Well there is tutorials that are done well and there is others. Some tutors think about educational theory, most dont.
And some are nice to follow along some are not. My experience is that learning Houdini is a very big task. I recently revisited some tutorials that at time i watched them for the first time where like gibberish to me. No i can follow easily.
Tutors say things like “In SOP context its different from VOP context” or “Just unhide the hidden parameter”
The hidden parameter thing was something that realy made me mad. Now i know what it is and it all makes a lot of sense to me.
The tutorial that maybe did it for me was Rohans tutorials about Materials and Shaders, i think they are great. But i watched so many now… 3 years ago the tutorials available where lets say not so good. Now i have to say its great, real great stuff out there. (do i sound like Trump?) And the database that sidefx did is wonderful.
Found 296 posts.
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Houdini Learning Materials » How to learn houdini ??
- Olaf Finkbeiner
- 323 posts
- Online
Houdini Lounge » Turn Edges into Curve
- Olaf Finkbeiner
- 323 posts
- Online
Dear David,
The free HDA on orbolt is as good as a build in node.
Just imagine all those tools to be build in. Horror! It would be a mess!
Also sidefx would have to maintain all those tools.
look here
https://github.com/Aeoll/Aelib [github.com] ( i do like this stuff!)
and here
https://github.com/qLab/qLib [github.com]
and there is much more.
A lot of cool hdas out there and just browsing trough them takes hours!
Do you want this all to be integral part of houdini? I dont.
What would be cool is a slightly better repository orbolt is a bit quirky…
regards
Olaf
The free HDA on orbolt is as good as a build in node.
Just imagine all those tools to be build in. Horror! It would be a mess!
Also sidefx would have to maintain all those tools.
look here
https://github.com/Aeoll/Aelib [github.com] ( i do like this stuff!)
and here
https://github.com/qLab/qLib [github.com]
and there is much more.
A lot of cool hdas out there and just browsing trough them takes hours!
Do you want this all to be integral part of houdini? I dont.
What would be cool is a slightly better repository orbolt is a bit quirky…
regards
Olaf
Houdini Indie and Apprentice » Generating albedo and displacement maps
- Olaf Finkbeiner
- 323 posts
- Online
Ok,
when you have a photo of a texture, lets say rough bark of a tree, you will have shadows in the image.
Such software tries to “remove” the shadows. A displacement map should not use a shadow to displace someting.
Those programs cant do magic but should produce quick ok results.
kind regards
Olaf
when you have a photo of a texture, lets say rough bark of a tree, you will have shadows in the image.
Such software tries to “remove” the shadows. A displacement map should not use a shadow to displace someting.
Those programs cant do magic but should produce quick ok results.
kind regards
Olaf
Technical Discussion » hey, check this out...
- Olaf Finkbeiner
- 323 posts
- Online
Hi there,
muscledeform might do the trick.
http://www.sidefx.com/docs/houdini/nodes/sop/muscledeform [sidefx.com]
you merge 3 tubes and you need the object that is deformed by the “muscles”/the 3 tubes
once you have that, you boolean the holes into it…
Or something along those lines…
Houdini is not a CAD Software…
Olaf
muscledeform might do the trick.
http://www.sidefx.com/docs/houdini/nodes/sop/muscledeform [sidefx.com]
you merge 3 tubes and you need the object that is deformed by the “muscles”/the 3 tubes
once you have that, you boolean the holes into it…
Or something along those lines…
Houdini is not a CAD Software…
Olaf
Technical Discussion » baketexture normal for a very round sphere.
- Olaf Finkbeiner
- 323 posts
- Online
Houdini Engine for Unreal » FBX and smoothing groups
- Olaf Finkbeiner
- 323 posts
- Online
Hi again,
i think i figured it out. I just dont need smoothing groups when i have a normal map.
I just read this about normal map creation and smooting group “seems” will corrupt normal maps:
http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html [chrisalbeluhn.com]
Am i right?
Olaf
i think i figured it out. I just dont need smoothing groups when i have a normal map.
I just read this about normal map creation and smooting group “seems” will corrupt normal maps:
http://www.chrisalbeluhn.com/Normal_Map_Tutorial.html [chrisalbeluhn.com]
Am i right?
Olaf
Houdini Engine for Unreal » FBX and smoothing groups
- Olaf Finkbeiner
- 323 posts
- Online
Hi there,
I know that houdini does not need smoothing groups.
But unreal and 3dsmax do.
It would be great to be able to set the smoothinggroup “attribute” in houdini and be able to export it and import it.
It is a real pain to have to go to 3dsmax or blender just for that.
