![](/static/djangobb_forum/img/smilies/smile.png)
Found 219 posts.
Search results Show results as topic list.
MARDINI Daily Art Challenge 2022 » Day 12 Animation | Vellum | Tet Softbody
-
- julca
- 219 posts
- Offline
MARDINI Daily Art Challenge 2022 » Day 10 Animation | Vellum | Grains
-
- julca
- 219 posts
- Offline
This is my first jump here in the Mardini Challenge !
Happy to participate along all artists here !
Happy to participate along all artists here !
MARDINI Daily Art Challenge 2022 » WELCOME & RULES
-
- julca
- 219 posts
- Offline
Hello,
Is build-in postfx effects inside third party renderengine is allowed (photographic exposure, LUT, bloom, vignetting, etc.) ?
Is build-in postfx effects inside third party renderengine is allowed (photographic exposure, LUT, bloom, vignetting, etc.) ?
Houdini Indie and Apprentice » Reverse Normals look wrong in Houdini but are correct in Rhino or Slicer
-
- julca
- 219 posts
- Offline
tamtejsmack
STL files are imported and exported as-is.
I think the point of this thread is that perhaps they shouldn't be
Since STL definition clearly states that the orientation in .STL file is defined by right handed rule, it'd make sense if Houdini respected that by default
Noted same thing here.
Is anyone made a request for this ?
Not a critical thing but also certainly not hard to solve too.
![](/static/djangobb_forum/img/smilies/smile.png)
Technical Discussion » Simple Questions about Knife,Attribues and Copying
-
- julca
- 219 posts
- Offline
You're welcome,
1) Of course, have you seen edge-loops [www.sidefx.com] ?
3) You can use "iteration" detail attribute or even the "numiterations" in vex or anywhere. cf. more detail ForLoops [www.tokeru.com]
1) Of course, have you seen edge-loops [www.sidefx.com] ?
3) You can use "iteration" detail attribute or even the "numiterations" in vex or anywhere. cf. more detail ForLoops [www.tokeru.com]
Technical Discussion » Simple Questions about Knife,Attribues and Copying
-
- julca
- 219 posts
- Offline
Hi,
1)I've done an asset
(divide equally [www.sidefx.com]) for the "SideFX Labs Tech Art Challenge 2021" that seems to be what you ask. It's open asset so you can also learn it and modify as you want.
2) you can use expression inside parameter field likedetail doc [www.sidefx.com]
3)Where are you ? inside "copy" sop or inside a "for loop" sop nodes ?
In a "for loop" you can use metadata and then "iteration" attribute
Get a simple hip file so we can better see and make example.
Hope that help
1)I've done an asset
![](/static/djangobb_forum/img/smilies/smile.png)
2) you can use expression inside parameter field like
detail(0,"myAtrribName", 0)
3)Where are you ? inside "copy" sop or inside a "for loop" sop nodes ?
In a "for loop" you can use metadata and then "iteration" attribute
Get a simple hip file so we can better see and make example.
Hope that help
![](/static/djangobb_forum/img/smilies/smile.png)
Houdini Lounge » Saving geo with materials
-
- julca
- 219 posts
- Offline
@filipw, yes I think you point out a big problem about assets organisation in Houdini.
I come with softimage background were I was used model (.emdl) file, which is the .max equivalent, where it can save subset of scene (geo + material + anyway inside current selection for example).
Here there is hda which is of course more powerfull but not so easy to manage "simple" asset library of 500+ items.
Also, if you want to share project (for rendering purpose for example, or anyway) you may have to check option to save hda inside hip file. Which is convenient when you use specific production tool (even as indie user !). But imagine if you also have all this 500+ hda inside you're scene, it will became a file way too heavy !
Also if you have to share a simple part of scene for another user, by email for example, how to ? HDA ? and then other user must put it in a referenced hda folder by Houdini in env, then restart H. Not easy.
I also think, but just a personal feeling, that also explain why in all major 3d asset marketplace there isn't any kind of houdini specific asset format with ready materials (for mantra or other third party)
.
In the other side, the positive benefit in houdini is that it can copy paste part of scene from one session to another with an astonishing ease ! If it not replace a physical asset file it give some facility.
@oliver7, you're solution is exactly what H miss, I'll look at it !
Then, and sorry for this long post, is the new solaris library asset is able to save, along geo, materials from third party shader ?
