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Houdini Indie and Apprentice » Houdini Indie now renders animations at 4k and includes second "home" license
- RobotHeadArt
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Houdini Indie and Apprentice » Apprentice version can not output model? can not download Game Development toolset?
- RobotHeadArt
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Apprentice does not support FBX output. You can see the limits on the versions here https://www.sidefx.com/filmtv/compare/ [www.sidefx.com]
Apprentice can export .obj.
Apprentice can export .obj.
Houdini Indie and Apprentice » Rohan Dalvi's Hard Surface Modeling Course for H16/16.5?
- RobotHeadArt
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Olaf Finkbeiner
Hi
i think Rohan tuts are great. If you are a Houdini beginner it is always confusing to watch older tutorials.
If you have at least some experience it does not matter too much if the tutorial is older.
Rohan is doing a new H16 beginners series (for free) https://vimeo.com/rohandalvi [vimeo.com] so if you are a beginner watch that first. part 1: https://vimeo.com/241316190 [vimeo.com]
greetings
Olaf
I wasn't aware of his new free series. Thanks!
Edited by RobotHeadArt - Nov. 23, 2017 11:06:36
Houdini Indie and Apprentice » Rohan Dalvi's Hard Surface Modeling Course for H16/16.5?
- RobotHeadArt
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Has anyone gone through Rohan Dalvi's Hard Surface Modeling course http://www.rohandalvi.net/advmodeling [www.rohandalvi.net] and can let me know their opinion of how relevant the material is for H16/16.5? I see it was written for H15 but I know they made a bunch of changes to how the polygon modeling tools work since then.
Houdini Lounge » Thoughts on mantra
- RobotHeadArt
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I hope GPU hybrid rendering is in Mantra's future. Mantra is very impressive in what it can do but it's really hard to consider using it when it takes an hour to render something in Mantra vs five minutes in Redshift.
Technical Discussion » SSS in H16 Mantra
- RobotHeadArt
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I did try with Enable Absorption and Nested Dielectrics checked and All Paths selected and no change in the output. I attached a scene and two images, one with the GI Light Enabled checked and one without. When the GI light is enabled the SSS renders a charcoal black.
Thank you so much for pointing out the Preview button for buckets in IPR. That does exactly what I needed and really sped up my work.
Thank you so much for pointing out the Preview button for buckets in IPR. That does exactly what I needed and really sped up my work.
Technical Discussion » SSS in H16 Mantra
- RobotHeadArt
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I have been exploring rendering a human figure in H16 with Mantra using the Skin Shader Core and have run into a few things that I can't figure out.
When I add a GI light from the shelf to a scene it disables the SSS altogether on the shaders. I did not see anything about this behavior in the documentation or when searching the forums. Is GI light and SSS incompatible or is there some parameter or setting that needs to be set to enable them working together in the same scene?
About half of the frame I am rendering is occupied by a figure using the Skin Shader Core. I have noticed that the IPR is slow when it renders the SSS effect but when I render to Mplay it renders much faster than the IPR (7:04 IPR, 2:51 Mplay). Is there a way to make the IPR render in buckets instead of progressively? Also I noticed that when the IPR hits 100% it contains more noise than the Mplay render. Should I not use the IPR at all when working with SSS or are there some parameters or options I need to change?
When I add a GI light from the shelf to a scene it disables the SSS altogether on the shaders. I did not see anything about this behavior in the documentation or when searching the forums. Is GI light and SSS incompatible or is there some parameter or setting that needs to be set to enable them working together in the same scene?
About half of the frame I am rendering is occupied by a figure using the Skin Shader Core. I have noticed that the IPR is slow when it renders the SSS effect but when I render to Mplay it renders much faster than the IPR (7:04 IPR, 2:51 Mplay). Is there a way to make the IPR render in buckets instead of progressively? Also I noticed that when the IPR hits 100% it contains more noise than the Mplay render. Should I not use the IPR at all when working with SSS or are there some parameters or options I need to change?
Houdini Indie and Apprentice » Alpha Principaled Shader
- RobotHeadArt
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It's not part of the shader. I think you can take the layer output of the principled shader and connect it to a set layer component, and on the set layer component connect the opacity. I am really new to shading in Mantra so there may be an easier or better way to do it.
