Hi,
after 8 years I thought it was time to refresh my reel.
https://vimeo.com/266317264 [vimeo.com]
Houdini/Mantra was used in most shots and sometimes 3dsmax/Vray. I know it sounds like salemanager but switching to houdini was really visual liberation. With every project I getting more control about every pixel.
Also the community is such valuable pool of knowledge. And last but not least the sidefx philsophy of an artistic driven roadmap gives me a great belief in th future of houdini. The last four years was great experience to dive into houdini. thanks to sidefx and to the community
tom.
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Work in Progress » FX/ Generalist Reel 2018
- Tom Freitag
- 84 posts
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Houdini Lounge » Houdini in comparision to 3ds Max?
- Tom Freitag
- 84 posts
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I also work with 3dsmax for many years and jumped over 2,5 years ago.
If you are willing to learn to houdini, after some months/years you will never look back. because it is better nearly every aspect. community, support, sofwarearchitecture, artist driven roadmap …etc.
now i could use h16 at work for fx stuff. i have to say thanks to all the developer. what an crazy effort to touch every corner of this beast. alone the idea of this layer architecture for hair, ocean and terrain.
an what is the biggest jaw dropping thing…. after 2 weeks release, most new features work so robust and stable. if you see all the new features (some build from the scratch) in a such complex environment. there must be a good softwarearchitecture to do this.
now if you look to max it would be hard or nearly impoossible to make such big changes like h15 to 16 because of the old unflexible underlaying architecture.
or look at old maxscript compared to vex or now opencl wrangle. and so on.
futurewise its good idea to learn houdini.
If you are willing to learn to houdini, after some months/years you will never look back. because it is better nearly every aspect. community, support, sofwarearchitecture, artist driven roadmap …etc.
now i could use h16 at work for fx stuff. i have to say thanks to all the developer. what an crazy effort to touch every corner of this beast. alone the idea of this layer architecture for hair, ocean and terrain.
an what is the biggest jaw dropping thing…. after 2 weeks release, most new features work so robust and stable. if you see all the new features (some build from the scratch) in a such complex environment. there must be a good softwarearchitecture to do this.
now if you look to max it would be hard or nearly impoossible to make such big changes like h15 to 16 because of the old unflexible underlaying architecture.
or look at old maxscript compared to vex or now opencl wrangle. and so on.
futurewise its good idea to learn houdini.
Technical Discussion » which version of openvdb i H15.5
- Tom Freitag
- 84 posts
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hmm…and why they are announced in 3.1 feature list and not accessible for “normal” user without coding background?
so rasterize point sop sounds great. and also the free divergence sop.
so 3.2 is already in pipeline…with the segment sop( mipmaps for volumes)
would be nice to have easy access without compiling.
so rasterize point sop sounds great. and also the free divergence sop.
so 3.2 is already in pipeline…with the segment sop( mipmaps for volumes)
would be nice to have easy access without compiling.
Technical Discussion » which version of openvdb i H15.5
- Tom Freitag
- 84 posts
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hi everyone,
i just wondering which version openvdb are working in houdini 15.5? When its 3.1 where i could found the free divergence sop? if you look to the feature list here Your text to link here… [github.com]
i cant find any of the new nodes which introduce to 3.1.
tom.
i just wondering which version openvdb are working in houdini 15.5? When its 3.1 where i could found the free divergence sop? if you look to the feature list here Your text to link here… [github.com]
i cant find any of the new nodes which introduce to 3.1.
tom.
Houdini Indie and Apprentice » highly viscous flip fluids "sticky" by default?
- Tom Freitag
- 84 posts
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@Jeff: big thanks for your great explanation and hip file notes. its not that intuitive, but it shows the power of houdini…amazing.
where is the tangential and normal field are calculated and what is the best to influence it?
…first idea is to compute the gradient field (normal field) of collision geo and do this double crossproduct thing to get the tangential field. then i woudl blending both for create a stickvel?
thx in advance.
where is the tangential and normal field are calculated and what is the best to influence it?
…first idea is to compute the gradient field (normal field) of collision geo and do this double crossproduct thing to get the tangential field. then i woudl blending both for create a stickvel?
thx in advance.
Houdini Indie and Apprentice » For each Group: What am I doing wrong?
- Tom Freitag
- 84 posts
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Big thanks for your solutions !!
I think I have to use your Method 1. Because I have to access the accumulation result every iteration step inside the foreach.
Now my understanding of foreach become better and better …now it look like a sopsolver. But not time depend, whats great in my case.
