Found 255 posts.
Search results Show results as topic list.
Houdini Lounge » Workgroup Shared houdini network script buffer copy/paste
- vinyvince
- 255 posts
- Offline
Houdini Lounge » Workgroup Shared houdini network script buffer copy/paste
- vinyvince
- 255 posts
- Offline
Happy new year lady and gentlemen!
Happy new year Sidefx!
Here's something i used in some studios and im actually quite missing. So far some little coding out of my actual reach is needed , but could someone help me to do this please?
The basic idea is to have a shared script hip text buffer between all houdini running session from the same or different users. So if i copy my network nodes in my session, another person in my team could paste this group on node in his houdini session.
All will go by script text copy, like when you drag and drop a network to your custom shelf…. Does it make sense to you?
Cheers,
Vincent*
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Happy new year Sidefx!
Here's something i used in some studios and im actually quite missing. So far some little coding out of my actual reach is needed , but could someone help me to do this please?
The basic idea is to have a shared script hip text buffer between all houdini running session from the same or different users. So if i copy my network nodes in my session, another person in my team could paste this group on node in his houdini session.
All will go by script text copy, like when you drag and drop a network to your custom shelf…. Does it make sense to you?
Cheers,
Vincent*
________________________________________________________________
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
Happy new year Magicians! Happy new year Sidefx!
So far i could only thanks Houdini for saving my vfx's life from boringness after more than 20 years, in addition to some already requests addition, Am the only one who is actually missing CAD import feature?
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
So far i could only thanks Houdini for saving my vfx's life from boringness after more than 20 years, in addition to some already requests addition, Am the only one who is actually missing CAD import feature?
________________________________________________________________
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 » 8 cores Macbook pro 16" 64g, 8Gb GPU with Houdini...
- vinyvince
- 255 posts
- Offline
I love OSX and to go alongmy workstation as a freelancer i need to replace my old macbook pro.
This new release is a major step, it's a beast for a laptop and OSX is just a smart OS
Okay yeah i wish as well Apple didn't gave up Nvidia but do Sidefx support it , GPU speaking…?
Thanks
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
This new release is a major step, it's a beast for a laptop and OSX is just a smart OS
Okay yeah i wish as well Apple didn't gave up Nvidia but do Sidefx support it , GPU speaking…?
Thanks
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Edited by vinyvince - Nov. 20, 2019 11:32:17
Technical Discussion » Generative industrial Concept Design, your take on this example...
- vinyvince
- 255 posts
- Offline
Konstantin Magnus
Here is a very basic concept of extruded voronoi tiles.
- This is cool thanks you so much!
I believe it will make sense to also be able to split/cut my underground model with a cop output or a given input file instead of having all the time to rely on a Voronoi noise.
Don't you think so? any suggestion?
- I was also thinking to use volume and boolean to make a sharp industrial look denting when one mesh has to be inserted and blend with another one or the base surface. Do my words make any sense to you?
- Is it not possible to find possible realistic placements of the rivet with the measuring node, edge distance and so?
shrinking the edge of a define group of area?
- I'm wondering but apparently (i may be wrong) Fernando is not using pre-made block of kitbash geo, will you agree?
Im still at an early stage, but ideally i believe the best would be able to blend and combine both.
Have you seen some example of this? Just curious…
Cheers guys, you smart minds
Technical Discussion » Generative industrial Concept Design, your take on this example...
- vinyvince
- 255 posts
- Offline
Very smart, thanks you so much
why should i buy puzzle game on the apple store, houdini could hold my breath for one life !
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
why should i buy puzzle game on the apple store, houdini could hold my breath for one life !
________________________________________________________________
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 » Generative industrial Concept Design, your take on this example...
- vinyvince
- 255 posts
- Offline
You have a new follower now, your work is diverse and always inspired, it's easily one of the best i have crossed by, thanks for giving to our world a little more beauty
I will research for this example file and vex snippets to see if i could find then.
For the “boolean by Uv” you mean using the uvsample ?
