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Houdini Lounge » Houdini Roadmap video
- Lyr
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Please include skinning decomposition, it will allow artists working in games to take advantage of Delta mush and the new muscles!
Houdini Lounge » Feature requests
- Lyr
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v78t
10. You might update the mountain SOP with Digital Elevation Model Maps. https://en.wikipedia.org/wiki/Digital_elevation_model [en.wikipedia.org]
Because you can buy Daz Bryce3D for only 20 USD and you can sculpt mountains and terrains in Zbrush or 3DCoat I don't see the point of putting serious development effort in these things.
I strongly disagree with this. There are a few powerful procedural landscape modeling tools out there, It would be nice to have that kind of functionality in Houdini out of the box. Procedural landscape/terrain is greatly needed and is something I am looking forward too! I can't wait to see what SideFX has done.
Houdini Learning Materials » Better videos for new character and animation tools
- Lyr
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Ok thanks for the clarification. The HDA's I was complaining about are the default characters that have everything already set up. They don't make for very good demonstration assets in the case of the pose library and character picker in my opinion.
A video showing us how to setup our HDA's to use the pose library and character picker would have been more useful in my opinion.
Regarding onion skinning, I guess that means there is currently no way to apply it to just bones since they aren't geometry nodes? I am editing mocap data for export to a game engine and I don't need to apply mocap to a character rig in Houdini since the game engine handles that.
Thanks again, I'll start taking apart the default characters and see if I can figure out how to setup my mocap to work with the pose library and picker.
A video showing us how to setup our HDA's to use the pose library and character picker would have been more useful in my opinion.
Regarding onion skinning, I guess that means there is currently no way to apply it to just bones since they aren't geometry nodes? I am editing mocap data for export to a game engine and I don't need to apply mocap to a character rig in Houdini since the game engine handles that.
Thanks again, I'll start taking apart the default characters and see if I can figure out how to setup my mocap to work with the pose library and picker.
Houdini Learning Materials » Better videos for new character and animation tools
- Lyr
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Yes, I am aware of the nature of houdini
They showed it using default assets which have functionality to use the new tools built in. If they would have shown how to build that functionality into the default assets it would have been much better.
They showed it using default assets which have functionality to use the new tools built in. If they would have shown how to build that functionality into the default assets it would have been much better.
Houdini Learning Materials » Better videos for new character and animation tools
- Lyr
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Just watched the videos for onion skinning, animation layers, and the pose library/character picker. None of them were adequate. The pose library/character picker and onion skinning videos relied on digital asset functionality that is not generally applicable. How do I use onion skinning if I am not using that simple bouncing ball asset?
Same goes for the pose library. I am not using the girl character, I have no plans or need to use the girl character. However when I try to use the pose library I get a series of python errors, and there is nothing in the documentation that helps clarify a procedure to use the pose library properly.
The animation layers video is incredibly simplistic and does not reflect the kind of animation workflow or task one would be doing in Houdini!
Please consider making tutorials that show how to use these character and animation tools from scratch and do not rely on digital assets to take shortcuts!
Same goes for the pose library. I am not using the girl character, I have no plans or need to use the girl character. However when I try to use the pose library I get a series of python errors, and there is nothing in the documentation that helps clarify a procedure to use the pose library properly.
The animation layers video is incredibly simplistic and does not reflect the kind of animation workflow or task one would be doing in Houdini!
Please consider making tutorials that show how to use these character and animation tools from scratch and do not rely on digital assets to take shortcuts!
Houdini Lounge » Houdini and Substance Designer
- Lyr
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Arvin Villapando
I'm coming from a Substance background interested in Houdini for mostly procedural modeling that can translate the speed, simplicity, and procedural nature of Substance.
I know Houdini can create procedural mats. Lyr are you saying that Houdini's procedural mat tools are better than SD's? I know that if used in conjunction with 3D models it can be much more effective as SD is limited to bitmaps, but what would material workflow in Houdini have as an advantage over Designer's.
Not interested in a war here. Just never thought of switching to Houdini for texture/material generation.
Yes, Houdini's procedural tools are more powerful than Substances. However Substance is more widely known in games and easier to distribute to other team members, asset stores, and end users, since Substance playback doesn't require a special license and is actually becoming an industry standard. It seems everywhere I look Substance support is being added to software. We can't say that for Houdini engine.
If you are interested in Houdini texturing I recommend the Rohan Dalvi vids: http://www.rohandalvi.net/textures [rohandalvi.net]
Houdini Learning Materials » Sharing my tutorials
- Lyr
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Houdini Lounge » Houdini and Substance Designer
- Lyr
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I have a theory that Houdini engine is being viewed with some suspicion by Allegorithmic and they aren't exactly enthusiastic about collaboration anymore.
Substance designer is pretty cool, but it seriously lacks in usability for intermediate to complex procedural tasks.
If Side Effects can figure out something on the licensing that allows integration and distribution along the lines similar to what Allegorithmic has with Substance Engine, I would drop Substance altogether.
Substance designer is pretty cool, but it seriously lacks in usability for intermediate to complex procedural tasks.
If Side Effects can figure out something on the licensing that allows integration and distribution along the lines similar to what Allegorithmic has with Substance Engine, I would drop Substance altogether.
