Well, do you know other format that could allow you to build and manage in a single file, a scene and go back and worth between softwares without being destructive? So you could think using each software strench and have a full team working at different level together more seamlessly
The answer is just in the pixar description itself
“Pipelines capable of producing computer graphics films and games typically generate, store, and transmit great quantities of 3D data, which we call ”scene description“. Each of many cooperating applications in the pipeline (modeling, shading, animation, lighting, fx, rendering) typically has its own special form of scene description tailored to the specific needs and workflows of the application, and neither readable nor editable by any other application. Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets. ”
By the way, first beta release of HDCycle for USD is out so you could use in Houdini Houdini Blender cycle..
https://github.com/tangent-opensource/hdcycles [github.com]
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Found 255 posts.
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Technical Discussion » USD and building fully DCC agnostic pipeline, limitation?
- vinyvince
- 255 posts
- Offline
Technical Discussion » How to Enable Python 3 in Houdini 18?
- vinyvince
- 255 posts
- Offline
tamte
you need to download Hourini18 Python3 Tech Preview version
on Daily Builds Download page either scroll a bit down or click on Houdini Python 3 filter button
Tomas, will you advise to use a Houdini python 3 package over the old 2? Is is stable enough?
Could i install python 3 over my already install h18 python 2.7?
Thanks
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Edited by vinyvince - Aug. 20, 2020 07:25:07
Technical Discussion » USD and building fully DCC agnostic pipeline, limitation?
- vinyvince
- 255 posts
- Offline
Well, do you know other format that could allow you to build and manage in a single file, a scene and go back and worth between softwares without being destructive? So you could think using each software strench and have a full team working at different level together more seamlessly
The answer is just in the pixar description itself
“Pipelines capable of producing computer graphics films and games typically generate, store, and transmit great quantities of 3D data, which we call ”scene description“. Each of many cooperating applications in the pipeline (modeling, shading, animation, lighting, fx, rendering) typically has its own special form of scene description tailored to the specific needs and workflows of the application, and neither readable nor editable by any other application. Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets. ”
By the way, first beta release of HDCycle for USD is out so you could use in Houdini Houdini Blender cycle..
https://github.com/tangent-opensource/hdcycles [github.com]
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
The answer is just in the pixar description itself
“Pipelines capable of producing computer graphics films and games typically generate, store, and transmit great quantities of 3D data, which we call ”scene description“. Each of many cooperating applications in the pipeline (modeling, shading, animation, lighting, fx, rendering) typically has its own special form of scene description tailored to the specific needs and workflows of the application, and neither readable nor editable by any other application. Universal Scene Description (USD) is the first publicly available software that addresses the need to robustly and scalably interchange and augment arbitrary 3D scenes that may be composed from many elemental assets. ”
By the way, first beta release of HDCycle for USD is out so you could use in Houdini Houdini Blender cycle..
https://github.com/tangent-opensource/hdcycles [github.com]
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Technical Discussion » USD and building fully DCC agnostic pipeline, limitation?
- vinyvince
- 255 posts
- Offline
If legendary Matt would want this, imagine how many artists less technical oriented from your team would like it
Where is Animal logic, an early adopter of USD is about this Matt?
Where is Animal logic, an early adopter of USD is about this Matt?
Technical Discussion » USD and building fully DCC agnostic pipeline, limitation?
- vinyvince
- 255 posts
- Offline
Hi Everyone
Need some light here on some obscur points i have.
Ok, at the end, after 2 decades of waiting for those who came from the old school, i guess everyone we expect with USD and Solaris to work with an unique file, completely DCC agnostic, from Houdini, Blender, Maya to Unreal and Vice versa. Unreal has released i believe its 2th version of their USD suppor and you could export USD file… Unreal has some great tool; like realtime assembly and painting and blending materials, decals , all of that in the intuitive way. At the end, all your assets blend realistic , or at least in the artistic direction you want. Your material feels richs, sophisticated,belieavable and its non desctructive…
You could do all of this in the scene, not asset by asset withtout the env like in Substance…
Lot's of studios now wants to build like that for virtual production and so… How could i get this kind of information blending materials, decal placements, landscape and assets assembly and blending like shown in this old but great example below… I think im not the only one who need more information about this workflow please… When i say Paul, it s all Sidefx and everyone here who will be smart enough to speak about its own experience…
Looking forward some answers , cheers!
https://vimeo.com/172293963 [vimeo.com]
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
https://vimeo.com/172293963 [vimeo.com]
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Need some light here on some obscur points i have.
