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Houdini Indie and Apprentice » Ramp Parameter ranges?
- david_maas
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This is kind of critical to animation issues I'm struggling with… specifically, defining the amount of a corrective morph. It would be great if a control for manual clamp/remap ranges could be integrated into the ramp interface. I am not able to rig this :-(
Houdini Lounge » Concept Art and Houdini
- david_maas
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I'm fascinated by the power and stoked by recent tools/workflows such as fur and terrain. These are laid out for very intuitive interaction - assuming you are open to a nodal workflow, which most 3D artists are.
I trip up over things that I think are taken for granted by the more generally technically fit houdini user base… like entering code snippets instead of having a drop-down list of options. And I trip up every time. the ‘hook-it-up’ interface for masking terrain and fur are examples of how this is changing for the better (my POV), whereas hooking up a gradient mask for other parts of houdini… trips me up.
These are things I'm happily taking up as part of the power of the tool… Ultimately I feel it's like most things… I can't concept some things as quickly as I can in other software, but concepting other things would definitely be faster.
I trip up over things that I think are taken for granted by the more generally technically fit houdini user base… like entering code snippets instead of having a drop-down list of options. And I trip up every time. the ‘hook-it-up’ interface for masking terrain and fur are examples of how this is changing for the better (my POV), whereas hooking up a gradient mask for other parts of houdini… trips me up.
These are things I'm happily taking up as part of the power of the tool… Ultimately I feel it's like most things… I can't concept some things as quickly as I can in other software, but concepting other things would definitely be faster.
Houdini Learning Materials » New Illume webinar: Houdini Pipeline Best Practices
- david_maas
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@afaria… if I recall correctly, there was a link to download the slides from the video page (the description). Are those the ones you're looking for?
Houdini Lounge » Great New UV layout, but...
- david_maas
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Houdini Indie and Apprentice » 16.5 Hairgen slow ??
- david_maas
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Thomas BishopDo understand this correctly? This is done once the fibers are planted, right? So as long as the fiber count doesn't change, grooming wouldn't have to touch this. Is this perhaps pointing to a progression that would enable a freezing of this value after density is established?
it's the Relax Iterations which cause the bottleneck
SI Users » Zooming in/out + panning on Camera backplate, SI style?
- david_maas
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Technical Discussion » Need help to choose path for VFX effext that will burn away skinn and reveale flesh below it.
- david_maas
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That's one way (and very valid)
You could also have the burn be a mask to a second texture including a displacement that pushes it inward.
Both are doable, with pros/cons. I tend towards the displacement technique, but no experience in mantra.
You could also have the burn be a mask to a second texture including a displacement that pushes it inward.
Both are doable, with pros/cons. I tend towards the displacement technique, but no experience in mantra.
Technical Discussion » Multichannel influence painting.
- david_maas
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It would be great for landscaping, motionFx and so many other things.
Would be cool to have a single PaintMask node that wraps all this up. Very cool.
Would be cool to have a single PaintMask node that wraps all this up. Very cool.
Houdini Lounge » Thoughts on mantra
- david_maas
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Over at discord, Alexander Weide has been doing an interesting extorsion of the h16 hair shader to get really fast, noiseless sss. Worth a look:
“ the Hair Transmission works perfectly in H16… the result looks stunning in my eyes… compared to the internal principled shader sss which looks like total crap. its rendering fast like hell even on 2 million polygons”
“this is the result of the principled shader sss change. :wink: btw 254 packed primitivs each one has 1 million polygons, rendertime was quite short with this shader, about 30 minutes and selfmade bokeh at rendertime”
“ the Hair Transmission works perfectly in H16… the result looks stunning in my eyes… compared to the internal principled shader sss which looks like total crap. its rendering fast like hell even on 2 million polygons”
“this is the result of the principled shader sss change. :wink: btw 254 packed primitivs each one has 1 million polygons, rendertime was quite short with this shader, about 30 minutes and selfmade bokeh at rendertime”
Work in Progress » Test render of hair and sss shader
- david_maas
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Looks great!
The hair looks about two steps more detailed than the eyebrows, lashes skin and clothing… that's the only criticism I could offer.
The hair looks about two steps more detailed than the eyebrows, lashes skin and clothing… that's the only criticism I could offer.
