Looking cool man!
Jeff, did not know about the profile curves in the extrude SOP! That is awesome! I must go back to all my DAs now
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Houdini Indie and Apprentice » Help with Logo Beveling
- grayOlorin
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Technical Discussion » OTL/ brush tool
- grayOlorin
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actually, do not change the name of the node… it will just change it on all instances of the actual paint SOP just add buttons as needed
Technical Discussion » OTL/ brush tool
- grayOlorin
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aaaand good news! It looks like this works in lieu of being able to “promote” your brush manipulator, you can actually modify a paint SOP interface to your liking, and have a paint button that dives in, and a done button that gets out
Now, if you go to a type properties of a node, it does allow you to change the name of the node and even the otl that it saves to. Perhaps this could be a way to have your “own” version of the paint SOP?
Now, if you go to a type properties of a node, it does allow you to change the name of the node and even the otl that it saves to. Perhaps this could be a way to have your “own” version of the paint SOP?
Technical Discussion » OTL/ brush tool
- grayOlorin
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Hey guys, just noticed something that may be of use here… inside of your DA, you can actually right click on your standard paint nodes and “Edit Parameter Interface”. This is not modifying the paint DA itself, is just adding parameters to that instance.
What this means is that, theoretically, you can add a “Done Painting” button with a bit of python to push the user out of the paint context and into the main DA. Also, you may be able to add additional parameters such as sliders, etc, that are connected to your top level parameters that are associated to the paint process (i.e. if you have a blend weight associated to your painting).
I am going to try this later and let you know if it works, but I do not see why it would not
What this means is that, theoretically, you can add a “Done Painting” button with a bit of python to push the user out of the paint context and into the main DA. Also, you may be able to add additional parameters such as sliders, etc, that are connected to your top level parameters that are associated to the paint process (i.e. if you have a blend weight associated to your painting).
I am going to try this later and let you know if it works, but I do not see why it would not
Houdini Indie and Apprentice » Why shouldn't I character model?
- grayOlorin
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Just felt I had to chime in as someone who started using the Houdini 3D coat combo this year. It is wicked awesome. I feel that I have so much more freedom in 3D coat compared to zbrush (on which most of the time I am wrestling with the ui). Also the retopo and uv tools in 3d coat will make getting your model ready for rendering a breeze (or you can use ptex )
This is where the procedural side of Houdini totally rocks: Getting your mesh out of 3d coat into Houdini, and doing all neccesary conditioning (IE mirroring your mesh, rigging, material assignments, etc) can be made seamless using a Digital asset. Basically, at any point you can go back to the original model in 3d coat, change it, export it, and have all your Houdini updates happen on it on the fly. Totally non destructive workflow
Hope it helps!
This is where the procedural side of Houdini totally rocks: Getting your mesh out of 3d coat into Houdini, and doing all neccesary conditioning (IE mirroring your mesh, rigging, material assignments, etc) can be made seamless using a Digital asset. Basically, at any point you can go back to the original model in 3d coat, change it, export it, and have all your Houdini updates happen on it on the fly. Totally non destructive workflow
Hope it helps!
Houdini Indie and Apprentice » Why shouldn't I character model?
- grayOlorin
- 1799 posts
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Just felt I had to chime in as someone who started using the Houdini 3D coat combo this year. It is wicked awesome. I feel that I have so much more freedom in 3D coat compared to zbrush (on which most of the time I am wrestling with the ui). Also the retopo and uv tools in 3d coat will make getting your model ready for rendering a breeze (or you can use ptex )
This is where the procedural side of Houdini totally rocks: Getting your mesh out of 3d coat into Houdini, and doing all neccesary conditioning (IE mirroring your mesh, rigging, material assignments, etc) can be made seamless using a Digital asset. Basically, at any point you can go back to the original model in 3d coat, change it, export it, and have all your Houdini updates happen on it on the fly. Totally non destructive workflow
Hope it helps!
This is where the procedural side of Houdini totally rocks: Getting your mesh out of 3d coat into Houdini, and doing all neccesary conditioning (IE mirroring your mesh, rigging, material assignments, etc) can be made seamless using a Digital asset. Basically, at any point you can go back to the original model in 3d coat, change it, export it, and have all your Houdini updates happen on it on the fly. Totally non destructive workflow
Hope it helps!
Houdini Lounge » Do you use Houdini for..