Ok, at the end, after 2 decades of waiting for those who came from the old school, i guess everyone we expect with USD and Solaris to work with an unique file, completely DCC agnostic, from Houdini, Blender, Maya to Unreal and Vice versa. Unreal has released i believe its 2th version of their USD suppor and you could export USD file… Unreal has some great tool; like realtime assembly and painting and blending materials, decals , all of that in the intuitive way. At the end, all your assets blend realistic , or at least in the artistic direction you want. Your material feels richs, sophisticated,belieavable and its non desctructive…
You could do all of this in the scene, not asset by asset withtout the env like in Substance…
Lot's of studios now wants to build like that for virtual production and so… How could i get this kind of information blending materials, decal placements, landscape and assets assembly and blending like shown in this old but great example below… I think im not the only one who need more information about this workflow please… When i say Paul, it s all Sidefx and everyone here who will be smart enough to speak about its own experience…
Looking forward some answers , cheers!
https://vimeo.com/172293963 [vimeo.com]
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
https://vimeo.com/172293963 [vimeo.com]
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Work in Progress » Noise field advected points
- vinyvince
- 255 posts
- Offline
animatrix_
It's not very special and would work for terrain like point cloud, but here is how I did it:
1. Get N nearest points for each point and compute the current point's normal by using each pair of nearest points sequentially with the current point, forming a triangle, average the result.
2. Create random points around each point inside a cone using a fixed angle. I used 60.
3. The generated points become very round like a sphere so I flattened them by 60% along the normal.
If there is a better way, please let me know
Not that i have your expertise but this is a subject who interest me. I have to say itùs not clear to may why you have to do a custom gap filling method for a noise field generated procedurally at render time (could you tell why?) but i could see an immediate use to cleanup scan data . With the addition to also sample the shading information for each points (color and other shading attributes)
Did someone has made an example by chance?
Also, as you ask for suggestion, i guess i missed something but adding randomly x numbers of points inside the cone which result in a sphere looking rebuilt area, and not trying to use the geo attribute of the surrounding area like the gradient,curvature…?
Thanks guys
________________________________________________________________
Edited by vinyvince - Aug. 9, 2020 07:54:42
Houdini Lounge » Mesh Thickness in VEX with intersec(), improving my code
- vinyvince
- 255 posts
- Offline
Okay, gave a little new try to this problem tonight and i found a solution tonight with some tricks, get a really good one now
After 3 years in Houdini, really starting to have fun now
____________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts (Available shortly)
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
https://www.imdb.com/name/nm0859628/ [www.imdb.com]
After 3 years in Houdini, really starting to have fun now
____________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts (Available shortly)
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
https://www.imdb.com/name/nm0859628/ [www.imdb.com]
Edited by vinyvince - Aug. 3, 2020 18:08:36
Houdini Lounge » Mesh Thickness in VEX with intersec(), improving my code
- vinyvince
- 255 posts
- Offline
So Far i was using this method in VEX to measure a thickness value, blur it after but as i could see some inconsistency, im looking for a more precise methods without having to do a render/baking…
Below is my actual code. Any suggestion for improvement?
Cheers
————————–
Measure Thickness
————————–
vector dir = normalize(@N) * -chf(“rayLength”);
vector hitPoint;
float hitu, hitv;
int ray = intersect(0, @P + dir*0.01, dir, hitPointt, hitu, hitv);
if(hitPt != -1)
{
f@meshThickness = distance(@P, hitPoint);
@Cd.r = f@meshThickness;
}
else
{
f@meshThickness = 0;
____________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts (Available shortly)
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
https://www.imdb.com/name/nm0859628/ [www.imdb.com]
Below is my actual code. Any suggestion for improvement?
Cheers
————————–
Measure Thickness
————————–
vector dir = normalize(@N) * -chf(“rayLength”);
vector hitPoint;
float hitu, hitv;
int ray = intersect(0, @P + dir*0.01, dir, hitPointt, hitu, hitv);
if(hitPt != -1)
{
f@meshThickness = distance(@P, hitPoint);
@Cd.r = f@meshThickness;
}
else
{
f@meshThickness = 0;
____________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env and Lighting artist & Houdini generalist & Creative Concepts (Available shortly)
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
https://www.imdb.com/name/nm0859628/ [www.imdb.com]
Technical Discussion » making polybevel work with booleans
- vinyvince
- 255 posts
- Offline
blackpixel
You could also try to fake a fillet with another boolean made from its own intersection.
It's a bit hacky, but for your case it might cut it (bad pun intended).Image Not Found
Yes a bit hacky but great
Is there any reason when you want to pay the cost of a second boolean in the first method instead of just extracting the ABseam edge group from the first boolean. I tried and get same result but at a lighter cost.
Or did i miss something?
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Houdini generalist & Senior Lighting & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Technical Discussion » Blend shapes along curve?
- vinyvince
- 255 posts
- Offline
Thats a serious quality addon!