How do you deal with smoothing groups in unreal engine?
kind regards
Olaf
I know that houdini does not need smoothing groups.
But unreal and 3dsmax do.
It would be great to be able to set the smoothinggroup “attribute” in houdini and be able to export it and import it.
It is a real pain to have to go to 3dsmax or blender just for that.
How do you deal with smoothing groups in unreal engine?
kind regards
Olaf
Edited by Olaf Finkbeiner - April 26, 2017 19:11:08
Houdini Learning Materials » What is the fastest way to instance a large set of 'File' nodes manually many thousands of times?
- Olaf Finkbeiner
- 323 posts
- Online
Hi Kalcifer,
i think you need to first develop the tool you want, this wont come out of thebox. And i think THIS could be done in Houdini.
kind regards
Olaf
i think you need to first develop the tool you want, this wont come out of thebox. And i think THIS could be done in Houdini.
kind regards
Olaf
Houdini Indie and Apprentice » Move pivot to geo/geo to pivot or worl center
- Olaf Finkbeiner
- 323 posts
- Online
Hi McNistor,
normal as in not procedural? This is Houdini with full procedural shenanigans for even the smallest thing.
But i agree in so far as a few more ready made HDAs would be useful especially for people who dont like expression shenanigans.
And: you also have orbolt: https://orbolt.com/asset/animatrix::centroidalPoints::1.00 [orbolt.com]
I would love a node that put the pivot to the COG (center of gravity), center of bounding box i can wire up myself.
Center(Centroid) of geometry is not the same as center of bounding box.
Its actually not that trivial: http://wwwf.imperial.ac.uk/~rn/centroid.pdf [wwwf.imperial.ac.uk]
Maybe one of the math wizards here could do it… I cant even read it…
kind regards
Olaf
normal as in not procedural? This is Houdini with full procedural shenanigans for even the smallest thing.
But i agree in so far as a few more ready made HDAs would be useful especially for people who dont like expression shenanigans.
And: you also have orbolt: https://orbolt.com/asset/animatrix::centroidalPoints::1.00 [orbolt.com]
I would love a node that put the pivot to the COG (center of gravity), center of bounding box i can wire up myself.
Center(Centroid) of geometry is not the same as center of bounding box.
Its actually not that trivial: http://wwwf.imperial.ac.uk/~rn/centroid.pdf [wwwf.imperial.ac.uk]
Maybe one of the math wizards here could do it… I cant even read it…
kind regards
Olaf
Houdini Learning Materials » Best practices within Houdini
- Olaf Finkbeiner
- 323 posts
- Online
Hi there,
not using $HIP file-locations but hardcoded file paths is definitely one of them.
Not useing sticky pads to explain things in the node tree.
The use of a null node as OUT_xxx is also quite common and i would strongly recommend it.
Doing things manually with a edit(poly)/Group node etc., that you can do in a procedural way.
Even if your result is only needed once (you never know!).
Not using an HDA where it could be used, instead of the same code copied over and over again.
Not setting up parameter/menus/ui… create an interface
just a few of the top of my head…
kind regards
Olaf
not using $HIP file-locations but hardcoded file paths is definitely one of them.
Not useing sticky pads to explain things in the node tree.
The use of a null node as OUT_xxx is also quite common and i would strongly recommend it.
Doing things manually with a edit(poly)/Group node etc., that you can do in a procedural way.
Even if your result is only needed once (you never know!).
Not using an HDA where it could be used, instead of the same code copied over and over again.
Not setting up parameter/menus/ui… create an interface
just a few of the top of my head…
kind regards
Olaf
Houdini Learning Materials » What is the fastest way to instance a large set of 'File' nodes manually many thousands of times?
- Olaf Finkbeiner
- 323 posts
- Online
Hi,
I second the request for a scaled down version of what he wants to do!
I am not sure i do 100% get the definition of task at hand.
I am dealing with loads of objects all as packed geo. I love it. Basically i only move points around, and when i want to edit something i unpack it, edit it and pack it again. great!
And its almost like working with (plm)xml in a definition when you reference packed geometry from disc. Having Structure and placement separated from geometry is great.
kind regards
Olaf
I second the request for a scaled down version of what he wants to do!
I am not sure i do 100% get the definition of task at hand.
I am dealing with loads of objects all as packed geo. I love it. Basically i only move points around, and when i want to edit something i unpack it, edit it and pack it again. great!
And its almost like working with (plm)xml in a definition when you reference packed geometry from disc. Having Structure and placement separated from geometry is great.
kind regards
Olaf
Edited by Olaf Finkbeiner - April 21, 2017 08:05:55
Technical Discussion » Problem with use twice boolean shatter
- Olaf Finkbeiner
- 323 posts
- Online
Hi there,
why in two steps, you could do it in one?
