Thanks guys. That´s very good info.
I will preach good comp practices from now on, now that I´ve seen the (additive) light…
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Houdini Lounge » Combining Mantra surface passes in comp for beauty?
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Houdini Lounge » Combining Mantra surface passes in comp for beauty?
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Hi there.
I´m quite used to using passes for tweaking in comp, but I´m a bit overwhelmed by the number of passes available in Houdini and surprised by a couple of them (for instance refraction not appearing in direct passes).
For instance,
I´m used to something like this.
((Radiosity color*diffuse+diffuse shading)*RawRGB)+SSS+specular+reflection+refraction= Beauty.
I´ve found out what I called diffuse is called diffuse ray-level (fair enough), and specular and reflection passes come straight on from all-diffuse and all-reflect, and all-refract gives refraction.
I guess my puzzlement comes from how to handle GI and diffuse.
Specifically, where to get the GI color from and where is the diffuse shading without color to mix it with a raw RGB. And where is the raw RGB?
What is your usual approach?
On the other hand, having direct access to an SSS with single and multi scattering passes is wonderful. The unshadowed diffuse is pretty cool as well.
I´m quite used to using passes for tweaking in comp, but I´m a bit overwhelmed by the number of passes available in Houdini and surprised by a couple of them (for instance refraction not appearing in direct passes).
For instance,
I´m used to something like this.
((Radiosity color*diffuse+diffuse shading)*RawRGB)+SSS+specular+reflection+refraction= Beauty.
I´ve found out what I called diffuse is called diffuse ray-level (fair enough), and specular and reflection passes come straight on from all-diffuse and all-reflect, and all-refract gives refraction.
I guess my puzzlement comes from how to handle GI and diffuse.
Specifically, where to get the GI color from and where is the diffuse shading without color to mix it with a raw RGB. And where is the raw RGB?
What is your usual approach?
On the other hand, having direct access to an SSS with single and multi scattering passes is wonderful. The unshadowed diffuse is pretty cool as well.
Houdini Lounge » adaptive tearing
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It´s awesome, but a bit out of reach for most of us regarding processing power.
The author states each simple example took “a few hours” to sim. Now picture trying to use this in a production shot context…. :?
The author states each simple example took “a few hours” to sim. Now picture trying to use this in a production shot context…. :?
Houdini Lounge » Wonderful Problem with Caustic !
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I would like some dev to chime in about the reasons for this and whether this could be considered a bug.
Technical Discussion » Blowtorch in Pyro ?
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Hi there.
Do you have a video, or at least, an image of your reference?
The iron man reactor thing is a bit loose…
Do you have a video, or at least, an image of your reference?
The iron man reactor thing is a bit loose…
Houdini Indie and Apprentice » Mantra refuses to render the shadows
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the render view always raytraces no matter what. That´s why you might see something there and not on the final render.
SI Users » Softimage to Houdini guides
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After reading the second rigging chapter I find something curious regarding XSI (I will respectfully keep the X on Softimage software´s name seeing how you keep on doing so. I suspect this is intentional on your side ).
How come when you freeze the sphere transforms in XSI,the pivot goes to the world´s zero? What I would expect is exactly what Houdini does with the “Clean Transform” option, this is, keeping the pivot at the sphere center and only resetting the coord values for the sphere.
What´s to be gained with that other behaviour?
How come when you freeze the sphere transforms in XSI,the pivot goes to the world´s zero? What I would expect is exactly what Houdini does with the “Clean Transform” option, this is, keeping the pivot at the sphere center and only resetting the coord values for the sphere.
What´s to be gained with that other behaviour?
Technical Discussion » How to Import MDD from Modo & use Houdini for Simulation
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just for the record, your MDD workflow would have also worked. An OBJ with and MDD should work without any problems, unless the vertex order was changed by the OBJ exporter.
I´ve done it before.
Glad you found the Alembic way, though
I´ve done it before.
Glad you found the Alembic way, though
SI Users » Why do all nodes seem to only take 1 input?
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You probably didn´t take much attention to my post so I´m going to try again.
