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Houdini Lounge » Bezier interpolation on ramps
- phrenzy84
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It would still be amazing to have tangent handles on ramp parameters or a compact way of embedding the channel editor in the parameter interface. I can imagine which one is easier to do.
Technical Discussion » Render Single Plane?
- phrenzy84
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Yea per object would be even better. When i was testing the skin shading i hated just rendering the entire object when all i wanted was the SSS plane.
Technical Discussion » Render Single Plane?
- phrenzy84
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I am actually looking to do the same thing and for all my searching all i found was this thread.
Does anyone know how to do this?
Does anyone know how to do this?
Houdini Lounge » Common Cloth Practices is this acceptable?
- phrenzy84
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Thanks guys.
Yeah ive reduced the sim geometry a ton. No button holes, pockets etc. Under 8k.
It still took a long time to sim and therefore to iterate. So im gonna remove the inside like Jeff said and work the thickness attribute, then transfer it over to the hero mesh.
Yeah ive reduced the sim geometry a ton. No button holes, pockets etc. Under 8k.
It still took a long time to sim and therefore to iterate. So im gonna remove the inside like Jeff said and work the thickness attribute, then transfer it over to the hero mesh.
Work in Progress » Character - Hitch
- phrenzy84
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I haven't revisited this project until i bought new ram. So the other day i picked up 24gb and its oh so nice to do fast iterations of renders, sims etc.
Since then i haven't stopped tweaking and adjusting the shader, lighting and fur setup. Right now im still working on the hair, with Houd's standard fur toolkit but i think as far as the skin is concerned, the shader is done. Texture maps, bump etc can still be worked out but i feel i have a solid base to continue.
I've edited the skin shader a touch to accommodate for a few controls, and the next thing i need to put in is multi-uv support since this character has about 6 tiles to him.
Since then i haven't stopped tweaking and adjusting the shader, lighting and fur setup. Right now im still working on the hair, with Houd's standard fur toolkit but i think as far as the skin is concerned, the shader is done. Texture maps, bump etc can still be worked out but i feel i have a solid base to continue.
I've edited the skin shader a touch to accommodate for a few controls, and the next thing i need to put in is multi-uv support since this character has about 6 tiles to him.
Houdini Lounge » Houdini 13 Wishlist.
- phrenzy84
- 249 posts
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Little things
-For me some UI enhancements would really be nice in the parameter interface. Maybe allow images to be embedded in the interface. And a few different/prettier control types. Like tangent handles on the ramp parameter.
-Remember the onscreen sliders? It would be lovely is those could see some attention. Different types of sliders, vertical, horizontal, omni. Possibly if you have a collection of sliders that they could be collapsible/hidden in the viewport.
-Also i keep hearing how good PSD (Posed Space Deformers) are, and ive never really used them so that could be something.
-The only other thing is a hint/ solid guide for bringing in custom curves to use as guides with fur. I feel fur is excellent and there is everything we need there but for the non math phd folks i dont know how to (solidly, i have played with alot of workarounds) bring in custom guides to help with the styling on long fur /hair. Short fur/hair, current toolset is brilliant.
Big Things
- COPS :cry:
-For me some UI enhancements would really be nice in the parameter interface. Maybe allow images to be embedded in the interface. And a few different/prettier control types. Like tangent handles on the ramp parameter.
-Remember the onscreen sliders? It would be lovely is those could see some attention. Different types of sliders, vertical, horizontal, omni. Possibly if you have a collection of sliders that they could be collapsible/hidden in the viewport.
-Also i keep hearing how good PSD (Posed Space Deformers) are, and ive never really used them so that could be something.
-The only other thing is a hint/ solid guide for bringing in custom curves to use as guides with fur. I feel fur is excellent and there is everything we need there but for the non math phd folks i dont know how to (solidly, i have played with alot of workarounds) bring in custom guides to help with the styling on long fur /hair. Short fur/hair, current toolset is brilliant.
Big Things
- COPS :cry:
Edited by - Aug. 25, 2012 19:41:26
Houdini Lounge » Common Cloth Practices is this acceptable?
- phrenzy84
- 249 posts
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Well its always easier to strip detail than to add it, but i thought i seen quite high poly counts of the cloth sims in the demo of H12? Just had a look at the Cloth Demo, one the final example was 75k, 1.5 mins per frame. Im guessing this isn't really reflective of how fast the solver is?
Also should model the interior?
Also should model the interior?
Houdini Lounge » Common Cloth Practices is this acceptable?
- phrenzy84
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Hi guys i have a very generic question,
When using cloth is it best to have the lining of the garment modelled in, even if you wont see it?
I ask because
1, it can be very time consuming
2, It might be more computationally expensive, but if it yields more reliable/stable/better results then i would like to know.
Here is a jacket i am modelling, (just one half to be mirrored and adjusted), so if this was to be used in a cloth sim would it be suitable in its current state?