I will research for this example file and vex snippets to see if i could find then.
For the “boolean by Uv” you mean using the uvsample ?
Technical Discussion » Generative industrial Concept Design, your take on this example...
- vinyvince
- 255 posts
- Offline
srletak76
boolean by Uv (vex code on odforce)
Thanks, could you elaborate a little more for the boolean by UV please?
I ‘m not sure i understand the relation you are speaking about and i couldn’t find anything on odforum for now
Cheers!
Technical Discussion » Generative industrial Concept Design, your take on this example...
- vinyvince
- 255 posts
- Offline
Looking at some Fernando Magalhães examples, i was wondering how you will approach it yourself?
Do you think he is using some premade bash 3d models kits then distributed, wrap after on another geo, may be fragmented by a Voronoi kind of noise?
Or is fully procedural even for the rivet placement and so?
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Do you think he is using some premade bash 3d models kits then distributed, wrap after on another geo, may be fragmented by a Voronoi kind of noise?
Or is fully procedural even for the rivet placement and so?
Image Not Found
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Image Not Found
Technical Discussion » Transfering attribute : Barycentric coordinates VS attribute transfer
- vinyvince
- 255 posts
- Offline
Houdini is becoming my daily drugs, almost to my own surprise
Curious…If you want to transfer attributes, in which case would you prefer using barycentric coordinates of the distanced bases less precise attribute transfer?
Cheers,
Vince*
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
(Senior Env & 3d dmp / Lighting Artist available autumn 2019)
Curious…If you want to transfer attributes, in which case would you prefer using barycentric coordinates of the distanced bases less precise attribute transfer?
Cheers,
Vince*
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Env artist & Lighting & MattePainter & Creative Concepts
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
(Senior Env & 3d dmp / Lighting Artist available autumn 2019)
Technical Discussion » Implementing Texturing Bombing
- vinyvince
- 255 posts
- Offline
Technical Discussion » Implementing Texturing Bombing
- vinyvince
- 255 posts
- Offline
Hi everyone
i have been trying to implement the Texturing Bombing VEX code from Rise to mimic some techniques i was suing before in Modo or Max but there is a part of code missing which for now give me white hair. I have been blocked for a couple of days now, VEX lines codes 127 to 137 are not visible
https://vimeo.com/351408169 [vimeo.com]
Could anyone help, please?
Cheers,
Vincent*
i have been trying to implement the Texturing Bombing VEX code from Rise to mimic some techniques i was suing before in Modo or Max but there is a part of code missing which for now give me white hair. I have been blocked for a couple of days now, VEX lines codes 127 to 137 are not visible
https://vimeo.com/351408169 [vimeo.com]
Could anyone help, please?
Cheers,
Vincent*
Houdini Lounge » Concept Art and Houdini
- vinyvince
- 255 posts
- Offline
GoetzingerCfuosUnfortunately the world is full of sheep that blindly follow what a bunch of other people say.
@old_school sorry Houdini is discussed exactly like this in the Vfx industry. It is dismissed with one line such as ‘you don’t model with Houdini'.
Modeling in Houdini may still not be quite as fast as some other packages, but it's very solid now. And all the additional procedural power it gives you under the hood comes in handy every now and then even when doing pure viewport modeling.
Concluding that “you don't model with Houdini” is ignorant and silly. Maybe this was true 5 years ago, and maybe bigger studios will always stick to their 25-different-specialized-applications pipeline. But for me, having done quite a bit of viewport modeling in Houdini lately, I see no reason to use anything else except when it comes to sculpting.