It will be great also to be able to have a thumbnail capture of the latest node selected when saving to help managing assets. Obviously a more advance option will be to have something like the houdini blueprint website, something which could be batch launch in the background
It will be great also to be able to have a thumbnail capture of the latest node selected when saving to help managing assets. Obviously a more advance option will be to have something like the houdini blueprint website, something which could be batch launch in the background
Solaris and Karma » Solaris to Unreal Engine - Material Assignment
- vinyvince
- 255 posts
- Offline
Hey guys
Actually i think like you we are a bunch to be relatively new to Solaris, Unreal and USD.
I will be really interested to see a masterclass with an Houdini sample scene about how to create and manage a full environment, in USD with Solaris, which will be completely DCC agnostic. You could use the same USD scene to work in Houdini, edit in Blender or Maya export the scene in Unreal and finish there. Even Substance support USD to what i know, (havent tried myself )
Any input on this wide but important subject will be welcomed
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Actually i think like you we are a bunch to be relatively new to Solaris, Unreal and USD.
I will be really interested to see a masterclass with an Houdini sample scene about how to create and manage a full environment, in USD with Solaris, which will be completely DCC agnostic. You could use the same USD scene to work in Houdini, edit in Blender or Maya export the scene in Unreal and finish there. Even Substance support USD to what i know, (havent tried myself )
Any input on this wide but important subject will be welcomed
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Technical Discussion » International keyboard support in Houdini?
- vinyvince
- 255 posts
- Offline
Hello
Im experimenting a lotùs of odd shortcut behavior problem and my guess is it's due to my azerty keyboard.
I use the Houdini Hotkeys manager is always showing a qwerty keyboard and i canùt find international keyboard option to change that..
I mean, we are mi 2020, H18, this is basic but essential.
I hope i missed something there but frustration for now didn't miss me
Looking forward an answer, cheers
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Im experimenting a lotùs of odd shortcut behavior problem and my guess is it's due to my azerty keyboard.
I use the Houdini Hotkeys manager is always showing a qwerty keyboard and i canùt find international keyboard option to change that..
I mean, we are mi 2020, H18, this is basic but essential.
I hope i missed something there but frustration for now didn't miss me
Looking forward an answer, cheers
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
SI Users » International keyboards
- vinyvince
- 255 posts
- Offline
Hello
Im experimenting a lotùs of odd shortcut behavior problem and my guess is it's due to my azerty keyboard.
I use the Houdini Hotkeys manager is always showing a qwerty keyboard and i canùt find international keyboard option to change that..
I mean, we are mi 2020, H18, this is basic but essential.
I hope i missed something there but frustration for now didn't miss me
Looking forward your answer
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Im experimenting a lotùs of odd shortcut behavior problem and my guess is it's due to my azerty keyboard.
I use the Houdini Hotkeys manager is always showing a qwerty keyboard and i canùt find international keyboard option to change that..
I mean, we are mi 2020, H18, this is basic but essential.
I hope i missed something there but frustration for now didn't miss me
Looking forward your answer
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Technical Discussion » Animated source as source for Grain (Pyro to Sop to Grain
- vinyvince
- 255 posts
- Offline
Okay; Im starting with a sop with animated noise and transform, extract the velocity, which feeds my Pyro dop. After im using point deform on the result to output an animated poly sop model from the pyro sim.
I was curious to add interaction FX using Grain with the resulting source.
To have my pop source not static in my DOP, the only way I found was to have an impulse activation like $$F and a life expectancy very low (like 0.02, itùs in sec…).
I have a few collision obj and forces. If i use a static activation like $$F=0, the sim reacts nicely and my object splash and roll, spread off on the floor and collide with objects like i expect.
With small life, the particles dont reacts to the gravity, force and so. Which it's logic Afterall they are dying and being regenerated every time from the source position.//
Maybe Grain is done designed for animated objects, or did i miss something?
Thanks for your input, stay safe
vincent*
________________________________________________________________
Vincent Thomas (VFX and Art since 1998, ask for availability)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
https://www.imdb.com/name/nm085962 [www.imdb.com]
I was curious to add interaction FX using Grain with the resulting source.
To have my pop source not static in my DOP, the only way I found was to have an impulse activation like $$F and a life expectancy very low (like 0.02, itùs in sec…).
I have a few collision obj and forces. If i use a static activation like $$F=0, the sim reacts nicely and my object splash and roll, spread off on the floor and collide with objects like i expect.
With small life, the particles dont reacts to the gravity, force and so. Which it's logic Afterall they are dying and being regenerated every time from the source position.//
Maybe Grain is done designed for animated objects, or did i miss something?
Thanks for your input, stay safe
vincent*
________________________________________________________________
Vincent Thomas (VFX and Art since 1998, ask for availability)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
https://www.imdb.com/name/nm085962 [www.imdb.com]
Houdini Lounge » Well it's finally happening. I have word DIRECT FROM OTOY...