I come with softimage background were I was used model (.emdl) file, which is the .max equivalent, where it can save subset of scene (geo + material + anyway inside current selection for example).
Here there is hda which is of course more powerfull but not so easy to manage "simple" asset library of 500+ items.
Also, if you want to share project (for rendering purpose for example, or anyway) you may have to check option to save hda inside hip file. Which is convenient when you use specific production tool (even as indie user !). But imagine if you also have all this 500+ hda inside you're scene, it will became a file way too heavy !
Also if you have to share a simple part of scene for another user, by email for example, how to ? HDA ? and then other user must put it in a referenced hda folder by Houdini in env, then restart H. Not easy.
I also think, but just a personal feeling, that also explain why in all major 3d asset marketplace there isn't any kind of houdini specific asset format with ready materials (for mantra or other third party)
![](/static/djangobb_forum/img/smilies/sad.png)
In the other side, the positive benefit in houdini is that it can copy paste part of scene from one session to another with an astonishing ease ! If it not replace a physical asset file it give some facility.
@oliver7, you're solution is exactly what H miss, I'll look at it !
Then, and sorry for this long post, is the new solaris library asset is able to save, along geo, materials from third party shader ?
Technical Discussion » H.19 viewport texture issue, with image sequence.
-
- julca
- 219 posts
- Offline
Dronson
2. Animated textures on geometry still not working properly.
They wrote to me that it was resolved on daily build... 19.0.499 !
Houdini Indie and Apprentice » KineFx walk animation follow a curve : How ?
-
- julca
- 219 posts
- Offline
Houdini Indie and Apprentice » KineFx walk animation follow a curve : How ?
-
- julca
- 219 posts
- Offline
Hello, I come back on this subject because I notice that the new h19 version of "motionclipcycle" sop don't work on a clip that come from an agent.
The old one still working great on this kind of clip.
![](/forum/attachment/abd535c01cd3f6807519d842b3394892e37c4469/)
Are you aware about that ?
Do you know what's the new fresh way to use this ?
The old one still working great on this kind of clip.
Are you aware about that ?
Do you know what's the new fresh way to use this ?
Technical Discussion » H.19 viewport texture issue, with image sequence.
-
- julca
- 219 posts
- Offline
Hi,
Also noticed this blinked problem on viewport with images sequence and posted to support at the beginning of december with a simple project to reproduce.
They say that they see the problem and they logged this issue in their database : Bug (ID# 117942)
Perhaps this will be fixed between two pieces of Christmas log.
Also noticed this blinked problem on viewport with images sequence and posted to support at the beginning of december with a simple project to reproduce.
They say that they see the problem and they logged this issue in their database : Bug (ID# 117942)
Perhaps this will be fixed between two pieces of Christmas log.
![](/static/djangobb_forum/img/smilies/smile.png)
Houdini Indie and Apprentice » Kinefx to agent Crowd : Wrong Scaling
-
- julca
- 219 posts
- Offline
Houdini Indie and Apprentice » Kinefx to agent Crowd : Wrong Scaling
-
- julca
- 219 posts
- Offline
If I add a simple "transform" sop at the bottom of the agent it "works" but normal/shading are all broken.
![](/forum/attachment/8c87be243e056220d56cf84bdfaf9d9d237cf49e/)
Can't find any good solution for now![](/static/djangobb_forum/img/smilies/sad.png)
Any help ?
Can't find any good solution for now
![](/static/djangobb_forum/img/smilies/sad.png)
Any help ?
Houdini Indie and Apprentice » Kinefx to agent Crowd : Wrong Scaling
-
- julca
- 219 posts
- Offline
Hello,
When I import a character from fbx file with other units system I use the "Convert Units" checkbox option, on the "fbxcharacterimport" sop to put it at real size.
Then I can do all manipulations I want and go to save it with animations as "agentdefinitioncache".
BUT
When I import this agent it was back to wrong scaling as if I disable "Convert Units" at first step.
If I directly import fbx from agent sop scaling is good.
But how can I well export my character to agent definition cache with right scaling on load ?
![](/forum/attachment/5c3d505836d771ff699aad681e22af39d5c8ba0c/)
Cf joined hip file as example
In this sample scene I use the "rp_sophia_animated_003_" free fbx animated model from https://renderpeople.com/free-3d-people/ [renderpeople.com]
Any help ?