- grayOlorin
- 1799 posts
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Depending on the kind of work you need to do, you can also use it for compositing. One nice thing to doing this in Houdini is that you can make the rendering to compositing process pretty seamless (IE use COPs in your DAs)
Technical Discussion » adding polygons to a point cloud
- grayOlorin
- 1799 posts
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Technical Discussion » adding polygons to a point cloud
- grayOlorin
- 1799 posts
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Actually, it looks like what I am looking for is a bit of what meshlab does:
http://meshlab.sourceforge.net/ [meshlab.sourceforge.net]
However it would be nice to be able to do it in Houdini as it is a step on a DA I am creating. Any suggestions on how to approach this?
Thanks!
http://meshlab.sourceforge.net/ [meshlab.sourceforge.net]
However it would be nice to be able to do it in Houdini as it is a step on a DA I am creating. Any suggestions on how to approach this?
Thanks!
Technical Discussion » adding polygons to a point cloud
- grayOlorin
- 1799 posts
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Hi Kursad! Thank you for your quick reply !
By Particle Surface, you mean the particle fluid surface sop or the particle sop?
The particle fluid surface sop seems to create geometry around my points; however, I was kinda of hoping to end up with a geometry that has the exact same points as my point cloud (i.e. if my point cloud is four points, I would end up with a quad)
thank you again!
By Particle Surface, you mean the particle fluid surface sop or the particle sop?
The particle fluid surface sop seems to create geometry around my points; however, I was kinda of hoping to end up with a geometry that has the exact same points as my point cloud (i.e. if my point cloud is four points, I would end up with a quad)
thank you again!
Technical Discussion » adding polygons to a point cloud
- grayOlorin
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What is the best way to create polygons for points in a point cloud? Using the add SOP seems to be working.. however, the points I am trying to connect are in a sporadic order, thererfore it results in edges everywhere…!
Ideally I would like to joint points based on their proximity (i.e. for each point, find the closest four points and connect together)
Any help on this would be greatly appreciated!
thanks!
Ideally I would like to joint points based on their proximity (i.e. for each point, find the closest four points and connect together)
Any help on this would be greatly appreciated!
thanks!
Houdini Indie and Apprentice » Help with Logo Beveling
- grayOlorin
- 1799 posts
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Hey no problem!
Just out of curiosity though, what are exactly the issues you are concerned with in addition to the polygon bridges? Since I had to adress these exact same issues recently, I can definitely help
The main advantage over using Houdini over oter packages is it's non destructive procedural nature. So if you had to do 50 logos, a digital asset would come quite handy in having the data live if you need to do mass changes.
In other programs, you are generally stuck with your result and doing massive changes (I.e changing your bevel amount on all your logos) can be tricky
Just out of curiosity though, what are exactly the issues you are concerned with in addition to the polygon bridges? Since I had to adress these exact same issues recently, I can definitely help
The main advantage over using Houdini over oter packages is it's non destructive procedural nature. So if you had to do 50 logos, a digital asset would come quite handy in having the data live if you need to do mass changes.
In other programs, you are generally stuck with your result and doing massive changes (I.e changing your bevel amount on all your logos) can be tricky
Houdini Lounge » Mobile version of houdini?
- grayOlorin
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it is actually not too terrible if you are doing a quick test for a digital asset (i.e. you cannot get to your computer, but had that great idea for a digital asset that does x thing ).
I simply loaded a complex asset in my geometry sop (i.e. a head) and tested out some operations. The key here is that most of the interactivity I need is localized to the SOPs parameter window.
However, yeah, there will definitly be a few situations where this is not ideal. But even for your example, you can actually software render via remote, which means you could be testing out mantra shaders
I simply loaded a complex asset in my geometry sop (i.e. a head) and tested out some operations. The key here is that most of the interactivity I need is localized to the SOPs parameter window.
However, yeah, there will definitly be a few situations where this is not ideal. But even for your example, you can actually software render via remote, which means you could be testing out mantra shaders
Houdini Indie and Apprentice » Help with Logo Beveling
- grayOlorin
- 1799 posts
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Hey James, I think I have encountered this problem before. The issue here is that importing the AI file using the file SOP will run the geps.exe command with the -h flag by default, thus autogenerating your holes. The way the holes are generated in this conversion is not ideal.
Instead, create a ROP network withing your logo SOP, and run the geps command without the -h flag to avoid the holes. This will create a bgeo file, which can then be loaded via the file SOP. After that, simply turn on the “hole geometry” option in your extrude SOP to get the holes without the nasty bridge breaks. Also, because you are using a unique bgeo file, you should get more predictable results out of your operator
I recommend setting up a digital asset that takes the AI file as the input (and runs the ROP network when the file name changes or expose the render button), and via expressions, you get the name of the bgeo file to load
here is your file with the fix. Press the render button in the ROP network if you want to see an update to your AI file (so that you can keep doing changes in your AI file and see it update in your model… is quite nice..)