- vinyvince
- 255 posts
- Offline
Midphase
Paint me a bit conservative about being enthusiastic about this…but between Redshift and Octane I don't know who's been the worse at overpromising and underdelivering. I do think that Octane will beat Redshift to the punch since Redshift appears to be having some substantial AMD driver issues at the moment which are out of their hands. Having said that, I'm not holding my breath for an actual release anytime soon from either company. In the meantime I'm quite happy with the performance that I've been getting out of 3Delight for Houdini.
When Octane X does materialize, I'll definitely check it out. I've been a fan of the Octane look for quite a long time, but I am dubious about its speed advantage now that CPU's have been making some massive advancements.
I love the rouch of octane's render and with EmberGen itùs even more tenting.
Now im more concern about have a product waterproof for production and about speed compared to Redshift. The latest one has definvely some advantages here and it's the main reason why it is more adopted in the industry today
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
https://www.imdb.com/name/nm085962 [www.imdb.com]
Technical Discussion » Implementing texture bombing
- vinyvince
- 255 posts
- Offline
Technical Discussion » 2 great Python tools for your pipeline and everyday job
- vinyvince
- 255 posts
- Offline
Good afternoon
Ok, i must confess ladies and gentleman Python is out of my expertise, but it seem the only solution for something i thought it will be handy to have in my everyday work.
* I came some python codes like this and one implementation in Houdini to generate a thumbnail of a selected node and use the resulting image as a background pic.
https://t.co/wwdtFkW7Rp?amp=1 [t.co]
One common useful tool will be for example to be able to automatically run this script for each geo input or cache geo in for example.
* A second question will be how could Python script to collect all the textures of a given folders , then in houdini using a loop, and make me a plane for each imported images which will have the right aspect ratio than the picture.
How could i use a code like this one ?
https://stackoverflow.com/questions/54471432/reading-multiple-files-from-a-same-folder-using-python [stackoverflow.com]
It s just an offside work imn trying to build here, i know there are few python gurus here who probably smashes more challengin questions everyday at their breakfast
Hope to hear from you
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Ok, i must confess ladies and gentleman Python is out of my expertise, but it seem the only solution for something i thought it will be handy to have in my everyday work.
* I came some python codes like this and one implementation in Houdini to generate a thumbnail of a selected node and use the resulting image as a background pic.
https://t.co/wwdtFkW7Rp?amp=1 [t.co]
One common useful tool will be for example to be able to automatically run this script for each geo input or cache geo in for example.
* A second question will be how could Python script to collect all the textures of a given folders , then in houdini using a loop, and make me a plane for each imported images which will have the right aspect ratio than the picture.
How could i use a code like this one ?
https://stackoverflow.com/questions/54471432/reading-multiple-files-from-a-same-folder-using-python [stackoverflow.com]
It s just an offside work imn trying to build here, i know there are few python gurus here who probably smashes more challengin questions everyday at their breakfast
Hope to hear from you
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Houdini Lounge » Request to have CAD import surface in Houdini
- vinyvince
- 255 posts
- Offline
Still not a native support, but there is also Datasmith
https://docs.unrealengine.com/en-US/Engine/Content/Importing/Datasmith/Overview/index.html [docs.unrealengine.com]
The less i will have to jump to third party software the happier
Same with Marvellous designer
https://docs.unrealengine.com/en-US/Engine/Content/Importing/Datasmith/Overview/index.html [docs.unrealengine.com]
The less i will have to jump to third party software the happier
Same with Marvellous designer
Solaris and Karma » creating material and texture variants
- vinyvince
- 255 posts
- Offline
Hi Stefan!
Instead of using a material switch, maybe you could place the switch more on a layer position in your shader built itself trigged by a string attribute attached to your shot description. At least you could only have one main material definition to change, and not have several?
Just a thought, didn't have to look at this yet myself
vincent*
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & Creative Concept design
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Available (febrary 2020)
Instead of using a material switch, maybe you could place the switch more on a layer position in your shader built itself trigged by a string attribute attached to your shot description. At least you could only have one main material definition to change, and not have several?
Just a thought, didn't have to look at this yet myself
vincent*
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & Creative Concept design
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Available (febrary 2020)
Houdini Lounge » Request to have CAD import surface in Houdini
- vinyvince
- 255 posts
- Offline
At least standard .step format will be welcomed. Even Maya could handle it
Even to model procedurally with curves and surface would open some interesting new horizons…
In 2016, i believe Sidefx didn't hve the same ambitions and target the same market as today. I hope they are listening
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Even to model procedurally with curves and surface would open some interesting new horizons…
In 2016, i believe Sidefx didn't hve the same ambitions and target the same market as today. I hope they are listening
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
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