Hi. Thx nicoM,
The characters are all hand animated,
We originally planned to do a mixed solution, but ended up not having enough time to develop the rig properly.
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Houdini Lounge » Plug: Betsoft, our latest cinematic
- JasonSlab
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Houdini Lounge » Plug: Betsoft, our latest cinematic
- JasonSlab
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Hi. Yes, cutting out Maya is the ultimate goal! We still are however using it for Some modeling tasks.
No we comp in Nuke.
No we comp in Nuke.
Houdini Lounge » Plug: Betsoft, our latest cinematic
- JasonSlab
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I usually dont post our work here, but this one is really exciting for us Houdini users over at Blackginger as this is our first cinematic that we rigged and animated everything from previz to final animation in Houdini. Also just to add, some of the cloth and hair sims where done using Vellum. As usual all rendered with mantra!
https://youtu.be/X_985wkXtcU [youtu.be]
https://youtu.be/X_985wkXtcU [youtu.be]
Edited by JasonSlab - Oct. 27, 2018 14:21:52
Houdini Lounge » Cloth's slow speed
- JasonSlab
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Enivob
Then you can use the Cloth Deform node to migrate the low poly simulation to the high poly render mesh.
I would suggest trying the point deform SOP rather, it's much quicker!
Houdini Lounge » Cloth's slow speed
- JasonSlab
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I definitely agree with you on the first point, not only for cloth but a lot of simulations nowadays, we try a hardest to create realism, but directors just mess it all up by art directing the crap out of it..
I hear you on your last point, In this industry I/we are constantly trying to solve problems, I'm my experience it's better to tell someone sooner than later that the approach they are trying is not going to work. There's no point in letting a artist bang their head against the wall when you know it's just not going to work!
I hear you on your last point, In this industry I/we are constantly trying to solve problems, I'm my experience it's better to tell someone sooner than later that the approach they are trying is not going to work. There's no point in letting a artist bang their head against the wall when you know it's just not going to work!
Edited by JasonSlab - Nov. 15, 2017 10:24:51
Houdini Lounge » Cloth's slow speed
- JasonSlab
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Sorry it's not destructive or dissing… I'm a long time Houdini user, this is the last thing I would want them to think I'm doing.
It's just well, the reality of the situation is that we have never been able to achieve anything the looks good at all…
Do you have any examples of good cloth done in Houdini?
J
It's just well, the reality of the situation is that we have never been able to achieve anything the looks good at all…
Do you have any examples of good cloth done in Houdini?
J
Technical Discussion » bind export affects principle shader
- JasonSlab
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Yes this is a bit of a issue with the new MAT context, connecting binds to the shader as a property of sorts is a good idea.
Houdini Lounge » Cloth's slow speed
- JasonSlab
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Hi
I hate to say this as I'm a huge Houdini fan, but unfortunately Houdini's cloth is not a viable option for not only cloth in production, but any cloth whatsoever, this is one area the Houdini fails to deliver, hopefully one day SESI will re-look at the method they using for cloth solving.
We had a chance to try Carbon here a while back, the results where pretty impressive and easy to setup. For now we use ncloth(unfortunately), and for complex character clothing we use Marvelous designer.
j
I hate to say this as I'm a huge Houdini fan, but unfortunately Houdini's cloth is not a viable option for not only cloth in production, but any cloth whatsoever, this is one area the Houdini fails to deliver, hopefully one day SESI will re-look at the method they using for cloth solving.
We had a chance to try Carbon here a while back, the results where pretty impressive and easy to setup. For now we use ncloth(unfortunately), and for complex character clothing we use Marvelous designer.
j
Technical Discussion » Preventing volume loss in long FLIP sim
- JasonSlab
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One thing that helped me a bit with a long sim and volume loss, was to increase the birth threshold slightly on the Reseeding tab. Although it might have been better if I had thought to use Gas Equalize.. Need to test this sometime.
Technical Discussion » Hair: Procedural not working under linux?
- JasonSlab
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Technical Discussion » Hair: Procedural not working under linux?
- JasonSlab
- 1533 posts
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When rendering I get this error in to console “mantra: No procedural named ‘enginecurvegen’ exists for object /obj/myHairgen”, and no hair/fur renders. I've tried turning hair groom and deform on and off, and also built a basic setup from scratch, but no luck.
Has anyone else run into this issue under linux? I don't get this on windows..
Haven't submitted a bug yet, just wondering if there is a easy fix I'm missing.
thx
Jason
Has anyone else run into this issue under linux? I don't get this on windows..
Haven't submitted a bug yet, just wondering if there is a easy fix I'm missing.
thx
Jason
Technical Discussion » Fitting copied geo to primitive size?
- JasonSlab
- 1533 posts
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Hey all
I managed to hack together a file from the Russian video, it's not complete, but I built the part I needed, which seems to be working like a treat! I had a dig around in the Japanese version to, but found the Russian tut to be a bit more straightforward!