If you download the latest Mark Schoennagel ICE tutorial, and then my tutorial you have a direct A to B comparison on how to do things with both systems.
I did it exactly with that intention.
If you download the latest Mark Schoennagel ICE tutorial, and then my tutorial you have a direct A to B comparison on how to do things with both systems.
I did it exactly with that intention.
SI Users » Why do all nodes seem to only take 1 input?
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yes, what Symek says.
Also for an quick idea on how to transfer some SI concepts, this thread might be useful
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31222 [sidefx.com]
Also for an quick idea on how to transfer some SI concepts, this thread might be useful
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=31222 [sidefx.com]
SI Users » Some general help on Copy Sop and attributes
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oooh….heheh.I like it a lot, owl. Frankly, I think 99% of the users nowadays would use the ForEach method.
In fact, usually the ForEach tends to be slower, but in this case the old school method is the slowest one (according to the Performance Monitor, Foreach is almost twice as fast in this case)
In fact, usually the ForEach tends to be slower, but in this case the old school method is the slowest one (according to the Performance Monitor, Foreach is almost twice as fast in this case)
Technical Discussion » Mantra stop rendering with "high" OceanFX
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are you on Apprentice or Apprentice HD? Because I´ve seen similar behaviour and I suspect it is because the generated displacement map is above HD res.
SI Users » animation improvements in Houdini
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Constantin X
If one finds out Houdini to be so much different that it can't use it in first hour, it's a dead duck.
Yes. That´s why nobody in the industry uses ZBrush for sculpting.
SI Users » VOP SOP How do I
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Yes. I totally understand Noel questions, but seeing how a VOPSOP accepts several entries, the only true reason for doing all that inside the same place is that ICE was the only node-based network in SI.
Not using SOPs at all in Houdini would be severely limiting for most tools and unnecessary.
Not using SOPs at all in Houdini would be severely limiting for most tools and unnecessary.
SI Users » Bullet sim jumps on first frame if parts glued to static obj
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interesting! it looks like a bug, doesn´t it? I mean, if you activate Gravity from frame 2 onwards as Marty suggested it doesn´t act that way…
PS: why is this at the SI users forum? Robert, were you simulating this on Softimage?
PS: why is this at the SI users forum? Robert, were you simulating this on Softimage?
SI Users » SI and Houdini
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great!….and also abusing of your patience, when you check it, could you leave it set up with the ink-like rendering (volumes)? it´s a setup I always wanted to see myself.
SI Users » SI and Houdini
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Houdini Indie and Apprentice » Inheriting velocity in Pyro FX (Houdini 13)
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well, if you use any shelf solution you´ll see it already inherits the velocity attribute from the emitter.
The Fluid Source SOP does all the work for you reading your v attribute.
It´s strange that it isn´t working.
Could you upload a simple hip file showing the problem?
The Fluid Source SOP does all the work for you reading your v attribute.
It´s strange that it isn´t working.
Could you upload a simple hip file showing the problem?
SI Users » ICE to Houdini project, full-length tutorial and scene files
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NNois
you just demystified Houdini in 1h of video !
now, i've sort of a question, would it be possible to do it all in a big POP VOP network ?
I mean you had separated tasks just like we do in ICE if we compound things but in ICE we are in the same network, for now it seams easy to navigate and iterate.
Is it just the “houdini way” keeping all promoted parameters at the object level ?
I realise this “houdini way” is also about “factory compounds” like poptorque who sits at object level operators so if we are in a pop vop we can't use them…
yes i've just responded to my own question…
Thanks for this really constructive video
Yes, you pretty much replied yourself.
Houdini “by design” will force you to jump around much more than ICE. One of the reasons for this being that in ICE there´s no other nodal context for effects, so everything HAS to be put in there, no matter if you want it or not.
I agree it´s more comfortable not to jump around, but it´s also a bit more limiting, as you will hopefully understand from the scope of HDAs (Houdini Digital Assets).
Houdini Learning Materials » Python global expression variables
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You just have to create a key so it´s accepts an expression and then if you click on the name of the parameter you can see it toggles between the expression and the result. Be sure to be “toggled” in the expression. Otherwise it will add some unwanted inverted commas.
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