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HOULY Daily Challenge » Day 12 | Animals: Fur
- FFD
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I thought it would be fun to try and generate polygon fur tufts procedurally, I'll probably come back to this when I have more time
HOULY Daily Challenge » Day 8 | Motion: Falling
- FFD
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Houdini Lounge » volume visualize in viewport
- FFD
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HOULY Daily Challenge » Day 9 | Motion: Growth
- FFD
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Here's my weird experiment, I thought it would be fun to try and use metaballs in combination with L-systems.
HOULY Daily Challenge » Day 7 | Motion: Speed
- FFD
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Houdini Lounge » volume visualize in viewport
- FFD
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I have this same problem, it seems to be worse when working at very small or large scales.
I got around this one time by scaling the geo to be much larger before I converted to volume, saving the xform attribute and inverting this once I had done whatever volume stuff I needed to do. This isn't really a solution though just workaround for specific situations.
I got around this one time by scaling the geo to be much larger before I converted to volume, saving the xform attribute and inverting this once I had done whatever volume stuff I needed to do. This isn't really a solution though just workaround for specific situations.
Technical Discussion » 3D Mouse and camera/view pivot
- FFD
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There is an RFE going for this(RFE #81403), if anyone is reading this and hoping for these features submit an RFE. It would help let sidefx know there is demand for this.
HOULY Daily Challenge » Day 6 | Motion: Swing
- FFD
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HOULY Daily Challenge » Day 5 | Motion: Wave
- FFD
- 80 posts
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Playing around with sine waves and solvers, was trying to get a good loop but messed it up, oh well
HOULY Daily Challenge » Day 4 | Elements: Fire
- FFD
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HOULY Daily Challenge » Day 3 | Elements: Water
- FFD
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My idea was to have a space station with a sea inside it pushed out by artificial gravity, I should probably stay away from big ideas which are hard to pull off in a day.
HOULY Daily Challenge » Day 2 | Elements: Wind
- FFD
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HOULY Daily Challenge » Day 1 | Elements: Earth
- FFD
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Here's my submission. The biggest challenge is scoping a project that is feasible to do in a day. I intended to have a character pouring a handful of earth into a volcano. Modeled the character and ran out of time to rig it, oh well. Lesson learned.
Edited by FFD - July 1, 2020 23:57:01
3rd Party » Controlling light falloff with ramp parameter in Octane
- FFD
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mandrake0
Never used it but it could be a solution:
https://www.orbolt.com/asset/somesanctus::enveditor
Thanks for the suggestion, I checked it out but it's not really what I'm looking for. Although it does give me some ideas.
jsmack
Octane is a physically based renderer, it doesn't make sense to control light falloff artistically.
Sorry I didn't explain myself properly, I'm not trying to control the falloff from the light I'm trying to control the shape of the light with a ramp or gradient parameter so it gets darker towards the edge of the surface. From my research it seems to be a legit workflow in C4D for product lighting. Is there a reason it would be bad practice?
I guess I could use a mesh with an attribute or texture to control the emissive channel but the octane spectron lights are supposed to be better and faster.
3rd Party » Controlling light falloff with ramp parameter in Octane
- FFD
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Does anyone know how to do this with Octane in Houdini? https://youtu.be/wsHO23Af3TE?t=1955 [youtu.be]
Basically controlling a light shape with a texture, I know there are IES textures but it would be nicer to to edit it quickly using a ramp.
Basically controlling a light shape with a texture, I know there are IES textures but it would be nicer to to edit it quickly using a ramp.
Houdini Lounge » Node Info box.
- FFD
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I had this same problem intermittently on Windows 10, if anyone else is having this issue I found this helps:
Edit -> Preferences -> Network Editor, Nodes, and Trees -> Uncheck “Node Info Window Close When Losing Focus”
The info panel will then stay open regardless of where you go in the network view but I actually find this better with bigger networks and you can always just middle click on any node to clear it.
Edit -> Preferences -> Network Editor, Nodes, and Trees -> Uncheck “Node Info Window Close When Losing Focus”
The info panel will then stay open regardless of where you go in the network view but I actually find this better with bigger networks and you can always just middle click on any node to clear it.
PDG/TOPs » HDA processor parameter referencing
- FFD
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BrandonA
3) This is a known issue with the expressions. I agree that at the minimum, all parameters should be accessible. I will make this change
Any update on this? I have some hdas that already extensively use hidden and disabled parameter expressions for usability reasons.
I was going to use the hda processor on them but decided to avoid it and use another PDG workflow.
Houdini Lounge » What's meaning of these menus?
- FFD
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I don't know about the first two but Embed Internal Assets seems to embed any existing hdas inside other hdas.
For example if you use a few hdas inside another one but only want to have to pass on one hda with no dependencies.
It seems to work although I haven't used it a lot and there is a discrepancy in the file sizes that I can't explain, maybe compression or getting rid of some redundant information.
I asked a question about how to do this on the forums a while ago and someone emailed me directly and explained it, so if you're reading this thanks again!
There isn't any documentation on this that I can find but it can pretty useful feature so I hope they don't remove it.
For example if you use a few hdas inside another one but only want to have to pass on one hda with no dependencies.
It seems to work although I haven't used it a lot and there is a discrepancy in the file sizes that I can't explain, maybe compression or getting rid of some redundant information.
I asked a question about how to do this on the forums a while ago and someone emailed me directly and explained it, so if you're reading this thanks again!
There isn't any documentation on this that I can find but it can pretty useful feature so I hope they don't remove it.
Technical Discussion » Confused about how to prepare UV's for Substance Painter etc
- FFD
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Do the UVs on those kitbash components look ok in other software packages? I don't know what the quality control is like for bought assets so it might be a good thing to rule out before trying to troubleshoot things in houdini.
The workflow in this tutorial should help with getting something ready for substance painter: https://www.sidefx.com/tutorials/high_res_mesh/ [www.sidefx.com]
The workflow in this tutorial should help with getting something ready for substance painter: https://www.sidefx.com/tutorials/high_res_mesh/ [www.sidefx.com]
Technical Discussion » Intermittent PDG / Boolean error?
- FFD
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I think the co-incident verts is probably the reason. Maybe detect overlapping points and move the ones on the cutter away from the surface.
You might be better off using Vdbs for this kind of thing to avoid the problem entirely. I don't trust booleans to work correctly unsupervised.
You might be better off using Vdbs for this kind of thing to avoid the problem entirely. I don't trust booleans to work correctly unsupervised.
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