THANKS
I think I have to use your Method 1. Because I have to access the accumulation result every iteration step inside the foreach.
Now my understanding of foreach become better and better …now it look like a sopsolver. But not time depend, whats great in my case.
THANKS
Houdini Indie and Apprentice » For each Group: What am I doing wrong?
- Tom Freitag
- 84 posts
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tamte, thanks for taking time and replying so fast. Especially from you
i could feel what you mean…to recreate the “merge results” inside a feedback loop. But it seems to be a big change for tiny little problem.
Like I mentioned before its for a treegenerator. Every branch generation I want to happen in a linear fashion, not inside a feedback loop. So one node for every generation to get the unique controll(distribution, shaping) for every iteration/generation.
i could feel what you mean…to recreate the “merge results” inside a feedback loop. But it seems to be a big change for tiny little problem.
Like I mentioned before its for a treegenerator. Every branch generation I want to happen in a linear fashion, not inside a feedback loop. So one node for every generation to get the unique controll(distribution, shaping) for every iteration/generation.
Houdini Indie and Apprentice » For each Group: What am I doing wrong?
- Tom Freitag
- 84 posts
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hey tamte,
big thanks for trying to help
First my fail: I need to CHECK “merge results”, of course.
Since I am working on a tree generator, the most stuff is happening inside the foreach stuff. If I useing feedback-loop, everything is exploding ;(
So I don't have something like a feedback, its only merge every iteration at the end of sops level (like jeff explained above).
I can't look back to my last iteration like stamp(“..”,“FORVALUE”,0) - 1
So I have rebuild my problem i a reayl simple scene, which I have attached.
I tried a lot the last 2 day…but now my brain is bending
thx. tom
big thanks for trying to help
First my fail: I need to CHECK “merge results”, of course.
Since I am working on a tree generator, the most stuff is happening inside the foreach stuff. If I useing feedback-loop, everything is exploding ;(
So I don't have something like a feedback, its only merge every iteration at the end of sops level (like jeff explained above).
I can't look back to my last iteration like stamp(“..”,“FORVALUE”,0) - 1
So I have rebuild my problem i a reayl simple scene, which I have attached.
I tried a lot the last 2 day…but now my brain is bending
thx. tom
Houdini Indie and Apprentice » For each Group: What am I doing wrong?
- Tom Freitag
- 84 posts
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hey,
some years later. Helpful thread. But I have propblem accessing details attribute from last iteration..to sum up my detail attrib at end.
the foreach is driven by attribute value.
for each example(last row is what i want):
iteration detailattrib result (sum every iteration)
1 ————> 5 ———> 5
2. ———–> 3 ———> 8
3. ———–> 2 ———–> 10
4. ———–> 4 ———–>14
..
My idea: sum=sum(current iteration)+sum(last iteration)
BUT I can't using “MERGE RESULTS” !!
any advice would be great!.
thanks, tom.
some years later. Helpful thread. But I have propblem accessing details attribute from last iteration..to sum up my detail attrib at end.
the foreach is driven by attribute value.
for each example(last row is what i want):
iteration detailattrib result (sum every iteration)
1 ————> 5 ———> 5
2. ———–> 3 ———> 8
3. ———–> 2 ———–> 10
4. ———–> 4 ———–>14
..
My idea: sum=sum(current iteration)+sum(last iteration)
BUT I can't using “MERGE RESULTS” !!
any advice would be great!.
thanks, tom.
Work in Progress » tiny little FLIP stream
- Tom Freitag
- 84 posts
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hey marty, thanks again.
I forgot to mention, no renderfarm involved, everything is done on a single laptop…and thats amazed me what possible with laptop these days.
I forgot to mention, no renderfarm involved, everything is done on a single laptop…and thats amazed me what possible with laptop these days.
Work in Progress » tiny little FLIP stream
- Tom Freitag
- 84 posts
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Work in Progress » tiny little FLIP stream
- Tom Freitag
- 84 posts
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hi,
it's time to presenting my first flip inside Houdini. Everything happens in H expect Zbrush/Mari for terrain and trees are scanned with Photoscan.
The flip and white water sim was done within CGworkshop with Spencer Lueders. great course. Especially all the VEX stuff is so great.
tom.
https://vimeo.com/122251211 [vimeo.com]
it's time to presenting my first flip inside Houdini. Everything happens in H expect Zbrush/Mari for terrain and trees are scanned with Photoscan.