I have only modelled half way up the inside sleeve, and almost nothing of the inside of the front of the jacket (i intend to keep it closed mainly).
When using cloth is it best to have the lining of the garment modelled in, even if you wont see it?
I ask because
1, it can be very time consuming
2, It might be more computationally expensive, but if it yields more reliable/stable/better results then i would like to know.
Here is a jacket i am modelling, (just one half to be mirrored and adjusted), so if this was to be used in a cloth sim would it be suitable in its current state?
I have only modelled half way up the inside sleeve, and almost nothing of the inside of the front of the jacket (i intend to keep it closed mainly).
Work in Progress » Houdini FLIP Fluids Cherry Drop
- phrenzy84
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Work in Progress » Character - Hitch
- phrenzy84
- 249 posts
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sl0throp yeah i think i remember reading a paper where they had blueish/purple colour maps. Wish i could find it again.
Im going through a ton of papers on the topic just to find out how to approach this but every sss shader is different so cant just mimic what someone else has done in some siggraph paper.
In the end im probably gonna have to create every type of map possible and then find the best combination. I really want to nail this workflow down so i can move on but its tough :?
Im going through a ton of papers on the topic just to find out how to approach this but every sss shader is different so cant just mimic what someone else has done in some siggraph paper.
In the end im probably gonna have to create every type of map possible and then find the best combination. I really want to nail this workflow down so i can move on but its tough :?
Work in Progress » Character - Hitch
- phrenzy84
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Hi zarti
Thanks for taking the time to comment.
Yes the spec is something that needs to be altered heavily. I am unsing the Mantra shader as a base for this project and have altered a few sections to give the user (me) a little more flexibility especially in the areas of colour corrections of maps (diff, atten col., sub surf color. etc)
I need to do a lil more editing for the spec. I want to change it show an image can be mapped to spec intensity and then one for gloss (not a massive change but a necessary one).
But everytime i feel i have broken new ground there is something that i still dont quite get or something that seems counter intuitive. I have a few old papers on Skin render from previous siggraph and plan to go through them and understand as much as possible because right now attenuation color sill baffles me. Using colours i think are logical dont yield the right effect while using ill-logical colours like blues and purples give effects that seem more natural. Needless to say I still have alot of playing to do (mainly with the sss effect).
Thanks for taking the time to comment.
Yes the spec is something that needs to be altered heavily. I am unsing the Mantra shader as a base for this project and have altered a few sections to give the user (me) a little more flexibility especially in the areas of colour corrections of maps (diff, atten col., sub surf color. etc)
I need to do a lil more editing for the spec. I want to change it show an image can be mapped to spec intensity and then one for gloss (not a massive change but a necessary one).
But everytime i feel i have broken new ground there is something that i still dont quite get or something that seems counter intuitive. I have a few old papers on Skin render from previous siggraph and plan to go through them and understand as much as possible because right now attenuation color sill baffles me. Using colours i think are logical dont yield the right effect while using ill-logical colours like blues and purples give effects that seem more natural. Needless to say I still have alot of playing to do (mainly with the sss effect).
Houdini Lounge » What's houdini's most powerful feature?
- phrenzy84
- 249 posts
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For me it has to be the architecture. There will be some packages that can do some things faster, or smoother, or even better. But its features are at the mercy of the developers and usually you don't have to dig too deep before you want something that doesnt either isn't possible or would take an enormous effort to achieve.
Houdini enables both artistic and technical user to develop their own tools/feature/solutions to jobs that are most of the time totally unique.
Houdini enables both artistic and technical user to develop their own tools/feature/solutions to jobs that are most of the time totally unique.
Work in Progress » Character - Hitch
- phrenzy84
- 249 posts
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There are some obvious texture corrections needed like part of the lips and scalp and some saturation errors (he is a little young looking) to name but a few but i have felt i have made some decent progress shading wise.
Its a different lighting setup but the settings now work no matter the enviroment.
More stuff soon.
Its a different lighting setup but the settings now work no matter the enviroment.
More stuff soon.
Work in Progress » Character - Hitch
- phrenzy84
- 249 posts
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circusmonkey
You are certainly the undisputed king of SSS with Mantra, time for a master class !
Rob
hehe Thanks. But it is I who needs the Masterclass on SSS. I will be using an Edited Mantra Surface shader for the final version, but I have tried to recreate the SSS component of the original shader and i still don't quite fully understand how to correctly implement/integrate fresnel.
Have a look at this thread. http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&p=119076 [sidefx.com]
Chris: Thank mate, after spending so much time in Zbrush/Bodypaint/Photoshop etc its fun to really play in Houdini.
lil update, he now has eyebrows.
Unfortunately there are some model changes left (so its back to zbrush for a little stint) and i need to finalize the colour map.
Im gonna do a spec map but i think in the end i will use a reflection map along with a low res gloss map.
Work in Progress » Character - Hitch
- phrenzy84
- 249 posts
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So i thought i would post a WIP of a character i have been working on/off recently.