Houdini Indie and Apprentice » Stop emission of particles in Smoke simulation.
- RobotHeadArt
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In the pyro_sim, on source_density_from_sphere_object1 you can set the Activation parameter to an expression like:
$F < 24
which will emit smoke for frames less than 24 but stop emitting for 24 and greater. I'm sure some of the Houdini wizards here could offer other ways of doing this too.
$F < 24
which will emit smoke for frames less than 24 but stop emitting for 24 and greater. I'm sure some of the Houdini wizards here could offer other ways of doing this too.
Houdini Indie and Apprentice » Smoke + Collision FBX ?
- RobotHeadArt
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Select the object node and then from the Collision shelf choose Static Object. It should add a static solver with it wired up to the geometry to your autodops network.
Houdini Indie and Apprentice » Copy Orbolt Assets from H15.5 to H16
- RobotHeadArt
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When I upgraded from H15.5 to H16 I noticed it didn't copy over my Orbolt assets that I had downloaded and installed. Is there a way to copy these over from H15.5 install or I have to redownload them one at a time in H16?
Technical Discussion » Cant Install Houdini 16 Apprentice license OSX
- RobotHeadArt
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I am getting the same on Windows. Maybe their license server is having a problem? I sent a ticket to support.
Houdini Lounge » Fur to PolyStrips?
- RobotHeadArt
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lkruel
hey FLS-Eugene.
The way I would approach it is the Sweep on the foreach. Polyframe will definitely help with the orientation issues and you can do some extra tricks by sampling the head geometry's normal as your UP attribute too. In theory it should work.
The roll would be ramp attributes on the sweep nodes sampled as the $PCT moves down.
This a workflow that we are looking into supporting in a deeper capacity, but hopefully those tips will get you moving in the right direction.
Let me know if you run into anything!
Luiz
Any chance an example scene file could be shared?
Houdini Learning Materials » Queston about the training sessions att GDC 2017
- RobotHeadArt
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nisacharThe differences between shop context and the new mat context are different enough (plus the new features like layers, skin shader, hair shader, principled shader, material builder) that learning is difficult with the old tutorials no longer 100% applicable to H16. I too would like to see a mat/VOP masterclass focused on the newer stuff in H16 that you can't get from the older tutorials.
A Master class for artists like us who don't like to code or write expressions. Maybe a comprehensive tutorial series on VOPs to drive geometry creation/editing etc.
Technical Discussion » USABILITY: opengl view of material override texture maps
- RobotHeadArt
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skyphyrtwod
You picked a good time to revive this thread. Material overrides as added by the Material SOP are now supported in Houdini 16.
That's great news, thanks. How do I use this feature? (It is in Houdini 16, that I am not having it happen).
Cheers,
Alan.
The documentation for it is here http://www.sidefx.com/docs/houdini/shade/opengl [sidefx.com] It looks like part of the help is missing since the link for “complete list of GL tags” is 404.
Houdini Lounge » Houdini 16
- RobotHeadArt
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The installer may have a few kinks in it. It rebooted my PC without prompting me and even though I checked uninstall 15.5 it didn't.
Houdini Learning Materials » Silly I know, but how do I use the manual? ex. here.
- RobotHeadArt
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I agree that these $ variables make learning Houdini harder than it should be. I come from a programming background so I kind of expected a location that lists them all like most programming languages have but it doesn't look like there is. What's also confusing is that there are the @ expressions which is not clear what the difference between the two are and why some of the $ ones don't have a @ equivalent ($F vs $FF).
Houdini Lounge » Indie Documentation
- RobotHeadArt
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You can also install the Apprentice free version. Once inside you can see the help system by clicking the ? icon in the upper right corner or if you want to see what the contextual help looks like, inside the nodes there is a ? icon you can click.
Houdini Lounge » Houdini 16
- RobotHeadArt
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Houdini Indie and Apprentice » C4d .obj to houdini
- RobotHeadArt
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Houdini's scale is 1 unit = 1 meter. You can add a Transform node and set the Uniform Scale to resize it.
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