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Technical Discussion » problem encountered when selecting points for a "Constrain Points to target" Houdini 16.5
- Richard Costin
- 101 posts
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Technical Discussion » problem encountered when selecting points for a "Constrain Points to target" Houdini 16.5
- Richard Costin
- 101 posts
- Offline
Hi again Pluneau, not sure if you are still having the problem but I am in 16.5.405
To follow up, if I enable ‘Add surface triangles’ on the source SOP's solid embed node; whilst this breaks the simulation it allows you to select the points when asked to in the target constraint shelf setup. You can then turn it off when you are done to bring it back to life.
A bug I presume and I have reported it to sidefx support.
Cheers,
Rich.
To follow up, if I enable ‘Add surface triangles’ on the source SOP's solid embed node; whilst this breaks the simulation it allows you to select the points when asked to in the target constraint shelf setup. You can then turn it off when you are done to bring it back to life.
A bug I presume and I have reported it to sidefx support.
Cheers,
Rich.
Houdini Lounge » Thoughts on mantra
- Richard Costin
- 101 posts
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Really, how so? All you need to do is set you assets to be packed on disk for speed and turn the driver checkbox on with a path. Also, are novice users really needing to distribute renders to a farm/multiple machines (for most cases)?
Deadline works very well handling ifd generation and then running the mantra job automatically and you can get 4 licenses for free (I believe). Also, not quite sure how they would pressure an IT department?
I understand if you could just hit go and run it in a houdini that would be easier but there are (speed and memory) benefits to rendering IFDs much like there are using .ass files in Arnold. It honesty isn't a complicated thing to do once you get going and allows you to use unlimited mantra licenses for rendering at no extra cost and can work out quite economical as you scale up to a renderfarm.
Rich.
Deadline works very well handling ifd generation and then running the mantra job automatically and you can get 4 licenses for free (I believe). Also, not quite sure how they would pressure an IT department?
I understand if you could just hit go and run it in a houdini that would be easier but there are (speed and memory) benefits to rendering IFDs much like there are using .ass files in Arnold. It honesty isn't a complicated thing to do once you get going and allows you to use unlimited mantra licenses for rendering at no extra cost and can work out quite economical as you scale up to a renderfarm.
Rich.
symek
BratThompson has a point here though. I don't mind using IFD files, I love them, they give us great deal of flexibility, but to take full advantage of them, you need a lot of scripting - building entire pipeline around them. They are completely redundant practically wise for novice users. SESI used to have hbatch license suitable for running only rendering, also big companies having site license of hbatch don't bother with IFD files afaik.
Last but not least, managing IFD files puts a lot of pressure for IT department, which, again, makes use of Houdini/Mantra rather harder than easier.
Technical Discussion » bind export affects principle shader
- Richard Costin
- 101 posts
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I have actually been using this process to create object mats using separate mat networks. Works quite well if you go in planning to do that.
Houdini Lounge » Cloth's slow speed
- Richard Costin
- 101 posts
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Houdini Lounge » Cloth's slow speed
- Richard Costin
- 101 posts
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Thanks Marc, swings and roundabouts I guess!
Hopefully carbon will allow me to do quick things when needed without going to the *m* word
Hopefully carbon will allow me to do quick things when needed without going to the *m* word
Houdini Lounge » Cloth's slow speed
- Richard Costin
- 101 posts
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Hi Marc, thanks for the prompt reply!
I certainly haven't exhausted all the options you mention (I will be running through them though as well as trying carbon for future shows/shots).
I do unfortunately need collisions on for this shot (the sail is wrapped around and held in place by a broken mast) and I did note it had a huge impact on the speed. I have to render the shot tonight for morning dailies so will stick with the nCloth version this time, but this will be a good test scene to run through the list.
Thanks again, I would like to have a ‘fast mode’ for cloth implemented for those times the art directable, quick options (coming from Soft I would say syflex I guess) would be preferable, especially in a lot of TV work where you have to blitz through shots.
Thanks again,
Rich.
I certainly haven't exhausted all the options you mention (I will be running through them though as well as trying carbon for future shows/shots).
I do unfortunately need collisions on for this shot (the sail is wrapped around and held in place by a broken mast) and I did note it had a huge impact on the speed. I have to render the shot tonight for morning dailies so will stick with the nCloth version this time, but this will be a good test scene to run through the list.
Thanks again, I would like to have a ‘fast mode’ for cloth implemented for those times the art directable, quick options (coming from Soft I would say syflex I guess) would be preferable, especially in a lot of TV work where you have to blitz through shots.
Thanks again,
Rich.
Houdini Lounge » Cloth's slow speed
- Richard Costin
- 101 posts
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I have researched the problem a little and this seems to crop up every so often.
The issue is the slow, slow speed of the cloth simulations in houdini (16). Of course I may be missing a trick but this is the only area I am really having to leave Houdini and head elsewhere (and to maya of all places…."). For most general purposes (in this instance a grotty torn sail on a derelict ship in light wind) ncloth is much, much quicker and gives perfectly acceptable results.
For example in the time Houdini had in the background simulated just 15 frames I had brought the two OBJs into maya, set up and simulated 100 frames ready for export.
Hopefully it is just me? I understand Houdini's may be more accurate and ultimately beautiful if allowed to run but I am hoping there is a way to get fast results that are ‘good enough’ for background elements and the like and I have to say nCloth does give very, very acceptable results.
Thanks,
Rich.
The issue is the slow, slow speed of the cloth simulations in houdini (16). Of course I may be missing a trick but this is the only area I am really having to leave Houdini and head elsewhere (and to maya of all places…."). For most general purposes (in this instance a grotty torn sail on a derelict ship in light wind) ncloth is much, much quicker and gives perfectly acceptable results.
