https://www.sidefx.com/download/daily-builds/ [sidefx.com]
I see: houdini-16.0.576-win64-vc14.exe
Olaf
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Houdini Lounge » Daily builds are back online
- Olaf Finkbeiner
- 323 posts
- Offline
Houdini Indie and Apprentice » Scene Scale Alembic C4D <--> Houdini
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Simon,
export and importing cameras has always been a pain!
I have written various scripts in the past to do this from 3dsmax to whatever.
So much to consider: scenescale, units (cm/inch), y und vs z up, they way the fov is described´(horizontal, vertical), camera shifting, region rendering, blow ups, i could come up with a few more.
I like to rig my cameras, so the animation is on bones or objects and the cam is linked/attached to those. This way i have the best visual control and camera motion is more like in the real world (crane or dolly). If i animate the fov or other camera settings i would transfer this via a text or xml file…
Have Fun
Olaf
export and importing cameras has always been a pain!
I have written various scripts in the past to do this from 3dsmax to whatever.
So much to consider: scenescale, units (cm/inch), y und vs z up, they way the fov is described´(horizontal, vertical), camera shifting, region rendering, blow ups, i could come up with a few more.
I like to rig my cameras, so the animation is on bones or objects and the cam is linked/attached to those. This way i have the best visual control and camera motion is more like in the real world (crane or dolly). If i animate the fov or other camera settings i would transfer this via a text or xml file…
Have Fun
Olaf
Houdini Learning Materials » Where to put [Glossiness, Specular & Ambient Occlusion] texture map in Matrasurface & Principled Shader?
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Bilbao,
What do you mean by “not exported to UE4”?
If you bake in Houdini you can output/bake also an ao path…
regards
Olaf
What do you mean by “not exported to UE4”?
If you bake in Houdini you can output/bake also an ao path…
regards
Olaf
Technical Discussion » Houdini creating UVs for Unreal lightmaps
- Olaf Finkbeiner
- 323 posts
- Offline
Hi there,
Unreal needs special uvs on uv2 for lightmaps.
Idealy they should look rectangular and not diagonal.
They should also be quantised to pixel resolution.
Tips? I cant get this to work with the Houdini tools in H16.
kind regards
Olaf
Unreal needs special uvs on uv2 for lightmaps.
Idealy they should look rectangular and not diagonal.
They should also be quantised to pixel resolution.
Tips? I cant get this to work with the Houdini tools in H16.
kind regards
Olaf
Technical Discussion » Houdini to Unreal geometry prefered/recommended format/workflow
- Olaf Finkbeiner
- 323 posts
- Offline
Hi there,
i am haveing trouble getting a geo from Houdini to Unreal with two UVs.
What format exporter should i use?
Should it be tri mesh or can/should it be quads?
Thanks for any input!
kind regards
Olaf
i am haveing trouble getting a geo from Houdini to Unreal with two UVs.
What format exporter should i use?
Should it be tri mesh or can/should it be quads?
Thanks for any input!
kind regards
Olaf
Houdini Learning Materials » Procedural UV mapping for wall with a window/door.
- Olaf Finkbeiner
- 323 posts
- Offline
Hi there,
ok to do this full procedural ist not that easy to explain.
You need to put pins at the corners of your seems and move the pins to the same position on the uv.
Or you use http://www.sidefx.com/docs/houdini/nodes/sop/uvfuse [sidefx.com] UVFUSE…
Your blender model has an “issue” that is overlapping UVs. That might be ok in some cases but in some its not ok.
If you paint dirt on to your windowsill you will have the same dirt on the side of the wall.
To do this 100% procedurally is not that easy, as Houdini does not automagically know what you are after.
But you could create a setup for this special case that would do what you are after.
kind regards
Olaf
ok to do this full procedural ist not that easy to explain.
You need to put pins at the corners of your seems and move the pins to the same position on the uv.
Or you use http://www.sidefx.com/docs/houdini/nodes/sop/uvfuse [sidefx.com] UVFUSE…
Your blender model has an “issue” that is overlapping UVs. That might be ok in some cases but in some its not ok.
If you paint dirt on to your windowsill you will have the same dirt on the side of the wall.
To do this 100% procedurally is not that easy, as Houdini does not automagically know what you are after.
But you could create a setup for this special case that would do what you are after.
kind regards
Olaf
Houdini Lounge » FMX 2.-5. May 2017 Stuttgart germany
- Olaf Finkbeiner
- 323 posts
- Offline
Hi there,
i hope i can be there too.
Here is the Info: https://www.sidefx.com/community/fmx-2017/ [sidefx.com]
thx
Olaf
i hope i can be there too.
Here is the Info: https://www.sidefx.com/community/fmx-2017/ [sidefx.com]
thx
Olaf
Technical Discussion » RYZEN with dual RX 480 Good Choice for Houdini?
- Olaf Finkbeiner
- 323 posts
- Offline
HI there,
one of the issues with Ryzen is thze 64gb max limit…
Depending on what you do that could be an isuue
and i second that you should use an nvidia card.
I tried an amd and its not bad but i had issues here and there.
O
one of the issues with Ryzen is thze 64gb max limit…
Depending on what you do that could be an isuue
and i second that you should use an nvidia card.
I tried an amd and its not bad but i had issues here and there.
O
Houdini Indie and Apprentice » Add contrast to texture of principled shader
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Evan,
or, add a texture node after that the color correction plug that into base color (or whereever)…
kind regards
Olaf
or, add a texture node after that the color correction plug that into base color (or whereever)…
kind regards
Olaf
Houdini Indie and Apprentice » Add contrast to texture of principled shader
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Evan,
or, add a texture node after that the color correction plug that into base color (or whereever)…
kind regards
Olaf
or, add a texture node after that the color correction plug that into base color (or whereever)…
kind regards
Olaf
Houdini Lounge » SOS
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Felix6699,
the videos of the new stuff are comming. Maybe be a bit more patient.