Sculpted n Zbrush and now in the texturing/rendering phase. Going to be using H to render of course, along with using fur for his hair and will doing some facial rigging stuff also.
Here a few tests,
ZBrush Screenshot
Textures arent finished and are still being worked on. Need to find a balance between sharpness/detail of the texture and SSS.
Hair is being completely redone, although im having some major slowdown with the new hair_model shader.
A semi-procedural eye setup
Sculpted n Zbrush and now in the texturing/rendering phase. Going to be using H to render of course, along with using fur for his hair and will doing some facial rigging stuff also.
Here a few tests,
ZBrush Screenshot
Textures arent finished and are still being worked on. Need to find a balance between sharpness/detail of the texture and SSS.
Hair is being completely redone, although im having some major slowdown with the new hair_model shader.
A semi-procedural eye setup
Houdini Indie and Apprentice » Workflow question, how would you import robotic models?
- phrenzy84
- 249 posts
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circusmonkey is talking about when you save your pieces from Maya to have a naming convention where the version number is in the file name. So when you refer to it with the File SOP all you have to do is change one digit.
ie v001 > v002
You could even store the file version in a variable ie $VNUM. So in your file sop is would refer to model_part_etc_$VNUM.obj and by changing the value of $VNUM it would automatically adjust all the other File SOPS.
ie v001 > v002
You could even store the file version in a variable ie $VNUM. So in your file sop is would refer to model_part_etc_$VNUM.obj and by changing the value of $VNUM it would automatically adjust all the other File SOPS.
Houdini Indie and Apprentice » Good tutorials for learning VOP's?
- phrenzy84
- 249 posts
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I'm learning a lot by peeling away the Houdini shaders. Renderman tutorial also translate pretty well, especially with SLIM.
I agree, some shader specific content would be nice.
For now, im just taking things apart and seeing how they work, looking at others example files. Not the most straightforward method of learning, but its better than guessing.
I agree, some shader specific content would be nice.
For now, im just taking things apart and seeing how they work, looking at others example files. Not the most straightforward method of learning, but its better than guessing.
Technical Discussion » Paint Wire Capture (with sticky controls)
- phrenzy84
- 249 posts
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That would be brilliant. Im sure my setup has alot of flaws to say the least so im interested to see a working setup.
Thanks for taking the time.
Thanks for taking the time.
Technical Discussion » Paint Wire Capture (with sticky controls)
- phrenzy84
- 249 posts
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Hi all,
I think this is meant be an age old problem in H but it hasnt been revisited, all the search results had threads pre v9.
Anyway as the title suggest the topic is the ability to paint your wire captures. The general verdict is that it isn't natively supported but in the example file i kinda found a way (relatively straight forward) but there is a problem. If i paint a value higher than or equal to 0.5 the deformed points return to their origins.
Other than that it works great, its also an example of combining it with bone deformations and sticky objects to replicate on-mesh cluster-like control (which will also work with blendshapes). But as I said I can foresee painting with a max value of 0.5 to be a problem.
I also think if create multiple sticky controls there could be a problem with normalized weights but i don't plan on mixing control regions but i would like the option. And from what i have been able to produce (the non-techie) there must be a way.
Love to hear your thoughts
Enjoy the file
-andrew
I think this is meant be an age old problem in H but it hasnt been revisited, all the search results had threads pre v9.
Anyway as the title suggest the topic is the ability to paint your wire captures. The general verdict is that it isn't natively supported but in the example file i kinda found a way (relatively straight forward) but there is a problem. If i paint a value higher than or equal to 0.5 the deformed points return to their origins.
Other than that it works great, its also an example of combining it with bone deformations and sticky objects to replicate on-mesh cluster-like control (which will also work with blendshapes). But as I said I can foresee painting with a max value of 0.5 to be a problem.
I also think if create multiple sticky controls there could be a problem with normalized weights but i don't plan on mixing control regions but i would like the option. And from what i have been able to produce (the non-techie) there must be a way.
Love to hear your thoughts
Enjoy the file
-andrew
Technical Discussion » Houdini's Obj Export - Is it standard?
- phrenzy84
- 249 posts
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Ok so i figured out specifically what the problem is.
If you export an object from Zbrush without Polygroups, import into H, then back to Zbrush. No problem.
Even if you reorder the points, Zbrush will detect it and a message in top left will say, “Mismatch points-order in the imported mesh was detected and auto-corrected. ” (which is nice).
However the moment you have more than one poly group in Zb and export that out (to H), and bring it back it says there has been a topological change.
So what is it that Houdini does to groups when you export?
If you export an object from Zbrush without Polygroups, import into H, then back to Zbrush. No problem.
Even if you reorder the points, Zbrush will detect it and a message in top left will say, “Mismatch points-order in the imported mesh was detected and auto-corrected. ” (which is nice).
However the moment you have more than one poly group in Zb and export that out (to H), and bring it back it says there has been a topological change.
So what is it that Houdini does to groups when you export?
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