Houdini Indie and Apprentice » Request: Houdini Indie GameDev Edition
- Lyr
- 66 posts
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The current indie license is perfect for indie game devs. I don't see a reason to add another license with even more limitations.
Houdini Indie and Apprentice » Indie buget limitation OK but why resolution ?
- Lyr
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If your project calls for higher than full HD resolution rendering, your budget is most likely large enough to afford a full commercial license of Houdini FX.
Houdini Indie and Apprentice » Character skins from example shapes
- Lyr
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Does anyone have an idea of how you would do this in Houdini? skins from example [research.cs.wisc.edu] I've used a plugin that skinned characters in this manner in Maya, it creates very high quality linear blend skins for game characters in a short amount of time. I thought I would look into seeing what it would take to be implemented in Houdini. The blendpose CHOP looks promising but I am unclear on how to use it to compute skin weights, or if such a thing is even possible without writing a plugin.
Do you think it's possible to do this kind of thing as an HDA?
Do you think it's possible to do this kind of thing as an HDA?
Houdini Lounge » Houdini 15 Wishlist
- Lyr
- 66 posts
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Attribute transfer does UV transfer. It could be wrapped into a nice asset to have a better user experience, but the functionality, and more is there.
Work in Progress » face, hair, sss
- Lyr
- 66 posts
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Houdini Lounge » Houdini 15 Wishlist
- Lyr
- 66 posts
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I'd love to have a shelf tool for doing example based skinning work. Particularly this implementation: Building effecient accurate character skins from examples [research.cs.wisc.edu] It's old, but it works (I used a maya implementation years ago), allows for complete control over the skeleton, and it bakes down to linear blend skin weighting, which is the dominant solution for character deformation in games and that is unlikely to change anytime soon.
A tool for skinning mesh animations would be great as well and it would overlap a lot of the work with an example based skinning tool.
I'd also like to see a deformation transfer tool, as it allows for the re-use of topology and deformations, such as morph targets across a wide variety of models saving lots of time, energy and money. I've used an implementation of
Deformation transfer for triangle meshes [http]
It works amazingly well and I am surprised that this still hasn't been widely adopted in commercial 3d graphics packages. There has been lots of development in this area and that paper is most likely not the best solution for deformation transfer.
A tool for skinning mesh animations would be great as well and it would overlap a lot of the work with an example based skinning tool.
I'd also like to see a deformation transfer tool, as it allows for the re-use of topology and deformations, such as morph targets across a wide variety of models saving lots of time, energy and money. I've used an implementation of
Deformation transfer for triangle meshes [http]
It works amazingly well and I am surprised that this still hasn't been widely adopted in commercial 3d graphics packages. There has been lots of development in this area and that paper is most likely not the best solution for deformation transfer.
Houdini Lounge » New tools in Max. Your two cents please...
- Lyr
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It's autodesk, I am sure the creation graph has several places specifically designed to swiftly kick the user in crotch.
I am sure creation graph will be great for people using 3ds max, however I doubt it will compete on the same level as Houdini. Creation graph is a tacked on after thought add-on. Houdini's genetics is nodes.
I am sure creation graph will be great for people using 3ds max, however I doubt it will compete on the same level as Houdini. Creation graph is a tacked on after thought add-on. Houdini's genetics is nodes.
Houdini Learning Materials » Rollercoaster tutorial + sites with houdini tutorials
- Lyr
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www.cmivfx.com Some really in depth tutorials, though some are really out of date and flat out don't work anymore.
www.gametutor.com Newer, not as many tutorials, but it's targeted more towards game development. I am pretty sure that once you go through what they have you will have more than enough information to make your VR rollercoaster park in Unity.
www.gametutor.com Newer, not as many tutorials, but it's targeted more towards game development. I am pretty sure that once you go through what they have you will have more than enough information to make your VR rollercoaster park in Unity.
Work in Progress » Hair System
- Lyr
- 66 posts
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Yeah sweeping it isn't the problem, rendering out quality information to the resulting geometry is the annoying part. If you added the capability to bake the rendered hair solution to a swept geometry plane, including an alpha for transparency, it would make these tools very compelling from a game development stand point.
You've done some really good work here, I look forward to seeing more!
Also are the guide curves placed manually or do you have tools for handling that?
You've done some really good work here, I look forward to seeing more!
Also are the guide curves placed manually or do you have tools for handling that?
Work in Progress » Hair System
- Lyr
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Looks like a huge time saver! Are you going to make this available on Orbolt?
One thing I have been curious about is baking hair onto polygon strips for use in games. Do you think your system could work in such a way?
One thing I have been curious about is baking hair onto polygon strips for use in games. Do you think your system could work in such a way?
Houdini Lounge » Houdini 14 Wishlist
- Lyr
- 66 posts
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Houdini Indie and Apprentice » Houdini Apprentice HD no longer being offered?
- Lyr
- 66 posts
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Yeah this craps all over Maya LT.
Good work Side Effects, you guys clearly understand the needs of game developers more than Autodesk. Which is funny considering how much less Houdini is used in games than Maya.
Good work Side Effects, you guys clearly understand the needs of game developers more than Autodesk. Which is funny considering how much less Houdini is used in games than Maya.
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