The masterclass/webinar from last monday will be released soon and will explain some of it.
kind regards
Olaf
the videos of the new stuff are comming. Maybe be a bit more patient.
The masterclass/webinar from last monday will be released soon and will explain some of it.
kind regards
Olaf
Houdini Learning Materials » How to learn houdini ??
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Mohamed,
it took me two years (but not full time) at daytime i use other software.
Now i feel, ok but sometimes things that first seem very basic are not basic in houdini.
I am confortable with materials and shaders, but my prior knowledge was quite big.
I understood now what to use vex / vop or python for (that took me a year alone).
Houdini is powerfull but also a massive huge beast.
So my advice is to realy fokus on one topic in houdini that you have good knowledge about anyway.
When things come together in houdini it gets very powerfull.
Keep up learning, have fun and look at the example scenes, play around.
kind regards
Olaf
it took me two years (but not full time) at daytime i use other software.
Now i feel, ok but sometimes things that first seem very basic are not basic in houdini.
I am confortable with materials and shaders, but my prior knowledge was quite big.
I understood now what to use vex / vop or python for (that took me a year alone).
Houdini is powerfull but also a massive huge beast.
So my advice is to realy fokus on one topic in houdini that you have good knowledge about anyway.
When things come together in houdini it gets very powerfull.
Keep up learning, have fun and look at the example scenes, play around.
kind regards
Olaf
Technical Discussion » How to output the UV channel created by the UV triplanar node? and few other important questions for the magicians....
- Olaf Finkbeiner
- 323 posts
- Offline
Hi there.
you could bake new textures. Would require UV coordinates on the objects.
Have Fun
Olaf
you could bake new textures. Would require UV coordinates on the objects.
Have Fun
Olaf
Houdini Lounge » FMX 2.-5. May 2017 Stuttgart germany
- Olaf Finkbeiner
- 323 posts
- Offline
Hi SideFX,
i would like to plan my one day trip to FMX and i can not find any Houdini/SideFX reference in the FMX schedule.
Are you guys there?
http://www.fmx.de [fmx.de]
Any info, would be very cool.
Have Fun
Olaf
i would like to plan my one day trip to FMX and i can not find any Houdini/SideFX reference in the FMX schedule.
Are you guys there?
http://www.fmx.de [fmx.de]
Any info, would be very cool.
Have Fun
Olaf
Technical Discussion » Need models! New 3d model search engine
- Olaf Finkbeiner
- 323 posts
- Offline
Technical Discussion » Laptop Quadro or GTX, pros & cons
- Olaf Finkbeiner
- 323 posts
- Offline
Houdini Lounge » Some questions for Houdini users
- Olaf Finkbeiner
- 323 posts
- Offline
Hi Marsel,
you did not ask an important question. I would only use it if it is as open as houdini tools are. No blackbox where it matters.
kind regards
Olaf
you did not ask an important question. I would only use it if it is as open as houdini tools are. No blackbox where it matters.
kind regards
Olaf
Technical Discussion » UI dual monitor interactivity issues
- Olaf Finkbeiner
- 323 posts
- Offline
Maybe its the two monitors at different resolution
Here my setup:
Houdini Version 16.0.504.20
Platform: windows-x86_64-cl19
Operating System: Windows 10 Pro x64
Number of Cores: 12
Physical Memory: 63.92 GB
Number of Screens: 2
Screen 0: 2560 x 1440 at 0,0
Work Area 0: 2560 x 1400 at 0,0
Screen 1: 1920 x 1200 at -1920,240
Work Area 1: 1920 x 1160 at -1920,240
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: GeForce GTX 1070/PCIe/SSE2
OpenGL Version: 4.5.0 NVIDIA 378.66
OpenGL Shading Language: 4.50 NVIDIA
Detected: NVidia Consumer
8192 MB
378.66.0.0
kind regards
Olaf
Here my setup:
Houdini Version 16.0.504.20
Platform: windows-x86_64-cl19
Operating System: Windows 10 Pro x64
Number of Cores: 12
Physical Memory: 63.92 GB
Number of Screens: 2
Screen 0: 2560 x 1440 at 0,0
Work Area 0: 2560 x 1400 at 0,0
Screen 1: 1920 x 1200 at -1920,240
Work Area 1: 1920 x 1160 at -1920,240
OpenGL Vendor: NVIDIA Corporation
OpenGL Renderer: GeForce GTX 1070/PCIe/SSE2
OpenGL Version: 4.5.0 NVIDIA 378.66
OpenGL Shading Language: 4.50 NVIDIA
Detected: NVidia Consumer
8192 MB
378.66.0.0
kind regards
Olaf
Technical Discussion » UI dual monitor interactivity issues
- Olaf Finkbeiner
- 323 posts
- Offline
update:
The QT4 Version has none of the issues: Help on second monitor ok. Radial Menu ok. So far all seems good.
kind regards
Olaf
The QT4 Version has none of the issues: Help on second monitor ok. Radial Menu ok. So far all seems good.
kind regards
Olaf
Technical Discussion » QT4 vs QT5
- Olaf Finkbeiner
- 323 posts
- Offline
Hi there,
i noticed the QT4 version today. What are the differences between QT4 and the normal i guess QT5 versions?
Why is there a QT4 version?
Is the QT5 version faster?
thanks
Olaf
i noticed the QT4 version today. What are the differences between QT4 and the normal i guess QT5 versions?
Why is there a QT4 version?
Is the QT5 version faster?
thanks
Olaf
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