I prefer to use tablets for everything.
Better than a mouse in terms of ergonomic.
For £D is better to use a smal tablet tobe fluent with the program, A6 or A5 size are the best.
And a table is not a luxury, you can get a graphire that is a great mouse subtitute and much better for painting than a mouse for a very afortable price.
To use a tablet as a substitute for a mouse I revomment a graphire A6 or A5, ity you need to paint a lot maybe intuos is better, but much expensive.
And even better wacom models works everywhere, W$, Linux os Mac.
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Houdini Lounge » Drawing Tablets
- lisux
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Houdini Lounge » The Great Divide in CG Facilities: Adapt or Die
- lisux
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Le_monkey_buttI am agree with Le monkey, but I even go further definitely there is no comparasion of creating an ui using drag'n drop or having to write MEL.I must admit I have had a good time creating effects etc , but when it has come to trying to figure out ok “how do i build an interface with buttons to set values ” I gave up.If you use maya its all there in the mel help So as ever Better documentation is required and everybody Ive spoken to about houdini mentions this more so than anything else !!!
As a Developer ( Maya, Houdini and + ) and Houdini TD, “building interface” for HDA is just a question of drag and drop (easy), while for Schmaya, it means using MEL and its “interface” syntax (annoying), although there is some doc there. Just a question of taste, I believe.
I have been a developer to, and still be I hope , and creating an ui with MEL is a mess comapred to udsing automatic systems to construct ui.
OTL have this tool to create ui so I think that is far better to have to ahrd code all the ui by yourself.
In Maya is impossible that a non-programmer use can create his/her own ui for his/her tool, in Houdini is possible.
I think that are different work, related but different. So is difficult to compare every of them has his own pros and cons.Is it easier for an entry level 3D person to get the foot in the door in the large studios working on commercials rather than film, and then transfer once the skills-set is honed?
I dont know if it easier as now “commercial effects” ask for efficiency. I will say it is not like a feature film, where the people have time to experiment and seek the best approach to achieve the desired effect. In commercials, delays are getting shorter and shorter and the quality has to remain, so it could be difficult for a junior to adapt but it will be a great way to learn.
Maybe feature film is another good place to learn because you have time to test, in commercials os more difficult to have this time.
Technical Discussion » Time Slice in CHOPS, What it is?
- lisux
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Thanks Jeff.
So if I put 60 frames for the time slice in the main globals then the CHOP is evaluated only every 60 frames to ensure real time?
I am using CHOPs to postprocess some particle and dynamics simulations, so I think that time slice is not useful for these tasks, even more it causes problems because I need to evaluate the date every frame not in some frames only.
And I alredy know about Derivate, but have never used touch.
So if I put 60 frames for the time slice in the main globals then the CHOP is evaluated only every 60 frames to ensure real time?
I am using CHOPs to postprocess some particle and dynamics simulations, so I think that time slice is not useful for these tasks, even more it causes problems because I need to evaluate the date every frame not in some frames only.
And I alredy know about Derivate, but have never used touch.
Technical Discussion » Time Slice in CHOPS, What it is?
- lisux
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Hi all.
I am experimenting with CHOPS and I have a doubt about what it is Time Slice.
When I activate it no operators works correctly.
But when I deselect it my filters, lag, etc .. then work correctly.
What is Time Slice for?
I have in the Main Preferences 60 frames for the time slice parameter, what that means?
Thanks.
I am experimenting with CHOPS and I have a doubt about what it is Time Slice.
When I activate it no operators works correctly.
But when I deselect it my filters, lag, etc .. then work correctly.
What is Time Slice for?
I have in the Main Preferences 60 frames for the time slice parameter, what that means?
Thanks.
Technical Discussion » Fluid effects in Houdini?
- lisux
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The problem is that you are using the default i3d shaders shiped with Houdini.
These shaders doesn't use color or alpha, from your particles.
You have to develop your custom shaders by yourself.
First you need and i3d shaders that saves both Alpha and Cd attributes, and then develop a fog shaders or surface shaders, depending how you are rendering you volumetrics, that use these attributes to control the color and density of the fog.
