I don't use Blender that much, and especially not for final scene assembly.
However I doubt the blender addons market success has anything to do with Blender "weakness", but mostly reflect the software popularity these days, and how viable it is for developers or coders from different level to make a bit of money from their work.
If you follow that logic Modo should be the perfect software, there is almost no addons for it !
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Houdini Lounge » Houdini 20 will be unveiled (not released) on October 26
- PaQ WaK
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Houdini Lounge » Houdini 20 will be unveiled (not released) on October 26
- PaQ WaK
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HGaal
You would be very unhappy if you were taught mathematics according to the methods of the ancient Greeks, right?
I wish I could have Pythagoras as mentor !
Edited by PaQ WaK - Oct. 22, 2023 13:00:05
Houdini Lounge » Request to have CAD import surface in Houdini
- PaQ WaK
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Hello, Dom's HDA is not a .stp importer, it's a .stp mesher (or other format supported by MoI, like .igs, .3dm). Once the asset is in Houdini you deal with polygones, no Nurbs geometry, so there is no way to save it back in .stp.
Houdini Lounge » Houdini 20 Rumors
- PaQ WaK
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Maybe despite the noise we do here, not so many current users are interested in direct modeling in Houdini, so the audience is kinda restricted from the start. Pragmatic people are using dedicated solution for that task already.
Houdini Lounge » Houdini 20 Rumors
- PaQ WaK
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Jackatack
This eternal debate of Blender and Maya compared to Houdini is quite tiresome. Who wants to continue using destructive tools in 2023 that only have Ctrl+Z as a corrective element? Where nothing is procedural or with preconceived tools from a thousand third-party plugins that are not maintained in any pipeline.
Who wants to manually model a ship when you can design a system that generates infinite ships and their variations based on sequence characteristics? I only see Maya + ZBrush being used for characters and certain key assets.
Greetings, and let's hope some new features come out soon
You probably don't know much about subdivision surface modelling ? (genuinely asking), not everyone is building giant ship or need to build parametric system for everything. Subdivision surface modelling require thousand of micro adjustment (edit), meaning your 12000 graph node is a giant undo stack, or more precisely a time line (which is already cool actually). But there is nothing you can adjust upstream that would get correctly propagated. So whats left is the quality of the tools, and how fast you can operate them in a non graph building context, and it that area there is lot on the table to improve imho. I'm fine with the idea to use something else for that part of the work, but if there is a will to continue to improve that direct edition experience, I would appreciate too.
Edited by PaQ WaK - Aug. 10, 2023 19:15:32
Houdini Lounge » Houdini 20 Rumors
- PaQ WaK
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Houdini modeling tools are not that bad, enhancing the experience with Alexey tool sets make it way better.
I can live with the glitches, hell I have used Modo for years, and despite the crashes, slow down, bugs, it's still a more pleasant direct modelling experience than Houdini.
At the low level set of missing tools I miss partial edge loops, edge slides duplicate, and real metrics with loops in general (like real distance on an edge split, not in %), mirror loops options etc.
Temp pivot need to be badly streamlined (I might have miss something, but the whole detach handle, pick an element, attach handle, move the geometry is a tad slow :P))
Would that make Houdini on par with other direct modeling solutions ?
Probably not, as long as you have the node graph in your way, having to deal with display flags, managing merging of parts etc (vs a simple layer system), I guess it will always be a "slower process".
Modeling in Houdini is a very different way of working, it's actually really powerful to create 'freezed' mesh, like revolve/lofting curves, boolean stuff ... but for poly knitting perfect sds poly cage with accurate edge loop, I will just use something else ... (and use houdini as an amplifier).
It's a pity that Nurbs have been abandoned, because it fits the Houdini way of working so well.
Building surfaces from curves, blend them with continuity control, trim, booleans ... those are operations that don't require topology level knitting and could work very well with a nodal system (Grasshopper for rhino). But that's another story.
(Thrilled to see the new SoftBooleans from Alexey, that way of working really speaks to me and really fits Houdini mindset too)
I can live with the glitches, hell I have used Modo for years, and despite the crashes, slow down, bugs, it's still a more pleasant direct modelling experience than Houdini.
At the low level set of missing tools I miss partial edge loops, edge slides duplicate, and real metrics with loops in general (like real distance on an edge split, not in %), mirror loops options etc.
Temp pivot need to be badly streamlined (I might have miss something, but the whole detach handle, pick an element, attach handle, move the geometry is a tad slow :P))
Would that make Houdini on par with other direct modeling solutions ?
Probably not, as long as you have the node graph in your way, having to deal with display flags, managing merging of parts etc (vs a simple layer system), I guess it will always be a "slower process".
Modeling in Houdini is a very different way of working, it's actually really powerful to create 'freezed' mesh, like revolve/lofting curves, boolean stuff ... but for poly knitting perfect sds poly cage with accurate edge loop, I will just use something else ... (and use houdini as an amplifier).
It's a pity that Nurbs have been abandoned, because it fits the Houdini way of working so well.
Building surfaces from curves, blend them with continuity control, trim, booleans ... those are operations that don't require topology level knitting and could work very well with a nodal system (Grasshopper for rhino). But that's another story.
(Thrilled to see the new SoftBooleans from Alexey, that way of working really speaks to me and really fits Houdini mindset too)
Edited by PaQ WaK - Aug. 10, 2023 11:27:21
SideFX Labs Tech Art Challenge 2022 » Best Houdini Utility Entries
- PaQ WaK
- 89 posts
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Hello,
Here's a circle packing tool, made to recursively finding circle on a surface, from the largest to the smallest one.
