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Technical Discussion » Pyro fx test.
- el_diablo
- 133 posts
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Houdini Lounge » H10-stunning!
- el_diablo
- 133 posts
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There should have been a comma in there somewhere. Like “,from Croatia”, meaning congrats from Croatia to sidefx team in North America…
Not that I wouldnt be happy to be part of the SideFX team in some role or another…
Back to the topic, H10 IPR rocks hard.
Not that I wouldnt be happy to be part of the SideFX team in some role or another…
Back to the topic, H10 IPR rocks hard.
Houdini Lounge » H10-stunning!
- el_diablo
- 133 posts
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applause for the SideFX team from Croatia. Great work, I hope to join your customers soon (finances permitting).
Best regards,
Igor
Best regards,
Igor
Technical Discussion » Houdini Fur/Hair
- el_diablo
- 133 posts
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Technical Discussion » Houdini Fur/Hair
- el_diablo
- 133 posts
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Is it possible to instance geometry to fur and have it deform as fur is (intepolated from guides)?
If so, what level of controls do such instances have? Size, twist, material etc.
If so, what level of controls do such instances have? Size, twist, material etc.
Technical Discussion » Instancing rigged characters
- el_diablo
- 133 posts
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I've got a basic rigged character that I'm hoping to instance on ground geometry.
The thing is, it has a basic 2 bone chain with the child bone using a ‘look at’ at a null constrained via a sticky to a animated geometry. The premise is that topmost geometry is controling the look at (its the flower bush system from my previous post), so i can animate it deforming and the flower heads would follow.
Generaly i need to make a animatible bush that is controlable in shape. And the flowers need to open up and close but that is not the problem for now. Any suggestions are more than welcome.
The thing is, it has a basic 2 bone chain with the child bone using a ‘look at’ at a null constrained via a sticky to a animated geometry. The premise is that topmost geometry is controling the look at (its the flower bush system from my previous post), so i can animate it deforming and the flower heads would follow.
Generaly i need to make a animatible bush that is controlable in shape. And the flowers need to open up and close but that is not the problem for now. Any suggestions are more than welcome.
Technical Discussion » A good job for Houdini?
- el_diablo
- 133 posts
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I am doing a project that will be done most likely in XSI from start to finish. However this kind of project seems to me to be better (more effective and with greater control) suited to Houdini.
The effect is a flower bush forming into a specified shape from the rest shape. The way I was thinking of doing it in Houdini is:
1. Do a simple poly cage describing the bush shape
2. Spread some random points over the surface (must have somewhat even distribution tho)
3. capture the normals at the points
4. instance a flower head on those points with transform derived from the normal
5. Make a stem from a group at the bottom on the flower head with a median tangent to the ground (make it curve to the ground)
6. Animate the base cage to the form #2
Is this a good way to make it (or even feasable)? Any other ideas? I was thinking of trying it out in Apprentice if time permits, but would rather not experiment too much due to the workload.
Thanks!
The effect is a flower bush forming into a specified shape from the rest shape. The way I was thinking of doing it in Houdini is:
1. Do a simple poly cage describing the bush shape
2. Spread some random points over the surface (must have somewhat even distribution tho)
3. capture the normals at the points
4. instance a flower head on those points with transform derived from the normal
5. Make a stem from a group at the bottom on the flower head with a median tangent to the ground (make it curve to the ground)
6. Animate the base cage to the form #2
Is this a good way to make it (or even feasable)? Any other ideas? I was thinking of trying it out in Apprentice if time permits, but would rather not experiment too much due to the workload.
Thanks!
Houdini Lounge » Laptop graphics card question
- el_diablo
- 133 posts
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I have a HP mobile workstation with 4gb ram, quadro 1700, dual 2.4 ghz cpus. But, Houdini isnt as smooth as i would like it to be… XSI is much faster on the laptop. Actually any 3D program is able to handle more complex scenes on the lappy than Houdini. Anything over 1mil poly and it chokes both memory wise and graphics wise.
Technical Discussion » Newbie Importing Help
- el_diablo
- 133 posts
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Houdini Lounge » Announcing Houdini for Mac beta
- el_diablo
- 133 posts
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Houdini Lounge » Mac OSX Port?
- el_diablo
- 133 posts
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Houdini Lounge » Is mantra only for rendering balls and cubes?
- el_diablo
- 133 posts
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You need to play with it more…
Works pretty nice once you get used to it. I did direct compare with mental ray on a cell phone animation and Mantra was just as fast, but also did rendertime SDS, and the motion blured version wasnt much slower.
Works pretty nice once you get used to it. I did direct compare with mental ray on a cell phone animation and Mantra was just as fast, but also did rendertime SDS, and the motion blured version wasnt much slower.
Houdini Lounge » Fur Tutorials now in Docs
- el_diablo
- 133 posts
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Can guide and derived hairs have more than two points? Can they be curves with arbitrary number of points like canned hair solutions for example XSI hair?
Technical Discussion » Rendering XXXL image sizes in Mantra
- el_diablo
- 133 posts
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Mental ray has the crop regions also, but still with the image size grow the problems, like framebuffer errors (even with small subregions).
I put an 10000x5000 image to render yesterday, will see what happens today.
I put an 10000x5000 image to render yesterday, will see what happens today.
Technical Discussion » Rendering XXXL image sizes in Mantra
- el_diablo
- 133 posts
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I recently had some problems rendering print size images in XSI via Mental ray. It all worked out in the end, but it wasn't easy to output the print size renders.
If someone has some time to test out some large image renders in Mantra or has some previous experience i would like to hear about it.
For example try to render some car models (nothing too fancy or heavy poly or texture wise), with basic reflective shaders and some sort of GI, be it AO, FG or whatever Mantra has in the arsenal.
Target resolution: above 8k horizontal.
If this works out without any special image partitioning and especially if it works with polys as subdiv surfaces, I need to save money for Houdini ASAP .
If someone has some time to test out some large image renders in Mantra or has some previous experience i would like to hear about it.
For example try to render some car models (nothing too fancy or heavy poly or texture wise), with basic reflective shaders and some sort of GI, be it AO, FG or whatever Mantra has in the arsenal.
Target resolution: above 8k horizontal.
If this works out without any special image partitioning and especially if it works with polys as subdiv surfaces, I need to save money for Houdini ASAP .
Houdini Lounge » If you want Houdini for OSX post here!
- el_diablo
- 133 posts
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My reason would be to use Houdini as a Final Cut Studio 3D companion. And no, I dont wanna dual boot, its not usable in a working environment, hobbyist environment maybe…
Technical Discussion » Waterfall With Particles
- el_diablo
- 133 posts
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CeeGee, how were you happy with the Houdini Fluids result vs Realflow? What about the speed?
Houdini Indie and Apprentice » Model challenge
- el_diablo
- 133 posts
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Nice. But try and add the pertubations of the sand near the objects. Dont just sink them in.
Houdini Lounge » Mac OSX Port?
- el_diablo
- 133 posts
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If it goes osx, I'm buying Escape in february… I need just a tool like H Escape for my edit suite.
Houdini Lounge » Simply Append a Polygon
- el_diablo
- 133 posts
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Maybe its how to implement them while maintaining a procedural approach holding things up.
Imensah, you did look at the modeling program put the link for? Becouse I didnt mention GSclupt just for kicks. Its a stack based procedural modeler. It even keeps selection state seperate from tools (groups may have been more flexible here), just look at the way it handles region selections…hehe, weird but effective.
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