Maybe this helps you:
http://www.sidefx.com/exchange/info.php?fileid=186&versionid=186 [sidefx.com]
I don't uderstand why SESI doesn't include a decent i3d shader. Maybe the same problem as with the glass shader
hope this helps.
These shaders doesn't use color or alpha, from your particles.
You have to develop your custom shaders by yourself.
First you need and i3d shaders that saves both Alpha and Cd attributes, and then develop a fog shaders or surface shaders, depending how you are rendering you volumetrics, that use these attributes to control the color and density of the fog.
Maybe this helps you:
http://www.sidefx.com/exchange/info.php?fileid=186&versionid=186 [sidefx.com]
I don't uderstand why SESI doesn't include a decent i3d shader. Maybe the same problem as with the glass shader
hope this helps.
Houdini Lounge » Houdini v9?
- lisux
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JohnBardakosHey John how much time!
PS.Lisux congratulations for Spain's basketball world championship… :evil:
Thanks, the first time in Spain that basketball beats soccer.
It's great!
Houdini Lounge » Houdini v9?
- lisux
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Simon:wink:
Maybe those drops of water are merely indicating that Sesi have finally updated the glass shader……. :roll:
Great!
Houdini Lounge » Houdini v9?
- lisux
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Fortunately SESI haven't used donkeys, monkeys, or anything else in the logo, otherwise I can't imagine the discussions it would have created.
How many words only for some water drops in a logo, what's next?
How many words only for some water drops in a logo, what's next?
Technical Discussion » $HIP variable and soft linked directories
- lisux
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Finally I catch the problem.
The problem was in one script that I called from the HSITE located files.
Is not a problem of the HSITE variable itself.
This problematic script, by error, reset the HFS variable to an incorrect plave and this causes all the errors.
The problem was in one script that I called from the HSITE located files.
Is not a problem of the HSITE variable itself.
This problematic script, by error, reset the HFS variable to an incorrect plave and this causes all the errors.
Technical Discussion » $HIP variable and soft linked directories
- lisux
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Hi ben.
Thanks.
Now I am moving my old HIP centralized work to a JOB centralized pipeline.
But I have found a problem
I want to use the HSITE variable to put some common site scrips for all the people, DSOs, etc …
It works fine except that whean I define the HSITE variable I can't open the help browser, I always get a blank browser page with the next message
chrome/houdini/locale/home.html
Another errors I get when trying to opening existing scenes are:
Could not find template file: Templates/GenV3/subdialog.top
Could not find template file: Templates/GenV3/spareparm.initial
Unable to resolve template file: ‘Templates/GenV3/subdialog.mid’
Could not find template file: Templates/GenV3/spareparm.final
Unable to resolve template file: ‘Templates/GenV3/subdialog.bot’
Why I get these weird errors when I set the HSITE variable?
The HSITE variable is corrects because I can source some scritps I have put there.
Thanks
Thanks.
Now I am moving my old HIP centralized work to a JOB centralized pipeline.
But I have found a problem
I want to use the HSITE variable to put some common site scrips for all the people, DSOs, etc …
It works fine except that whean I define the HSITE variable I can't open the help browser, I always get a blank browser page with the next message
chrome/houdini/locale/home.html
Another errors I get when trying to opening existing scenes are:
Could not find template file: Templates/GenV3/subdialog.top
Could not find template file: Templates/GenV3/spareparm.initial
Unable to resolve template file: ‘Templates/GenV3/subdialog.mid’
Could not find template file: Templates/GenV3/spareparm.final
Unable to resolve template file: ‘Templates/GenV3/subdialog.bot’
Why I get these weird errors when I set the HSITE variable?
The HSITE variable is corrects because I can source some scritps I have put there.
Thanks
Technical Discussion » Problems with hserver
- lisux
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JColdrickYes John you are right it was my fault ops:
I just typed in “hserver -” here and it showed the -d param. Running 8.1.700 on Linux for what that's worth.
Cheers,
J.C.
Technical Discussion » Problems with hserver
- lisux
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edwardThanks Edward, yes I checked it before posting here.