Hi everyone
Here are a couple of things im actually wondering to refresh my freelance workflow outside the studios, and I would like to know to share your personal experience, and opinion for those who have really dig around the subject
Do you think for viewport modeling, sculpting when a minimum of planned design is required not as freeform flow as what Zbrush and 3dcoat offer, Houdini is up to the level of Modo, Maya, or Blender for example? In regard to find a fast, and smooth, artist-friendly smooth workflow…
At some time and still today i was also thinking to combine with a Cad software , fusion360 or Moi, like some top-notch Concept Artists. Not sure i will greatly take benefice from this today if i choose houdini as my central tool even for concept Art design.. (Env,Rigid obj or Organic character)
Second question, i haven't explored much the UV section of Houdini yet, i think someone here mentionned he likes to export to 3dcoat , how good, straigh forward and efficient is Houdini in this area? What about compared to the standard in this area UV Layout for Headus?
Cheers,
vincent*
________________________________________________________________
Vincent Thomas (VFX and Art since 1998)
Senior Lighting Lookdev / Env DigiMatte Artist / Creative Designer VFX supervisor
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Technical Discussion » Dandelion Wire Simulation
- vinyvince
- 255 posts
- Offline
Hi everyone
Im resurrecting this subjet from death anyone has giving more try recently with Dandelion?
Im resurrecting this subjet from death anyone has giving more try recently with Dandelion?
Houdini Indie and Apprentice » Tools----Otl Files
- vinyvince
- 255 posts
- Offline
Technical Discussion » Dealing with complex env imported from another package.... Questions for the Magicians
- vinyvince
- 255 posts
- Offline
Lady and gentleman, Hi
Most examples are based on one surface, im just starting Houdini despite being in the industry for a decade, im wondering what would be the best approach to do FX not one only on one obj but a full complex scene cgi env imported for another rendered, where i could have all kind of geo, topology i mean, from high to low…
What would be your approach if i have not one objects but a full complex CG environment, photorealistic look. Could i merge convert all alembic input mesh, even if the topology is very different, convert it to one form of representation or not like VFB volume, point cloud *While keeping and baking all my textures inputs (several hundred), do FX deformation on this resulting object with the possibility to fracture the geo by adding more tessellation to face (will get a new shader mat for these new faces) and have a resulting deformed ob with the new mesh inside or better in a separate output?
Everything have to be export again at the end …
Do my words make sense?
vince..
————–
Senior Env Lighting Lookdev & MattePainter / Creative CG Lead since 1998 (available Mid /end Feb 2017)
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Most examples are based on one surface, im just starting Houdini despite being in the industry for a decade, im wondering what would be the best approach to do FX not one only on one obj but a full complex scene cgi env imported for another rendered, where i could have all kind of geo, topology i mean, from high to low…
What would be your approach if i have not one objects but a full complex CG environment, photorealistic look. Could i merge convert all alembic input mesh, even if the topology is very different, convert it to one form of representation or not like VFB volume, point cloud *While keeping and baking all my textures inputs (several hundred), do FX deformation on this resulting object with the possibility to fracture the geo by adding more tessellation to face (will get a new shader mat for these new faces) and have a resulting deformed ob with the new mesh inside or better in a separate output?
Everything have to be export again at the end …
Do my words make sense?
vince..
————–
Senior Env Lighting Lookdev & MattePainter / Creative CG Lead since 1998 (available Mid /end Feb 2017)
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Houdini Indie and Apprentice » ~ Black Hole and Worm hole over a full city and planet!
- vinyvince
- 255 posts
- Offline
Hola
Im looking for creat a massive black hole ! worm hold, a dramatic epic effect on a full city im working on rebuilding in 3d for now.
I like the following references
1min15sec FX
https://www.youtube.com/watch?v=VaXzku3aSho [www.youtube.com]
worm hole FX shown especialy at the first 15 sec
https://www.youtube.com/watch?v=yTpbZ_Psbeo [www.youtube.com]
Then obviously a black hole tend to deform warp space and bend the light…
Any suggestions guys help an apprentice houdini starting user despite being an industry veteran?
Any help would be super cool!
Many thanks,
vince*
________________________________________________________________
Vincent Thomas (Avalailable august/september 2017)
Senior Lighting Lookdev / Env DigiMatte Artist / Creative Designer VFX supervisor
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Im looking for creat a massive black hole ! worm hold, a dramatic epic effect on a full city im working on rebuilding in 3d for now.