For example in the time Houdini had in the background simulated just 15 frames I had brought the two OBJs into maya, set up and simulated 100 frames ready for export.
Hopefully it is just me? I understand Houdini's may be more accurate and ultimately beautiful if allowed to run but I am hoping there is a way to get fast results that are ‘good enough’ for background elements and the like and I have to say nCloth does give very, very acceptable results.
Thanks,
Rich.
SI Users » Zooming in/out + panning on Camera backplate, SI style?
- Richard Costin
- 101 posts
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+1 on this (sorry to resurrect an old thread).
We often jump back into Soft for any delicate hand tracking work and export back into Houdini.
We often jump back into Soft for any delicate hand tracking work and export back into Houdini.
Technical Discussion » Windows/Linux comparison
- Richard Costin
- 101 posts
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Hi all.
We are shortly to have dual boot here at the studio and I was curious as to people's experiences with Houdini on the two platforms.
I have heard that Houdini on Linux performs more reliably, curious to see if that is true.
Thanks,
Rich.
We are shortly to have dual boot here at the studio and I was curious as to people's experiences with Houdini on the two platforms.
I have heard that Houdini on Linux performs more reliably, curious to see if that is true.
Thanks,
Rich.
Technical Discussion » Get current multiparam tab number?
- Richard Costin
- 101 posts
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Hi all.
Being able to query the current multiparam tab number (specifically in a material node) would be a great time saver here and I was wondering if that is possible? If so, how?
This is with regards to setting up material paths that are sequentially numbered for both the object group material paths.
Thanks all,
Richard.
Being able to query the current multiparam tab number (specifically in a material node) would be a great time saver here and I was wondering if that is possible? If so, how?
This is with regards to setting up material paths that are sequentially numbered for both the object group material paths.
Thanks all,
Richard.
Houdini Lounge » Bones and Muscles Webinar ?
- Richard Costin
- 101 posts
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Houdini Lounge » HUG for London
- Richard Costin
- 101 posts
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Houdini Lounge » Is coding required for quality vfx in Houdini?
- Richard Costin
- 101 posts
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Nail->Head
Absolutely agree.
Coding can pull off some amazing things but one thing I like about Houdini is that there are many ways to skin a cat.
I know a bit of coding/vex gubbins but mainly like to work in an ICE way, more visually. I find uber zen coders can be very useful for long form show pipeline tools etc, but often really not worth the effort for simply doing shots. Often it takes just as long (if not longer) as the ‘simple, non elegant’ way but is much, much more likely to go very wrong at the last minute and becomes super unfixable late on a Friday night before a delivery.
Since moving from Soft I am doing far more complicated/challenging shots but finding I code much less. I used to do a lot in VB back in XSI (rip) to prop up ICE a little.
Absolutely agree.
Coding can pull off some amazing things but one thing I like about Houdini is that there are many ways to skin a cat.
I know a bit of coding/vex gubbins but mainly like to work in an ICE way, more visually. I find uber zen coders can be very useful for long form show pipeline tools etc, but often really not worth the effort for simply doing shots. Often it takes just as long (if not longer) as the ‘simple, non elegant’ way but is much, much more likely to go very wrong at the last minute and becomes super unfixable late on a Friday night before a delivery.
Since moving from Soft I am doing far more complicated/challenging shots but finding I code much less. I used to do a lot in VB back in XSI (rip) to prop up ICE a little.
codystoof
Coding can be very helpful, however the fx lead I have ever had cannot code at all. If you have a good eye and can figure out clever ways to do something,there is usually nodes for whatever you are trying to accomplish. In my personal experience I have found too many FX TDs get to wrapped into their coding that they can lose track of the big picture, or end up wasting a lot of time coding something that there is already a node that does the same thing.
For anything that doesn't have sop node, there is always VOPs.
Houdini Lounge » Hair Grooming Freeze
- Richard Costin
- 101 posts
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You can file cache any stage of the groom to disk inside the network and keep working live after that point.
Has worked well for me so far.
Has worked well for me so far.
Houdini Lounge » New engine license minimum order requirements?
- Richard Costin
- 101 posts
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Yes. But you can only rent engine licenses anyway.
If we need say 3 engine licenses for a week or two, why do we need to rent 5 for a month or 10 for a week?
As of last week this wasn't the case. Just curious as to why the change of heart.
If we need say 3 engine licenses for a week or two, why do we need to rent 5 for a month or 10 for a week?
As of last week this wasn't the case. Just curious as to why the change of heart.
bonsak
Isnt this this only for rental?
-b
Houdini Lounge » Bones and Muscles after FLIP Webinar ?
- Richard Costin
- 101 posts
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Houdini Lounge » New engine license minimum order requirements?
- Richard Costin
- 101 posts
- Offline
Hi all.
Just interested as to the reasons for the new minimum quantity restrictions on the new engine licensing model?
The only reason I can see is to shift a few extra licenses to people that might not need them. The model before was working wonders with proliferating Houdini here as a soon to be full time Softimage replacement in no small part thanks to the very flexible licensing options.
Just curious,
Rich.
Just interested as to the reasons for the new minimum quantity restrictions on the new engine licensing model?
The only reason I can see is to shift a few extra licenses to people that might not need them. The model before was working wonders with proliferating Houdini here as a soon to be full time Softimage replacement in no small part thanks to the very flexible licensing options.
Just curious,
Rich.
Houdini Lounge » Houdini forgetting where $HIP is?
- Richard Costin
- 101 posts
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At least that's what it should be.
Mine regulary dumps me back to my user folder when I invoke a save as.
Mine regulary dumps me back to my user folder when I invoke a save as.
jsmack
$HIP is always the directory the hip file was last loaded from or saved to.
Houdini Lounge » Houdini forgetting where $HIP is?
- Richard Costin
- 101 posts
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