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Technical Discussion » Transparency in PSD file acts like a cutout?
- el_diablo
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Both using PSD files and pre-packaged shader is for the purpose of saving time. Most of the 3d packages have no problems with PSD files. You can always export for final rendering, but while working and reworking textures (especially ones you get for packaging etc.) PSD is much better. This behavior can't be by design as I fail to see why would automatically using transparency in a texture as a cutout on a general purpose shader be of any use.
Technical Discussion » Transparency in PSD file acts like a cutout?
- el_diablo
- 133 posts
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Technical Discussion » Transparency in PSD file acts like a cutout?
- el_diablo
- 133 posts
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Now I can't even get it to load PSD without crashing (13.0.401). I have an older version 13.0.198.21 that works to an extent, but still the cutout effect is there.
Technical Discussion » Transparency in PSD file acts like a cutout?
- el_diablo
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I can't seem to get the texture to overlay the diffuse color in the viewport. Even though its not assigned to opacity map it still acts like a coutout to the object.
SI Users » project "Houdini, a great modeler"
- el_diablo
- 133 posts
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This is how Maya 2015 copied some SI modeling tools as well improved on them and its own legacy tools.
https://www.youtube.com/watch?v=TJTC0YCrylo [youtube.com]
So basicaly:
- Interaction and feedback of tools is paramount
- Options like Edge flow are a real time saver
- Tools consolidation helps with modeling speed and lessens need for hotkey memory
https://www.youtube.com/watch?v=TJTC0YCrylo [youtube.com]
So basicaly:
- Interaction and feedback of tools is paramount
- Options like Edge flow are a real time saver
- Tools consolidation helps with modeling speed and lessens need for hotkey memory
Houdini Lounge » How about a MODELING module for Houdini?
- el_diablo
- 133 posts
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For me this opensource modeler had a good half way approach.
http://gsculpt.sourceforge.net/ [gsculpt.sourceforge.net]
http://gsculpt.sourceforge.net/ [gsculpt.sourceforge.net]
Houdini Lounge » Quadro K4000 performance
- el_diablo
- 133 posts
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H13 is really an improvement on OSX coupled with Mavericks. I'm not sure who did what but now I can finally use Apprentice on my iMac. Works as fast as any other softwares viewport if not faster.
Houdini Lounge » Quadro K4000 performance
- el_diablo
- 133 posts
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Something must be wrong with your setup since on a iMac with a low end AMD Radeon HD 6770M 512 MB and an i% cpu it runs at about 5-7 fps.
Houdini Lounge » System Requirements update for Houdini
- el_diablo
- 133 posts
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Is this limitation going to be resolved in the future by SideFX or does it solely depend on Apple implementing the compatibility profile? I'm asking because I intend on getting the new MacPro when available and am building a shopping list of software for the machine and was thinking of getting HoudiniFX as the primary 3D package.
Best regards,
Igor
Best regards,
Igor
Houdini Lounge » Viewport openGL performance vs. Render view
- el_diablo
- 133 posts
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In light of the recent tour de force of isotropix clarisse performance demos as well as my own demo trial of clarisse I tried to replicate the same situations in Houdini.
I tried to fill the scene with hires models and various instancing and duplicating options. The bottleneck wasn't rendering though (except with updates when objects had displacement), but 10X more the viewport performance.
In my opinion sesi should add the rendered view mode for the main viewports and allow to turn off effects that dont update quickly and/or need long precomputes. Then overlay opengl manipulators on top.
Also the refinement could be more sophisticated. I remember reading a graphic paper few years back that interpolated the samples with progressively subdivided triangles that had gradients as sample interpolation and the contours were weighted more than interiors giving good silhouette on low samples. Anyways the point was getting the feedback fast.
For high res scenes this would work better than opengl at least thats what I saw in my tests yesterday.
I tried to fill the scene with hires models and various instancing and duplicating options. The bottleneck wasn't rendering though (except with updates when objects had displacement), but 10X more the viewport performance.
In my opinion sesi should add the rendered view mode for the main viewports and allow to turn off effects that dont update quickly and/or need long precomputes. Then overlay opengl manipulators on top.
Also the refinement could be more sophisticated. I remember reading a graphic paper few years back that interpolated the samples with progressively subdivided triangles that had gradients as sample interpolation and the contours were weighted more than interiors giving good silhouette on low samples. Anyways the point was getting the feedback fast.
For high res scenes this would work better than opengl at least thats what I saw in my tests yesterday.
Technical Discussion » 560m and the advanced modes in display
- el_diablo
- 133 posts
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I have some problems with display on 560m with 3gb graphics hardware, most advanced modes dont work or there are lot of display errors. Anyone else using H12 on similar hardware?
For note its a g74s asus laptop.
For note its a g74s asus laptop.
Houdini Lounge » Houdini Escape question
- el_diablo
- 133 posts
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What do you guys think of Houdini Escape using vex with pointclouds to emulate missing POP functionality? Is this feasible in a production scenario?
I have a option to buy Escape, but XSI might be a more complete for me…
Any opinions are welcome.
I have a option to buy Escape, but XSI might be a more complete for me…
Any opinions are welcome.
Houdini Lounge » Bone length
- el_diablo
- 133 posts
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Houdini Lounge » Bone length
- el_diablo
- 133 posts
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This may show the problem more clearly. It is probably due to the way regions capture geo. I hope there is a simple solution. Scaled vs. unscaled bone.
Houdini Lounge » Bone length
- el_diablo
- 133 posts
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I have a problem animating bone length, seems to warp the captured geo. I use this in XSI for limb stretch animations. Any way to do this in Houdini?
Technical Discussion » stack of paper - blown away
- el_diablo
- 133 posts
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Generally it works ok. Though I would like the papers to dissipate more. Also self collision testing isn't 100% yet. If anyone has any suggestions, I would love to hear them.
What I'm trying to achieve is to have a tossed stack of papers fly away as realistically as possible.
What I'm trying to achieve is to have a tossed stack of papers fly away as realistically as possible.
Technical Discussion » stack of paper - blown away
- el_diablo
- 133 posts
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Houdini Lounge » Houdini ubermaterial
- el_diablo
- 133 posts
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Available somewhere? Or something similar?
Would be great if it had fresnel for reflections and refractions
Would be great if it had fresnel for reflections and refractions
Houdini Indie and Apprentice » HScript Expressions Tutorials on sidefx site
- el_diablo
- 133 posts
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Technical Discussion » Pyro fx test.
- el_diablo
- 133 posts
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