- Drakon
- 55 posts
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Any help much appreciated, sorry just running out of time on this one.
Appending an Edit sop does the trick but this info is not exported with the Save > Geometry option, so the Pivot is always centred at world centre and not at each copied object centre.
Tried $GCX… on a transform node but that doesn't work with my set up for some reason.
Thank you
Appending an Edit sop does the trick but this info is not exported with the Save > Geometry option, so the Pivot is always centred at world centre and not at each copied object centre.
Tried $GCX… on a transform node but that doesn't work with my set up for some reason.
Thank you
Technical Discussion » How to create single multi-group obj for Unity, from instanced primitives? Urgent for art competition.
- Drakon
- 55 posts
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jeff
One way is to use the copy_to_points SOP's ability to pack on copy to create your assemblies per copy (I don't know if you want to have different geometry per copy).
Then use the Assemble SOP to construct the groups per assembly/packed primitive.
Finally use an Unpack SOP set to transfer the groups. This will unravel the packed primitives to get back where you started and each piece belongs to it's own group.
See the attached Houdini scene file for a working example.
Most Excellent! The Unpack route works and the groups are recognized by Unity. Thank you very much.
Just one small issue with pivots - the pivot of each individual sphere is taking it's centre from the grids's centre and not the individual sphere's centre. I can see that in ‘Assemble’ node the pivot location is set to Centroid, still Unity doesn't see this. I've tested this by wiring a transform node, scoping one of the spheres and still the pivot is set to grid center.
Apologies, I still don't know enough expressions to figure this out myself.
Thank you.
Edited by Drakon - March 9, 2017 13:11:42
Technical Discussion » How to create single multi-group obj for Unity, from instanced primitives? Urgent for art competition.
- Drakon
- 55 posts
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jeff
One way is to use the copy_to_points SOP's ability to pack on copy to create your assemblies per copy (I don't know if you want to have different geometry per copy).
Then use the Assemble SOP to construct the groups per assembly/packed primitive.
Finally use an Unpack SOP set to transfer the groups. This will unravel the packed primitives to get back where you started and each piece belongs to it's own group.
See the attached Houdini scene file for a working example.
Thanks Jeff,
Will give the above a shot now.
Yes the workflow needs different geometry per group, all encapsulated in one obj. Unity will use this to attach a collider to each child instance within the parent object. In the attached image the individual elements have colliders on them so I'm able to paint attributes.
I can then use this for physics. Unfortunately Unity doesn't have an option for separating single object into multiple objects based on their material ID, but does offer the option to create separate materials for each object within a group on import.
Not sure about the code side of .obj but I've had success exporting multiple objects/groups as single OBJ from Unity via a custom script that can be viewed and accessed in Houdini. Script was done by a c# coder on the project.
I've basically created an object/attribute painter/copier app in Unity but would like to be able to seed thousands of initial objects in Houdini for large areas.
Using this for ArtStation challenge and about to start putting together the final image whith the thousands of objects.
https://www.artstation.com/contests/ancient-civilizations/challenges/13/submissions/14223 [artstation.com]
In the attached image the individual elements have colliders on them so I'm able to paint attributes.
p.s
A more intuitive idea would be to have a check box in the group node allowing to be ‘copy stampable’ so if I attach a group node under a sphere which is then copied onto a plain for example, that group becomes instanced along with the spheres. Would a nice feature to have this multi-obj group functionality available in one export node/option in the future.
Edited by Drakon - March 9, 2017 12:11:20
Technical Discussion » How to create single multi-group obj for Unity, from instanced primitives? Urgent for art competition.
- Drakon
- 55 posts
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nisachar
Use the assemble SOP after the copy sop ( assuming that is what you are using for the copies )to generate polygonal islands.
Then pipe that into a for each sop and use blast to delete un selected ( you can choose the group/s generated by the assemble sop )
attachment ( the color node is just for visual feedback )
Hi thank you, will try, but can't see the attachment unfortunately.
Technical Discussion » How to create single multi-group obj for Unity, from instanced primitives? Urgent for art competition.
- Drakon
- 55 posts
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Hi I'm copying spheres to points on a plane and would like to create a separate group for each instanced sphere so I can then export one multi-group obj to Unity. Can anyone advise please? Working on ArtStation competition and only 3 days to go.
https://www.artstation.com/contests/ancient-civilizations/challenges/13/submissions/14223 [artstation.com]
Thank you,
Mark
https://www.artstation.com/contests/ancient-civilizations/challenges/13/submissions/14223 [artstation.com]
Thank you,
Mark
Edited by Drakon - March 9, 2017 07:10:33
Houdini Lounge » 'Save Network as Jpg' feature request for H16:
- Drakon
- 55 posts
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'Save Network as Jpg' function request:
The Network view in H16 is fantastic! The background images, shapes and dots are super useful. Can we make our own shapes for nodes?
Please could you add a ‘Save Network as Jpg’ feature. I'd like to both analyse and archive large networks, and print posters of the really epic networks to hang on my wall!
This is the perfect tool for mind-maps too and more!
Bravo!
The Network view in H16 is fantastic! The background images, shapes and dots are super useful. Can we make our own shapes for nodes?
Please could you add a ‘Save Network as Jpg’ feature. I'd like to both analyse and archive large networks, and print posters of the really epic networks to hang on my wall!
This is the perfect tool for mind-maps too and more!
Bravo!
Edited by Drakon - Feb. 22, 2017 14:28:51
Houdini Learning Materials » How to create a toggle parameter to control visibility?
- Drakon
- 55 posts
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circusmonkeythank you, its the “could be connected” that I don't understand. How could it be?
which could be connected to a visibility sop
I'm not a coder and have never used toggle parameter and cannot find a video tutorial.
Thank you.
Edited by Drakon - Feb. 7, 2017 15:54:36
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