The flip and white water sim was done within CGworkshop with Spencer Lueders. great course. Especially all the VEX stuff is so great.
tom.
https://vimeo.com/122251211 [vimeo.com]
Technical Discussion » Alembic very slow with lots of copies
- Tom Freitag
- 84 posts
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no rig. only some deformer which I brought in as bgeo seq. But I have seen the new crowdsystem based on rigged agents….but what is the advantage..is it more lightweight(saving only the bone transformation) or more controllable?
Technical Discussion » Alembic very slow with lots of copies
- Tom Freitag
- 84 posts
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thanks for taking time for look into my hipfile. I think the next i will using the instancer, because I have to deliver today
are using my last abc I sent above in maya? …really no jittering, a fluid animation?
in modo, in houdini (alembix loader), vray …this seq is jittering like hell.
are using my last abc I sent above in maya? …really no jittering, a fluid animation?
in modo, in houdini (alembix loader), vray …this seq is jittering like hell.
Technical Discussion » Alembic very slow with lots of copies
- Tom Freitag
- 84 posts
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Technical Discussion » Alembic very slow with lots of copies
- Tom Freitag
- 84 posts
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hey mandrake,
thx for your tip. But to setup all to instancer will take a time because I have not big experience with it.
So its not a complex setup. Only some stamping. Here is my scenefile if somebody would take a look, whats going wrong. thanks.
the alembic file looks also damaged with the alembic sop loader.
this is my buggy alembic test file:
https://db.tt/V6qpZlY0 [db.tt]
here is my hipfile:
https://db.tt/tYHb06dB [db.tt]
thx for your tip. But to setup all to instancer will take a time because I have not big experience with it.
So its not a complex setup. Only some stamping. Here is my scenefile if somebody would take a look, whats going wrong. thanks.
the alembic file looks also damaged with the alembic sop loader.
this is my buggy alembic test file:
https://db.tt/V6qpZlY0 [db.tt]
here is my hipfile:
https://db.tt/tYHb06dB [db.tt]
Technical Discussion » Alembic very slow with lots of copies
- Tom Freitag
- 84 posts
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Hey,
I have a bird and fish swarm. Everything is build around a copysop. I uses packed primitiv and after the copysop I using a Alembic Rop Out. I using everything default setting. I have 20.000 Birds (1000faces per poly).
In3dsmax I using the vray proxy for importing abc-file. Its very slow. No timescrubb possible (also with very low amount of copies/instance).
And the other trouble is all my copies are jittering and jumping around.
All the same problem in Houdini with Alembi Loader.
Have I missed some setting an alembic ropout? Its driving me crazy
thx for any help.
tom.
I have a bird and fish swarm. Everything is build around a copysop. I uses packed primitiv and after the copysop I using a Alembic Rop Out. I using everything default setting. I have 20.000 Birds (1000faces per poly).
In3dsmax I using the vray proxy for importing abc-file. Its very slow. No timescrubb possible (also with very low amount of copies/instance).
And the other trouble is all my copies are jittering and jumping around.
All the same problem in Houdini with Alembi Loader.
Have I missed some setting an alembic ropout? Its driving me crazy
thx for any help.
tom.
Houdini Indie and Apprentice » suddenly mplay find no valid license
- Tom Freitag
- 84 posts
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windows 7. The sesi support says one license is missing. But what is strange and it happens suddekny and expect mplay everything else works (rendern, starting). but now i have to re-initialize my license.
Houdini Indie and Apprentice » suddenly mplay find no valid license
- Tom Freitag
- 84 posts
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Hello,
I have houdni 14 indie limited comercial. Its start normal and I can rendering but I can't start rendern a flipbook. Try to connect license server and it says no valid license. What could I do?
thx.
tom
I have houdni 14 indie limited comercial. Its start normal and I can rendering but I can't start rendern a flipbook. Try to connect license server and it says no valid license. What could I do?
thx.
tom
Technical Discussion » fishcrowd with new pop steers nodes
- Tom Freitag
- 84 posts
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thanks for your file …its a good idea to use static object to avoid intersection. but i miss a little bit this obstacle steer behavior.
like in the vimeo links above, where the agents look “in the future” and try to avoid the obstacle.
and i always have to use pop drag, otherwise the fish accelerating to much.
i think it must be simple with this steer nodes, but maybe I don't find the right settings. any other idea would be great
like in the vimeo links above, where the agents look “in the future” and try to avoid the obstacle.
and i always have to use pop drag, otherwise the fish accelerating to much.
i think it must be simple with this steer nodes, but maybe I don't find the right settings. any other idea would be great
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