If you haven't checked this page out, it might help you:
http://odforce.net/wiki/index.php/MantraRemoteRendering [odforce.net]
But there aren't relating to hserver “secret” options
Technical Discussion » Problems with hserver
- lisux
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Well the problems seems to be solved.
The render nodes are using H 8.1.666 and the master node H 8.1.705, so the different version couse the problem.
Another doubt that I have is if anybody can tell me the different “secret” parameters that the hserver command can use.
for example if you type hserver - to see the parameter the -d option doesn't appears, and this option launch hserver in debug mode.
Are there more options like this, specially are there any option to save a log from the hserver in a file?
Thanks
The render nodes are using H 8.1.666 and the master node H 8.1.705, so the different version couse the problem.
Another doubt that I have is if anybody can tell me the different “secret” parameters that the hserver command can use.
for example if you type hserver - to see the parameter the -d option doesn't appears, and this option launch hserver in debug mode.
Are there more options like this, specially are there any option to save a log from the hserver in a file?
Thanks
Technical Discussion » Problems with hserver
- lisux
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Hi all.
I am trying to setup a network to render via hserver.
I have all of my render nodes using NFS to access to the file server.
I have checked the paths and all seems to be working properly, in fact I don't get red buckets or errors from the hserver when trying to access to textures.
Instead I am getting complitely grey buckets when using texture maps.
When I use only procedural textures the netwrok render work perfectly, but when I use texrture files it fails.
I have attached an image with the render failed.
Anybody have suffered similar problems?
Using H 8.1.705, Linux
Thanks
I am trying to setup a network to render via hserver.
I have all of my render nodes using NFS to access to the file server.
I have checked the paths and all seems to be working properly, in fact I don't get red buckets or errors from the hserver when trying to access to textures.
Instead I am getting complitely grey buckets when using texture maps.
When I use only procedural textures the netwrok render work perfectly, but when I use texrture files it fails.
I have attached an image with the render failed.
Anybody have suffered similar problems?
Using H 8.1.705, Linux
Thanks
Technical Discussion » Ramp Editor Implimentation into Vops
- lisux
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Yes thi is one of the oldest RFEs in Houdini.
Please SESI add support for ramps ui controls in SOPs and VOPs, it is very important for many many users.
Related links:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=4992&highlight=ramp [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=3846&highlight=ramp [sidefx.com]
etc …
Please SESI add support for ramps ui controls in SOPs and VOPs, it is very important for many many users.
Related links:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=4992&highlight=ramp [sidefx.com]
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=3846&highlight=ramp [sidefx.com]
etc …
Houdini Lounge » How would I make houdini a better modeler? Oh, I'm so glad..
- lisux
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WolfwoodYes is more like soulvector have explained. Very similar to the ZBrush approach.lisux
have an “underground” subdivision SOP, for example we are modeling and we can select to enable background subdivision, and enable the preview of this subdivided geo with a hotkey, so anytime we need it, and we are everywhere in our chain when can press for example o and enable the view of a templated subdivided version of our model.
What would you see in the viewport? Can you see both your base polygon object and its subd version? Or just the subd? If you can see both are they both wireframe? Or is the base object semi transparent? How do they handle it in other packages?
Where you hit d (is I remember correctly) and then you subdivide your model.
Is like to have an implicit subdivision SOP at the end of your chain, you can have options for example like:
-Preview sub in wireframe, flat or smooth shaded, with the option of use a semi transoarent shading for example.
-An option to set that the subd is evaluated every any time, for example, if you are moving points around and in every action the subd version is calculated then you lose interactivity, the app maybe goues to slow, but if houdini calculates the new subd when it detects that you have stopped for, for example a couple of seconds, is like to cook in Changes instead of always.
Then you can enable the preview of your sudb along with the depth of sudb wit a hotkey, for example one hotkey loops along all the depth levels (maybe only 1,2,3 are enough), and another key switch between normal poly and subd poly.
It will put Houdini subd modellin one ster forward I think.
Houdini Lounge » How would I make houdini a better modeler? Oh, I'm so glad..