Hope this helps!
Instead, create a ROP network withing your logo SOP, and run the geps command without the -h flag to avoid the holes. This will create a bgeo file, which can then be loaded via the file SOP. After that, simply turn on the “hole geometry” option in your extrude SOP to get the holes without the nasty bridge breaks. Also, because you are using a unique bgeo file, you should get more predictable results out of your operator
I recommend setting up a digital asset that takes the AI file as the input (and runs the ROP network when the file name changes or expose the render button), and via expressions, you get the name of the bgeo file to load
here is your file with the fix. Press the render button in the ROP network if you want to see an update to your AI file (so that you can keep doing changes in your AI file and see it update in your model… is quite nice..)
Hope this helps!
Houdini Lounge » Mobile version of houdini?
- grayOlorin
- 1799 posts
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Just a quick update on this. I was able to test Splashtop Streamer (remote desktop app) on the ipad with houdini and it was actually running quite nice it even allowed me to run some simple glsl shaders.
Biggest disadvantage is that the finger gestures are not customizable… for example, the program uses two finger tap for mouse roll over and two finger drag for mouse wheel. Ideally, if these two could be configured somehow to middle and right button, it would be pretty seamless.
For now, you can get by testing digital assets and simply using the frame commands for navigation (if your objects are small enough, you can also navigate by creating a camera). Luckily the middle mouse wheel works good for zooming the network view
Biggest disadvantage is that the finger gestures are not customizable… for example, the program uses two finger tap for mouse roll over and two finger drag for mouse wheel. Ideally, if these two could be configured somehow to middle and right button, it would be pretty seamless.
For now, you can get by testing digital assets and simply using the frame commands for navigation (if your objects are small enough, you can also navigate by creating a camera). Luckily the middle mouse wheel works good for zooming the network view
Technical Discussion » procedural UV pelt
- grayOlorin
- 1799 posts
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is it safe to assume that someone already put an RFE for edge groups? man it would be so slick if you could grow your selection based on the edge direction
I do feel that with having many SOPs that require edge selections, having edge groups are a must. I understand that an edge is simply a connection in between two points… however, many of the operators that use “edges” take primitives as the input instead of points
I do feel that with having many SOPs that require edge selections, having edge groups are a must. I understand that an edge is simply a connection in between two points… however, many of the operators that use “edges” take primitives as the input instead of points
Houdini Lounge » SVG graphics
- grayOlorin
- 1799 posts
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This was posted a while back, so I was wondering if perhaps anyone had a solution for doing this? or is the only way to go about doing this python?
Thanks!
Thanks!
Technical Discussion » Rendering process in CG and video games
- grayOlorin
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I think a lot of that depends on how you setup your assets for your rendering engine and your hardware. In games, we do a lot of “cheats” to eMate functionality from software rendering. For example, instead of raytracing reflections, we use cubemaps with clever normal blending math. Instead of calculating occlusion by raytracing in 3d space, we use screen space ambient occlusion.
Hardware from current consoles still have a lot of limitations due to the fact that their video cards are not upgradeable (so for example, we cannot do geometry sharer operations because we are stuck on DX9, whereas pc games can take advantage of newer cards)
Houdini does have some realtime rendering capabilities. Under display options in your viewport, there are several options for doing realtime approximations of your render lighting, as well as some effects such as ao
and hdr lighting, LUTs, etc. I have not played too much with GLSL shaders to be able to speak for what is available though
Hardware from current consoles still have a lot of limitations due to the fact that their video cards are not upgradeable (so for example, we cannot do geometry sharer operations because we are stuck on DX9, whereas pc games can take advantage of newer cards)
Houdini does have some realtime rendering capabilities. Under display options in your viewport, there are several options for doing realtime approximations of your render lighting, as well as some effects such as ao
and hdr lighting, LUTs, etc. I have not played too much with GLSL shaders to be able to speak for what is available though
Technical Discussion » Viewport facing primitives
- grayOlorin
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Oh wow these are both great solutions I think I may go with a hybrid of both methods to allow some of this functionality on both modes. Thank you!
Technical Discussion » Viewport facing primitives
- grayOlorin
- 1799 posts
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Hey guys, thank you for your replies
the viewport overlay and look at field are great! however, I cannot count on a camera node being used (i.e.user may just be using a simple viewport, such as persp). is there perhaps an expression to return the name of the viewport for the lookat field?
thanks!
the viewport overlay and look at field are great! however, I cannot count on a camera node being used (i.e.user may just be using a simple viewport, such as persp). is there perhaps an expression to return the name of the viewport for the lookat field?
thanks!
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