I like the following references
1min15sec FX
https://www.youtube.com/watch?v=VaXzku3aSho [www.youtube.com]
worm hole FX shown especialy at the first 15 sec
https://www.youtube.com/watch?v=yTpbZ_Psbeo [www.youtube.com]
Then obviously a black hole tend to deform warp space and bend the light…
Any suggestions guys help an apprentice houdini starting user despite being an industry veteran?
Any help would be super cool!
Many thanks,
vince*
________________________________________________________________
Vincent Thomas (Avalailable august/september 2017)
Senior Lighting Lookdev / Env DigiMatte Artist / Creative Designer VFX supervisor
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Houdini Lounge » ~ Black Hole and Worm hole over a full city and planet!
- vinyvince
- 255 posts
- Offline
Hola
Im looking for creat a massive black hole ! worm hold, a dramatic epic effect on a full city im working on rebuilding in 3d for now.
I like the following references
1min15sec FX
https://www.youtube.com/watch?v=VaXzku3aSho [www.youtube.com]
worm hole FX shown especialy at the first 15 sec
https://www.youtube.com/watch?v=yTpbZ_Psbeo [www.youtube.com]
Then obviously a black hole tend to deform warp space and bend the light…
Any suggestions guys help an apprentice houdini starting user despite being an industry veteran?
Any help would be super cool!
Many thanks,
vince*
________________________________________________________________
Vincent Thomas (Avalailable august/september 2017)
Senior Lighting Lookdev / Env DigiMatte Artist / Creative Designer VFX supervisor
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Im looking for creat a massive black hole ! worm hold, a dramatic epic effect on a full city im working on rebuilding in 3d for now.
I like the following references
1min15sec FX
https://www.youtube.com/watch?v=VaXzku3aSho [www.youtube.com]
worm hole FX shown especialy at the first 15 sec
https://www.youtube.com/watch?v=yTpbZ_Psbeo [www.youtube.com]
Then obviously a black hole tend to deform warp space and bend the light…
Any suggestions guys help an apprentice houdini starting user despite being an industry veteran?
Any help would be super cool!
Many thanks,
vince*
________________________________________________________________
Vincent Thomas (Avalailable august/september 2017)
Senior Lighting Lookdev / Env DigiMatte Artist / Creative Designer VFX supervisor
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Houdini Lounge » Custom "triplannar" from a multicam camera mapping rig?
- vinyvince
- 255 posts
- Offline
- Haven't tried it yet and only picking up with this software, but did anyone built a custom “triplanar” mapping from different camera maps (could be more than 3) where the blending is computed automaticaly by how much it has been facing each cameras?
Cheers,
vincent*
Cheers,
vincent*
Houdini Lounge » Still no option to archive an Houdini project with all dependancies referenced files?
- vinyvince
- 255 posts
- Offline
Did i miss something is there still no option to archive a full project with all dependencies referenced files?
Also i would like to have an option to import an alembic camera and have a node to off set the animation instead of using expression $FF to offset the timing in my source file (which doesn't seem to work with the cam switcher) or use manually the animation editor… Make sense?
Thanks
vince*
vince*
—-
Vincent Thomas (Avalailable early summer 2017)
Senior Lighting Lookdev / Env DigiMatte Artist / Creative Designer VFX supervisor
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Also i would like to have an option to import an alembic camera and have a node to off set the animation instead of using expression $FF to offset the timing in my source file (which doesn't seem to work with the cam switcher) or use manually the animation editor… Make sense?
Thanks
vince*
vince*
—-
Vincent Thomas (Avalailable early summer 2017)
Senior Lighting Lookdev / Env DigiMatte Artist / Creative Designer VFX supervisor
http://fr.linkedin.com/in/vincentthomas [fr.linkedin.com]
Edited by vinyvince - April 14, 2017 02:07:50
-
- Quick Links