- lisux
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SimonYes, Simon I now it, but the problem is that you have to pres the s prior to select .lisux
- Study new workflow options when working from the viewport: this is the part, in my experience as an instructor, that most of the new users hate when beggining to model in Houdini. Definitely is more intuitive the workflow: Select geo -> Select tool, rather the select tool->select geo.
You know you can do this already by hitting “s” first to select and then choosing your tool. Is that what you meant?
You can always disable secure selection and follow the Houdini workflow, select tool-> select geo, that is good for me because I am used to this workflow but understand the benefits of other workflows, if you want to use other ways of doing things you have to press s, select geo and then select tool, even using only hotkeys I thing is not the best way.
For example, an option in the main preferences to select the default behaviour for disabled secure selection in SOP will be great, with a couple of options:
1 - Use Houdini workflow, the same as current.
2 - When you select new geo Houdini automatically outs from the current operator, ans suppose that you want to add a new one, not to work with the current, and ask you to select the tool, then you can press q to use the last or select another. A quick solution I think to use the same workflow as other tools.
Another suggest is for subd modelling, the workflow using a subdivision SOP at the end of the chain, and playing with templates, is not bad but poor in interactivity, many new users have problems with this, I think that it would be great to have the option to have an “underground” subdivision SOP, for example we are modeling and we can select to enable background subdivision, and enable the preview of this subdivided geo with a hotkey, so anytime we need it, and we are everywhere in our chain when can press for example o and enable the view of a templated subdivided version of our model.
Houdini Lounge » How would I make houdini a better modeler? Oh, I'm so glad..
- lisux
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edwardI am agree with edward, for me if you want to be productive you should use hotkeys and forget TAB menu/hotbox/popupmenu/etc …
I should point out that the TAB menu does already keep track of your most recently used items (during that session). The number of most recently used items is also configurable in the preferences. To shorten the mouse movement down, one can completely forego the default menus as well. I still think the fastest way to model is by becoming an expert user and assigning hotkeys to SOPs though. Marc H. has his own set using the numeric keypad.
Does anyone keep a permanent tree view open in their desktop for quick jumping around? There's the autodive option too.
And using the Toolbar Manager is quite easy to create a custom menu entry with your most used tools.
I think that the majors improvements that are needed in the modeling field are:
- Improve the existing tools: better poly tools like an improvement in the PolySplit tool.
- Improve the OpenGL viewport performance.
- Study new workflow options when working from the viewport: this is the part, in my experience as an instructor, that most of the new users hate when beggining to model in Houdini. Definitely is more intuitive the workflow: Select geo -> Select tool, rather the select tool->select geo. I think that it would be very useful to have a quick access to the network, for example a floating network editor, like the parameter view you open pressing p in the network editor, but in the vewer pane.
So you can work with the viewer pane maximized and take a quick look to your nodes without needed of restoring the viewer pane. It could be activated using a hotkey or when the cursor is very close to the vewport edge for example.
An of course, somo tool to create poligons, more intuitive than the Add SOP and better that the Poly Knit.
Technical Discussion » $HIP variable and soft linked directories
- lisux
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Even more I have just realized that if I try to put my soft linked directory in the $HOME/houdini8.1/jump.pref, this directory doesn't appear in the open dialog file.
It only occurs with soft linked directories
It only occurs with soft linked directories
Technical Discussion » $HIP variable and soft linked directories
- lisux
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Hi all.
I am using $HIP variable as my project root directory.
Now I have change my project to a soft linked directory in my system.
The problem is that Houdini sets the $HIP variable to the original directory, not the linked directory.
For example I have the directory:
/media/data/projects/logos
Then I made a softlink
/projects -> /media/data/projects
I open scenes contained in:
/projects/logos
But $HIP variable is set to:
/media/data/projects/logos
Is there any way to solve this?
Thanks
I am using $HIP variable as my project root directory.
Now I have change my project to a soft linked directory in my system.
The problem is that Houdini sets the $HIP variable to the original directory, not the linked directory.
For example I have the directory:
/media/data/projects/logos
Then I made a softlink
/projects -> /media/data/projects
I open scenes contained in:
/projects/logos
But $HIP variable is set to:
/media/data/projects/logos
Is there any way to solve this?
Thanks
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