Houdini Lounge » origami... very cool reference
- david_maas
- 59 posts
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Very inspirational site: interactive origami simulations. My favorite so far (activate stress visualization) is circular pleat.
http://68.media.tumblr.com/c1cc8ca237eec277ae77cc89bdf55eb3/tumblr_ox5u4enHGn1qav3uso2_540.gif [git.amandaghassaei.com]
http://68.media.tumblr.com/c1cc8ca237eec277ae77cc89bdf55eb3/tumblr_ox5u4enHGn1qav3uso2_540.gif [git.amandaghassaei.com]
Technical Discussion » Rigid Body object colliding with FEM object..
- david_maas
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Technical Discussion » Bird rig
- david_maas
- 59 posts
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Hi Tighe! Very excited about this!
Just helping (or trying to) with feedback…. the lead flight feather flips when folding, see video. Sure you're aware of it, but just in case. Also… I feel the flight feathers need their own spread controls. Otherwise, extending pulls the arm feathers unnaturally outward. Will you also be adding bend controls for the feathers themselves? I tried to do a flight cycle with the current handles but it seems they're only really for the arm bones themselves. I get mangled feathers pretty quickly when I try beyond that.
General questions…
how do you tell a joint / handle to default a certain transform channel? And also lock off unintended channels?
ie. the controls that are only meant to be rotated in xy for example, to only have those exposed in the widget and only those be animatable. Also … to have the active channel of a handle default to one of the unlocked channels / the last used channel for that handle. Anyone?
Just helping (or trying to) with feedback…. the lead flight feather flips when folding, see video. Sure you're aware of it, but just in case. Also… I feel the flight feathers need their own spread controls. Otherwise, extending pulls the arm feathers unnaturally outward. Will you also be adding bend controls for the feathers themselves? I tried to do a flight cycle with the current handles but it seems they're only really for the arm bones themselves. I get mangled feathers pretty quickly when I try beyond that.
General questions…
how do you tell a joint / handle to default a certain transform channel? And also lock off unintended channels?
ie. the controls that are only meant to be rotated in xy for example, to only have those exposed in the widget and only those be animatable. Also … to have the active channel of a handle default to one of the unlocked channels / the last used channel for that handle. Anyone?
Technical Discussion » autorig
- david_maas
- 59 posts
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Hi arctor!
If you're interested I'd love to contribute a mesh for release…
Let me know if you'd like it.
If you're interested I'd love to contribute a mesh for release…
Let me know if you'd like it.
Houdini Lounge » EdgeFlow
- david_maas
- 59 posts
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Houdini Lounge » Turn Edges into Curve
- david_maas
- 59 posts
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Olaf FinkbeinerHaha! I can agree with that… it's difficult to see what houdini version an asset is for, some are assets embedded in assets, etc.
What would be cool is a slightly better repository orbolt is a bit quirky
I would love to see shelf presets with hda tools that can be shared. I think you houdini veterans / code artists underestimate how intimidating these installs and external tools can be for less technically skilled artists. In my circles, I am technically versed non-coder artist, and I get overwhelmed. Without eetu and matt and others, I'd be lost. (Or rather… more lost, cause I'm not as lost as I would be :-) )
Houdini Lounge » Turn Edges into Curve
- david_maas
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Konstantin Magnus
Houdini is a toolbox, not a toy.
Why can't it be both? What I love about houdini is that it can have the easy up-top nodes and assets for easy artist usage, while still allowing access to the technical basis.
Houdini Lounge » FMX 2.-5. May 2017 Stuttgart germany
- david_maas
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There's a houdini luncheon meet-up on wednesday, in the Haus der Wirtscahft… the Logo cafe. Someone at odforce launched it, I believe.
Houdini Lounge » Collaboration for fantasy short (some pay)?
- david_maas
- 59 posts
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I'm only entrance level houdini user, would love to animate in it.
I can model and do concept work… that's my main proficiency. Of course, I don't really show that in my reel :-D
davidmaas.info [davidmaas.info]
Would love to see what you've got in mind…
I can model and do concept work… that's my main proficiency. Of course, I don't really show that in my reel :-D
davidmaas.info [davidmaas.info]
Would love to see what you've got in mind…
Houdini Indie and Apprentice » How to play an image sequence on camera background
- david_maas
- 59 posts
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hope it's ok to ask a related question… how do you play a looping sequence?
say I want to have a texture play the same 20 image sequence?
say I want to have a texture play the same 20 image sequence?
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