Thank you
When I import a character from fbx file with other units system I use the "Convert Units" checkbox option, on the "fbxcharacterimport" sop to put it at real size.
Then I can do all manipulations I want and go to save it with animations as "agentdefinitioncache".
BUT
When I import this agent it was back to wrong scaling as if I disable "Convert Units" at first step.
If I directly import fbx from agent sop scaling is good.
But how can I well export my character to agent definition cache with right scaling on load ?
Cf joined hip file as example
In this sample scene I use the "rp_sophia_animated_003_" free fbx animated model from https://renderpeople.com/free-3d-people/ [renderpeople.com]
Any help ?
Thank you
![](/static/djangobb_forum/img/smilies/smile.png)
Houdini Indie and Apprentice » Best workflow for importing an image and model it?
-
- julca
- 219 posts
- Offline
CYTEDidn't know about this one
there is also the "reference image" OBJ node.
![](/static/djangobb_forum/img/smilies/smile.png)
Houdini Indie and Apprentice » Best workflow for importing an image and model it?
-
- julca
- 219 posts
- Offline
Hello @Dazzer123,
I personnally use a simple grid with a quickshade and visualize node to make it always shaded even on wireframe mode.
![](/forum/attachment/0d941d0b06b44d2537bfdc0d95831a4520061f39/)
Sometime I combine them with a viewport top background image where the advantage here is image it's always visible even in solo object mode.
I also use "wireframe" in preference instead of "wireframe shaded" to better see behind objects.
Hope that help
!
I personnally use a simple grid with a quickshade and visualize node to make it always shaded even on wireframe mode.
Sometime I combine them with a viewport top background image where the advantage here is image it's always visible even in solo object mode.
I also use "wireframe" in preference instead of "wireframe shaded" to better see behind objects.
Hope that help
![](/static/djangobb_forum/img/smilies/smile.png)
Edited by julca - Dec. 6, 2021 06:03:18
Houdini Indie and Apprentice » Wireframe Hybrid ?
-
- julca
- 219 posts
- Offline
Hello,
Is there a way to have primitives selection highlighted in "Wireframe" mode ?
A sort of Hybrid between "Wireframe" and "Wireframe Ghost" mode ?
![](/forum/attachment/fdc1e76ae6bed11a154415c88bec91c2419c652a/)
Because "Wireframe" is very usefull to work in particular with complex geometry and to see behind (the rest of far geometry or some ref map) but the fact that primitives selection are near invisible make it useless to fully work with.
Thanks
Is there a way to have primitives selection highlighted in "Wireframe" mode ?
A sort of Hybrid between "Wireframe" and "Wireframe Ghost" mode ?
Because "Wireframe" is very usefull to work in particular with complex geometry and to see behind (the rest of far geometry or some ref map) but the fact that primitives selection are near invisible make it useless to fully work with.
Thanks
SideFX Labs Tech Art Challenge 2021 » Congratulations to the Winners!
-
- julca
- 219 posts
- Offline
Technical Discussion » Sharp edges
-
- julca
- 219 posts
- Offline
Hello @toonafish,
Instead of edgecups node you can add a normal sop with same edges selection and set normal to 0.
As @jsmack said there is no "hard edge" in houdini like in softimage but finally it's just a way softimage have to force normal to hard (0) on specific edges.
Also note that normal sop as an option (Weighting Method) "By Face Area" that hasn't softimage and compensate a lot !
Hope that help.
Instead of edgecups node you can add a normal sop with same edges selection and set normal to 0.
As @jsmack said there is no "hard edge" in houdini like in softimage but finally it's just a way softimage have to force normal to hard (0) on specific edges.
Also note that normal sop as an option (Weighting Method) "By Face Area" that hasn't softimage and compensate a lot !
Hope that help.
Technical Discussion » Edge divide bug
-
- julca
- 219 posts
- Offline
SIgor420
I have noticed that too, you could also see that in the video when I am trying to make a polySplit cut. I will report this as its really not good behavior and I am usually agains workarounds, especially if they could be easily avoided.
YES ! For info I also log a RFE/Bug about this last year (RFE #103649). Perhaps more input explanations from others users can help
![](/static/djangobb_forum/img/smilies/smile.png)
-
- Quick Links