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Houdini Lounge » vertex normals
- Mikael_Amion
- 129 posts
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Not that I wish to rub salt into anyone’s wounds but isn’t it so that until vertex normals in OpenGL are supported Houdini won’t be reasonable to use in a game production. I know that it has been used several times before but the fewer amounts of vertices that have to be calculated the better right? Cusping edges for real-time doesn’t seem to be a good option in those cases.
Houdini Lounge » Implementing Spectral Colors in Mantra Now Posted
- Mikael_Amion
- 129 posts
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Oh sweet.. Definitely a step in the right direction.
Thanks Mario and to those who took the initiative to record the session.
Thanks Mario and to those who took the initiative to record the session.
Houdini Lounge » 3D INK
- Mikael_Amion
- 129 posts
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Houdini Lounge » FBX Export?
- Mikael_Amion
- 129 posts
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Are you in a situation where you really need it right now? I think from seeing that the current state is early access the answer would be yes. It sure would be lame if it diluted into nothingness like Collada.
Houdini Lounge » How would I make houdini a better modeler? Oh, I'm so glad..
- Mikael_Amion
- 129 posts
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There are lots of areas where Houdini needs to be updated when it comes to Modeling. Viewport interactivity being one of them. I don’t think that having faster non procedural modelling will be contra-productive to the procedural, quite the opposite. The Edit SOP itself could be more procedural for instance if every stroke could be recorded, something like a history list inside the non procedural operators so that destructive tweaking could be audit and re-doable. The curve SOP could be combined with the Add SOP to allow for easier point editing. Stuff like that. At this point I think Houdini´s viewport philosophy should be redesigned from the ground up and perhaps SideFX should team up with the Silo or Nex team to design a new/ faster workflow.
Just thoughts…. And I’m always repeating myself
Just thoughts…. And I’m always repeating myself
Houdini Indie and Apprentice » Contest menues
- Mikael_Amion
- 129 posts
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starfire324
Houdini is primarily for serious geeks.
Hehe I like that.. it should be the new slogan for Houdini.
Houdini Lounge » Paint FUR
- Mikael_Amion
- 129 posts
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The definition of artist friendly is debatable but I agree. Easy and fast viewport manipulation of hair/fur is a strong wish for me as well along with at least some basic texture painting. As you say MichaelC this would be more straightforward on a texture map than painting on dense geometry, especially when it is rigged and rely on subdivision further down the pipe.
Houdini Lounge » Align handles to normal
- Mikael_Amion
- 129 posts
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Actually there is a way to align the handle though not fast in any way so perhaps this could be automated through some python scripting. Here goes…
1. Set Construction Plane , Orientation Picking. Pick two edges from the polygon you want the CPlane aligned to.
2. Select the polygon that you want to Edit.
3. Hit the ( ‘ ) key to go into pivot mode.
4. Right-Click on the handle then choose Align Handle > CPlane Axes. The pivot should now be oriented in the CPlane Normal and in the middle of the currently selected polygon.
5. Hit the ( ‘ ) key again to go back into normal translate handle. Voila!
Didn’t toggle handle-geometry detachment used to be in the right click menu?
1. Set Construction Plane , Orientation Picking. Pick two edges from the polygon you want the CPlane aligned to.
2. Select the polygon that you want to Edit.
3. Hit the ( ‘ ) key to go into pivot mode.
4. Right-Click on the handle then choose Align Handle > CPlane Axes. The pivot should now be oriented in the CPlane Normal and in the middle of the currently selected polygon.
5. Hit the ( ‘ ) key again to go back into normal translate handle. Voila!
Didn’t toggle handle-geometry detachment used to be in the right click menu?
Houdini Lounge » Align handles to normal
- Mikael_Amion
- 129 posts
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Well, it is not exactly aligning the transform handle but if you want to move components along the normal while being in Edit-SOP then choose “Toggle Peak Handle” from the right-click menu in the viewport.
