No, I am afraid there isn't one, although you could build it yourself if you wish (not trivial though).
This should get you started.
http://offbytwo.net/camera-matching/ [offbytwo.net]
Good luck!
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SI Users » Perspective Matching
- jordibares
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Houdini Lounge » Houdini equivalent to this?
- jordibares
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Houdini Lounge » Time tracker for Houdini.
- jordibares
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You have two approaches I think, one is to use a special external tool to account for the time spent on the package and you get a total value, or you could get callbacks on every single node when there are changes and build a massive log file impossible to decipher.
I am not sure what you are asking makes a lot of sense unless you involve yourself in classifying every step of the process, every node interaction and… well… I doubt it would be fun to work like that.
I am not sure what you are asking makes a lot of sense unless you involve yourself in classifying every step of the process, every node interaction and… well… I doubt it would be fun to work like that.
Technical Discussion » Look-Deving in Houdini
- jordibares
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Andy is right, the best route is to parse the path attribute and you can group things, assign shaders to groups, add different subdivs based on name, adding cryptomattes…
I do it pretty much everything on 3 different VEX Wrangles so I group things, then attach new attributes to those groups and in the end I overwrite some old attribs as things are required.
I hope it helps
jb
I do it pretty much everything on 3 different VEX Wrangles so I group things, then attach new attributes to those groups and in the end I overwrite some old attribs as things are required.
I hope it helps
jb
Houdini Lounge » MOPS — Motion Graphic Nodes for Designers — This is very cool!
- jordibares
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Technical Discussion » Automating rops with python
- jordibares
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qLib has a lovely tool to handle these kind of scenearios like re-generation of caches and renders…
Houdini Lounge » Are we going to see updates in the autorigging system in Houdini 17, Michael?
- jordibares
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WOW, seems you are very busy Michael… I can see some of those bugs already being fixed in the very latest build!!! Thanks and keep the good work!
Houdini Learning Materials » SOP and VEX book
- jordibares
- 655 posts
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Houdini Indie and Apprentice » Using .OBJ files and .mtl files
- jordibares
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I would love to see the exact same approach as Keyshot… truly drag and drop integrated to their shader tech rather than doing a hack… It is so effective!!!
Houdini Lounge » Are we going to see updates in the autorigging system in Houdini 17, Michael?
- jordibares
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Regarding the Autorigging, I would love to tweak a few things on the Biped (not done anything with quadrupeds yet)
- Fix hand IK/FK discrepancy, suddenly the control is left behind.
- Add a clavicle control for the arm instead of relying on positions (which by the way are not on in FK mode)
- More robust guide > rig workflow (i have had a few issues with this in 16.0 and even 16.5)
- Setup a T-Pose as zero and a Bind Pose to capture the skin, this way we will be able to transfer animations between character easily.
- Better finger rig visualization tools (isolate finger) so we can put it in posiiton more easily.
- In the future I would love to see the controllers fully separated from the bones and deformers so it is a bit more modular. This of course will force the use of more contraints but tends to be super fast thing to calculate right?
Basically the aim for me should be to have a good base rig for previz and animation, I will work on top from there.
thanks
- Fix hand IK/FK discrepancy, suddenly the control is left behind.
- Add a clavicle control for the arm instead of relying on positions (which by the way are not on in FK mode)
- More robust guide > rig workflow (i have had a few issues with this in 16.0 and even 16.5)
- Setup a T-Pose as zero and a Bind Pose to capture the skin, this way we will be able to transfer animations between character easily.
- Better finger rig visualization tools (isolate finger) so we can put it in posiiton more easily.
- In the future I would love to see the controllers fully separated from the bones and deformers so it is a bit more modular. This of course will force the use of more contraints but tends to be super fast thing to calculate right?
Basically the aim for me should be to have a good base rig for previz and animation, I will work on top from there.
thanks
Houdini Lounge » Capture Layer Paint select cregion from mesh
- jordibares
- 655 posts
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I would suggest you put those tools in GitHub so updating is easy and can be automated… just saying.
Thanks dude for the tools, great job.
Thanks dude for the tools, great job.
Technical Discussion » MIDI In CHOP live on Linux
- jordibares
- 655 posts
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This is not available yet right??? has anyone managed to read MIDI live from a channel in Linux? May be using a trick or via PipeIn Chop?
thanks
jb
thanks
jb
Houdini Indie and Apprentice » MIDI on Linux
- jordibares
- 655 posts
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Has anyone tried to use MIDI on Linux lately?
Last time I checked it was not possible to read a midi channel live on Linux (or Mac)… and still today seems it is not possible…
Is there a way to do this??
thanks
jb
Last time I checked it was not possible to read a midi channel live on Linux (or Mac)… and still today seems it is not possible…
Is there a way to do this??
thanks
jb
Houdini Lounge » Key Visibility
- jordibares
- 655 posts
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You can do it in OBJ context using the Render Tab by keying the Display parameter to control it.
Alternatively you can do it via a switch in your SOP network.
Alternatively you can do it via a switch in your SOP network.
Houdini Learning Materials » HOUDINI FOUNDATIONS | GDC 2018 EDITION
- jordibares
- 655 posts
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Not really… ;-)
McNistorjordibares
Great job guys, truly great job
Is that guilt I hear talking?
Houdini Learning Materials » HOUDINI FOUNDATIONS | GDC 2018 EDITION
- jordibares
- 655 posts
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Houdini Lounge » GLTF 2.0 file format
- jordibares
- 655 posts
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Indeed seems like a very interesting future as we blend more and more our rendering with game engines. +1
Technical Discussion » Run custom python script on pressed shortbut key
- jordibares
- 655 posts
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You can map a shortcut to a tool inside a HDA..
https://www.sidefx.com/forum/topic/20561/?page=1#post-96583 [www.sidefx.com]
or you can use the Aliases approach
http://forums.odforce.net/topic/16761-is-it-possible-to-assign-hotkeys-to-python-scriptscommands/ [forums.odforce.net]
Not great, I hope those customisation things are starting to be incorporated as Houdini becomes central to modern pipelines…
I hope it helps
https://www.sidefx.com/forum/topic/20561/?page=1#post-96583 [www.sidefx.com]
or you can use the Aliases approach
http://forums.odforce.net/topic/16761-is-it-possible-to-assign-hotkeys-to-python-scriptscommands/ [forums.odforce.net]
Not great, I hope those customisation things are starting to be incorporated as Houdini becomes central to modern pipelines…
I hope it helps
Technical Discussion » Path Deform?!
- jordibares
- 655 posts
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I am convinced Houdini needs an official path deform tool, it is just way too useful to have one.
SI Users » Softimage to Houdini guides
- jordibares
- 655 posts
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Sorry for the insane amount of time that has passed since my last post, ultimately my busy work schedule has eaten all my time and I am just now retaking the project.
Can't say when will be ready but I will try my very best to open it soon. Keep you posted and sorry for raising expectations and leaving the whole thing in the air… it is just life.
:-)
Can't say when will be ready but I will try my very best to open it soon. Keep you posted and sorry for raising expectations and leaving the whole thing in the air… it is just life.
:-)
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