And “resolve selv intersection” could be the issue… (not sure or tested)
And you could do the second boolean only on the part you need.
kind regards
Olaf
why in two steps, you could do it in one?
And “resolve selv intersection” could be the issue… (not sure or tested)
And you could do the second boolean only on the part you need.
kind regards
Olaf
Technical Discussion » Exporting Mesh as in Material
- Olaf Finkbeiner
- 323 posts
- Online
HI,
you could generate a displacement map first, by baking out the displacement high poly to low poly.
Now you can displace your geo with the map.
https://vimeo.com/143618200 [vimeo.com]
kind regards
Olaf
you could generate a displacement map first, by baking out the displacement high poly to low poly.
Now you can displace your geo with the map.
https://vimeo.com/143618200 [vimeo.com]
kind regards
Olaf
Houdini Learning Materials » What is the fastest way to instance a large set of 'File' nodes manually many thousands of times?
- Olaf Finkbeiner
- 323 posts
- Online
Technical Discussion » Houdini creating UVs for Unreal lightmaps
- Olaf Finkbeiner
- 323 posts
- Online
Hi Johannes,
i figured it out by now.
this is very usefull
https://www.orbolt.com/asset/mifth::mifth_uv_grid [orbolt.com]
I also made a little tool to make sure the uvs are pixel perfect.
thanks
Olaf
i figured it out by now.
this is very usefull
https://www.orbolt.com/asset/mifth::mifth_uv_grid [orbolt.com]
I also made a little tool to make sure the uvs are pixel perfect.
thanks
Olaf
Houdini Learning Materials » What is the fastest way to instance a large set of 'File' nodes manually many thousands of times?
- Olaf Finkbeiner
- 323 posts
- Online
Hi KalciferKandari,
i second BabaJ for the request of a scene mockup that shows what you want to do. It might be clrea and obvious to you, but i dont understand your request/question too.
regards
Olaf
i second BabaJ for the request of a scene mockup that shows what you want to do. It might be clrea and obvious to you, but i dont understand your request/question too.
regards
Olaf
Technical Discussion » Houdini to output 1080p instead of resizing it to object size?
- Olaf Finkbeiner
- 323 posts
- Online
HI Zheng Jie Ng,
Houdini indie only allows to render maximum of 1080p for animations. Need it bigger you can only render 1 frame at a time or buy the full version.
regards
Olaf
Houdini indie only allows to render maximum of 1080p for animations. Need it bigger you can only render 1 frame at a time or buy the full version.
regards
Olaf
Houdini Lounge » Still no option to archive an Houdini project with all dependancies referenced files?
- Olaf Finkbeiner
- 323 posts
- Online
Hi Vince,
your request for an asset collector is understandable.
I think you need to setup your scenes in a way that makes this possible.
How would such a function deal with a node that cooks a simulation to disk? Would it fist have to cook the simulation?
So please explain what you need it for? Is if for archiving projects? Is it to clean up the mess you created when setting up the scene?
Re: camera
This again sounds easy and trivial. But it is not. I have written may scripts in my 3dsmax times exporting and importing cam settings between various packages. And yes it is a pain, but also here your request would solves your situation in this specific situation and not more.
kind regards
Olaf
your request for an asset collector is understandable.
I think you need to setup your scenes in a way that makes this possible.
How would such a function deal with a node that cooks a simulation to disk? Would it fist have to cook the simulation?
So please explain what you need it for? Is if for archiving projects? Is it to clean up the mess you created when setting up the scene?
Re: camera
This again sounds easy and trivial. But it is not. I have written may scripts in my 3dsmax times exporting and importing cam settings between various packages. And yes it is a pain, but also here your request would solves your situation in this specific situation and not more.
kind regards
Olaf
Houdini Indie and Apprentice » Principled shader and procedural bump map (noise)
- Olaf Finkbeiner
- 323 posts
- Online
I highly recommend you watch this:
https://www.sidefx.com/tutorials/houdini-16-masterclass-custom-shading/ [sidefx.com]
Its the brand new masterclass…
https://www.sidefx.com/tutorials/houdini-16-masterclass-custom-shading/ [sidefx.com]
Its the brand new masterclass…
Houdini Lounge » Daily builds are back online
- Olaf Finkbeiner
- 323 posts
- Online
its on your screenshot
the 4th one down
the 4th one down
Edited by Olaf Finkbeiner - April 13, 2017 08:56:24
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