Houdini Lounge » Aprentice HD
- Mikael_Amion
- 129 posts
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Tamis
You guys went mental or something ??????????????????
Yeah, someone must of dropped some of their spare liquids from the 70´s in the coffee room this morning cause this is a frikkin good deal
Thanks SideFX .
Technical Discussion » IE and this site
- Mikael_Amion
- 129 posts
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There is also something screwed up with the menus in IE7, specifically they end up about 32-ish pixels to the right. The best way to navigate in the menus is to return to the Index page where they work as expected.
Technical Discussion » Resample curve
- Mikael_Amion
- 129 posts
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How about carving the curve in sections and resample the parts you need and then do a join to reattach the parts.
Houdini Lounge » really wide network tiles in H9 - why?
- Mikael_Amion
- 129 posts
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Joe
In short, we're quite happy with the new node look, and we don't currently see any reason to change it.
Here is me hoping that this thread will be reason enough for changing it so the size will be customizable.
Technical Discussion » Subdivision smooth interpolation?
- Mikael_Amion
- 129 posts
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Hi guys. I notice that a point with 2 edges creates a linear interpolation for subdivision. Is there any particular reason using this approach? Most application provides a smooth-smooth or hard-hard for both inner and outer border edges but Houdini subd´s provides a unique topology. Is there any variable for Houdini to use smooth interpolation for border points with 2 edges?
Thanks.
Thanks.
Technical Discussion » pivot point
- Mikael_Amion
- 129 posts
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There is also Toggle Handle-Geometry Detachment that works similar to Maya when it comes to doing temporary pivot moves for selections. The kbd-shortcut is “ ' ”.
Technical Discussion » Align Points
- Mikael_Amion
- 129 posts
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Another way to align points is to select the components then right-click the current node in the network editor and choose Spreadsheet and manually assign the values.
Houdini Lounge » Legacy Tutorials
- Mikael_Amion
- 129 posts
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I´m rebuilding my website so there is nothing there right now. I have most of the videos though. Some of those from vislab are in .rm I beleive. Perhaps asking someone for permission to make torrent out of them? Personally I enjoy watching them from time to time. Some kind of tutorial fetish i guess.
I never got around to make torrent of the pdf´s though seeing quite a lot of ppl grabbed them as they were. I will publish them when I update my site later this summer if nothing else happens. It would be nice if SideFX released all of their old pdf´s *hint*
I never got around to make torrent of the pdf´s though seeing quite a lot of ppl grabbed them as they were. I will publish them when I update my site later this summer if nothing else happens. It would be nice if SideFX released all of their old pdf´s *hint*
Technical Discussion » Subdivision loop scheme
- Mikael_Amion
- 129 posts
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That was fast
Thanks for the pointers to the RIB output. MentalRay also has support for loop scheme since 3.4 I believe. In XSI there is an option to use Catmull Clark with loop scheme for triangles. I’ve experimented some with this and have noticed that when it comes to triangle poles such as those on spheres it creates a clean transitions with quadrilaterals and the resulting geometry is noticeably smoother than with quad subdivision only.
Cheers
Thanks for the pointers to the RIB output. MentalRay also has support for loop scheme since 3.4 I believe. In XSI there is an option to use Catmull Clark with loop scheme for triangles. I’ve experimented some with this and have noticed that when it comes to triangle poles such as those on spheres it creates a clean transitions with quadrilaterals and the resulting geometry is noticeably smoother than with quad subdivision only.
Cheers
Technical Discussion » Subdivision loop scheme
- Mikael_Amion
- 129 posts
- Offline
Hey guys.
Is there any support for Subdivision with combined loop scheme for triangles in OpenGL or any of the render outputs?
Is there any support for Subdivision with combined loop scheme for triangles in OpenGL or any of the render outputs?
Houdini Lounge » Any talk about Houdini 9.0 being 64-bit
- Mikael_Amion
- 129 posts
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digitallysane
I think all the relevant ROPs are already in Escape.
Correct me if I´m wrong but I beleive all CHOPs from Master is now also in Escape.
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