I've attached a hip with the basic setup, which also includes Pezetko's idea.
edit: Again I can't seem to attach files to the forum, so here's a dropbox link:
https://www.dropbox.com/s/trkfgck7m04uk35/fittoPrim_rnd_v01.hip?dl=0 [dropbox.com]
Thanks for the help.
Jason
I managed to hack together a file from the Russian video, it's not complete, but I built the part I needed, which seems to be working like a treat! I had a dig around in the Japanese version to, but found the Russian tut to be a bit more straightforward!
I've attached a hip with the basic setup, which also includes Pezetko's idea.
edit: Again I can't seem to attach files to the forum, so here's a dropbox link:
https://www.dropbox.com/s/trkfgck7m04uk35/fittoPrim_rnd_v01.hip?dl=0 [dropbox.com]
Thanks for the help.
Jason
Edited by JasonSlab - April 3, 2017 09:38:28
Technical Discussion » Fitting copied geo to primitive size?
- JasonSlab
- 1533 posts
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pezetko
Sounds like a problem for NURBS + Project SOP:
(Convert each poly to NURBS then project your polygonal shape parametrically)
Quick to setup, but slower to compute for a lot of polygons.
Good idea thanks, I always forget about nurbs! Will test it out for my needs.
Technical Discussion » Fitting copied geo to primitive size?
- JasonSlab
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mestela'0
Or Japanese if that's easier.
http://qiita.com/yone80@github/items/e373c104520c38bd9610 [qiita.com]
O haha thanks, so much easier to understand
Technical Discussion » Fitting copied geo to primitive size?
- JasonSlab
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ahh thanks for the link, I'll look into it using primuv's, just got to brush up on my Russian first
Technical Discussion » Fitting copied geo to primitive size?
- JasonSlab
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After playing around with this some more, its become trickier than I first imagined.
The problem is that polygons are often skewed/sheared which means I cant simply copy stamp the shapes.I need to somehow deform or rebuild each shape to fit each polygon.. Not sure if this is even possible…
Maybe a totally different approach is needed. Is there a way to tile geometry over a surface based off UVs?
J
The problem is that polygons are often skewed/sheared which means I cant simply copy stamp the shapes.I need to somehow deform or rebuild each shape to fit each polygon.. Not sure if this is even possible…
Maybe a totally different approach is needed. Is there a way to tile geometry over a surface based off UVs?
J
Edited by JasonSlab - April 2, 2017 05:57:48
Technical Discussion » Fitting copied geo to primitive size?
- JasonSlab
- 1533 posts
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Seem to be having trouble attaching a pic.
heres's a dropbox upload of it:
https://www.dropbox.com/s/xvi393f3yiyznrp/stamp_q.jpg?dl=0 [dropbox.com]
heres's a dropbox upload of it:
https://www.dropbox.com/s/xvi393f3yiyznrp/stamp_q.jpg?dl=0 [dropbox.com]
Edited by JasonSlab - March 31, 2017 11:36:09
Technical Discussion » Fitting copied geo to primitive size?
- JasonSlab
- 1533 posts
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Hi
I'm trying to copy stamp geometry onto the center of the primitives and fit that stamped geometry to the scale of primitive it's stamped onto.
So getting the cntr of the prim isn't a problem, but my issue is getting the stamped geo to fit the size of the primitive.
If it was a 2d grid this would be simpler, but I have to apply it to a 3d model.
My original thought was to flatten out the geometry, run a For Each on the primitives to get the X and Y scale of every primitive, then transform the geometry back to it's original state. However I'm not having to much success with this one.
Any Ideas?
I'm trying to copy stamp geometry onto the center of the primitives and fit that stamped geometry to the scale of primitive it's stamped onto.
So getting the cntr of the prim isn't a problem, but my issue is getting the stamped geo to fit the size of the primitive.
If it was a 2d grid this would be simpler, but I have to apply it to a 3d model.
My original thought was to flatten out the geometry, run a For Each on the primitives to get the X and Y scale of every primitive, then transform the geometry back to it's original state. However I'm not having to much success with this one.
Any Ideas?
Edited by JasonSlab - March 31, 2017 11:30:50
Houdini Lounge » Naiad theme for H16 (Circular nodes - one shape to rule them all)
- JasonSlab
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Technical Discussion » Gas Field VOP timestep question
- JasonSlab
- 1533 posts
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Hi
Something that I've been wondering for a while, In quite a few of the Gas solver setups, like Gas turbulence for instance, in the Gas field VOP(compute turbulence), there is a multiply by Timeinc, this is multiplied by 24.
Now we usually work in 25 fps, so the question is, should these not be multiplied by 25? or doesn't it really matter?
thx
J
Something that I've been wondering for a while, In quite a few of the Gas solver setups, like Gas turbulence for instance, in the Gas field VOP(compute turbulence), there is a multiply by Timeinc, this is multiplied by 24.
Now we usually work in 25 fps, so the question is, should these not be multiplied by 25? or doesn't it really matter?
thx
J
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