Can be use to partition city parcels, or build abstract graphics.
The testing surface is remeshed by the tool for the distance testing/sampling. As a result the process can take a bit on time on models. The approach is not perfectly accurate, but it might be a starting point to a more mathematical version.
Here's a circle packing tool, made to recursively finding circle on a surface, from the largest to the smallest one.
Can be use to partition city parcels, or build abstract graphics.
The testing surface is remeshed by the tool for the distance testing/sampling. As a result the process can take a bit on time on models. The approach is not perfectly accurate, but it might be a starting point to a more mathematical version.
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Technical Discussion » Houdini edge selection to ring !!
- PaQ WaK
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Technical Discussion » Poly Bevel issue with extruded object.
- PaQ WaK
- 89 posts
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Hard to tell without having a look to the real geometry.
As you don't provide an explicit edge group, did you use the exclusion option (ignore flat edge) + angle (around 30 probably).
You might want to compute the normals after the bevel (vertex - by face area for the weighting) to get good result with ngones.
(even tho it's not your initial problem here).
As you don't provide an explicit edge group, did you use the exclusion option (ignore flat edge) + angle (around 30 probably).
You might want to compute the normals after the bevel (vertex - by face area for the weighting) to get good result with ngones.
(even tho it's not your initial problem here).
Edited by PaQ WaK - Oct. 1, 2022 16:36:48
Houdini Lounge » Count all UV islands ?
- PaQ WaK
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Hello,
You can first create an 'island' prim attribute to assign a island number by connectivity. You can use the "connectivity" operator, set on primitive, and tick "use UV Connectivity".
To count the number of island, you can use a vex detail wrangler with :
i@maxisland = nuniqueval(0, 'prim', 'island');
You can first create an 'island' prim attribute to assign a island number by connectivity. You can use the "connectivity" operator, set on primitive, and tick "use UV Connectivity".
To count the number of island, you can use a vex detail wrangler with :
i@maxisland = nuniqueval(0, 'prim', 'island');
Edited by PaQ WaK - March 27, 2022 12:18:22
Houdini Lounge » XPU tests (with sample scene)
- PaQ WaK
- 89 posts
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Rhino Vex - TR3970X - CPU
Windows
H19.0.383 : 05:53
H19.0.435 : 01.52
(Linux H19 : 01:38)
Windows
H19.0.383 : 05:53
H19.0.435 : 01.52
(Linux H19 : 01:38)
Edited by PaQ WaK - Nov. 11, 2021 10:37:12
Houdini Lounge » XPU tests (with sample scene)
- PaQ WaK
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I have updated the numbers, using the last version from GCharb, testing H18.5 and 19 on both OS.
Edited by PaQ WaK - Nov. 6, 2021 12:12:13
Houdini Lounge » XPU tests (with sample scene)
- PaQ WaK
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Rhino Vex - TR3970X - CPU
Linux H18.5 : 02:27
Linux H19 : 01:38
Windows H18.5 : 02:47
Windows H19 : 05:53
Edit : On windows I do however have a bunch of compile error msg, and for some reason the bg color is back.
There is definitively something odd in H19 Windows.
Linux H18.5 : 02:27
Linux H19 : 01:38
Windows H18.5 : 02:47
Windows H19 : 05:53
Edit : On windows I do however have a bunch of compile error msg, and for some reason the bg color is back.
There is definitively something odd in H19 Windows.
Edited by PaQ WaK - Nov. 6, 2021 12:26:17
Houdini Lounge » XPU tests (with sample scene)
- PaQ WaK
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@GCharb, indeed the speed gain is insane Oo
Rhino Scene
Windows 10:
CPU : 12:08
XPU : 03:43
Linux (POP OS 21.04)
CPU : 04:59
XPU : 03:16
TR3970X / RTX2060 super
Rhino Scene
Windows 10:
CPU : 12:08
XPU : 03:43
Linux (POP OS 21.04)
CPU : 04:59
XPU : 03:16
TR3970X / RTX2060 super
Houdini Lounge » XPU tests (with sample scene)
- PaQ WaK
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Pyro Scene:
CPU : 4:23
XPU : 0:26
Rhino Scene:
CPU : 12:08
XPU : 03:43
TR3970X / RTX2060 super
CPU : 4:23
XPU : 0:26
Rhino Scene:
CPU : 12:08
XPU : 03:43
TR3970X / RTX2060 super
Houdini Lounge » Grammar Check Your Screens?
- PaQ WaK
- 89 posts
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Technical Discussion » Exporting FBX Frame Range As Separate FBX Models?
- PaQ WaK
- 89 posts
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Houdini Lounge » Houdini Engine For Clarisse
- PaQ WaK
- 89 posts
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You mean USD and Solaris bring Clarisse in Houdini ? The time it takes me to setup/shade a barrel using USD I have a complete environment done in Clarisse.
Thing is that I really don't want to turn this thread into Houdini>Clarisse. I'm using both, with today version.
USD dont replace Clarisse, it's an other layer of annoying stuffs to deal with.
Thing is that I really don't want to turn this thread into Houdini>Clarisse. I'm using both, with today version.
USD dont replace Clarisse, it's an other layer of annoying stuffs to deal with.
Edited by PaQ WaK - July 3, 2021 13:22:45
Houdini Lounge » Houdini Engine For Clarisse
- PaQ WaK
- 89 posts
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Houdini Lounge » Mesh Thickness in VEX with intersec(), improving my code
- PaQ WaK
- 89 posts
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