Hi guys! I dont really understand how I should tweak the lod paramater. Going stupid here and tried to animate it since it possible to scope it as a animatable parameter but nothing happens there so I guess its not possible to animate or maybe im missing something.
Here is the file I´m working on. It´s a nurbs head that I am going to use as a reference for snapping curve network onto. Going from mirror SOP to join makes a noticable difference in detail but if you render from join sop you will get a much more smooth surface, well many times more smooth than the display. Cranking up the LOD in the Display Options works but since im going to use it as a reference for building a curve network i want to use a normal LOD “ level 1” for the curves im building but a higher one for this head.
Should I type something in the textport? and if so is it possible to assign a hotkey for to that script for switching levels?
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Houdini Lounge » Join SOP trouble.
- Mikael_Amion
- 129 posts
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Technical Discussion » RFE:Edit SOP softh radius visual feedback
- Mikael_Amion
- 129 posts
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I agree on this. My experience from other packages is that it makes things easier and faster and thats whats its all about.
Technical Discussion » RFE: Edge distance option for Soft Radius.
- Mikael_Amion
- 129 posts
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Hi! Ignore point connectivity dont really do the trick since it only ignores backfaces. First i must say that I am not using Houdini professionally so perhaps you guys that do use it think its less important to have this option, but if I were to use Houdini in my work on a daily basis I think that this is a function that would help me a lot. I do mostly modelling and If I were supposed to use houdini for building my models and specifically BlendShapes I know that edge distance dropoff would indeed save me some time.
Simon I see that you totally understand my question and since I posted there has been another thread about the same issue here [sidefx.com]so it seems to be a common issue though.
Edge distance is also one of the issues being adressed in Silo for version 2 and here is a LINK [silo3d.com] to their forum. There is a video [silo3d.com]“.mov” on that page showing soft radius with edge distance combined with visual feedback.
Simon I see that you totally understand my question and since I posted there has been another thread about the same issue here [sidefx.com]so it seems to be a common issue though.
Edge distance is also one of the issues being adressed in Silo for version 2 and here is a LINK [silo3d.com] to their forum. There is a video [silo3d.com]“.mov” on that page showing soft radius with edge distance combined with visual feedback.
Technical Discussion » RFE: Edge distance option for Soft Radius.
- Mikael_Amion
- 129 posts
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Don’t know if this has been brought up before but many times when modelling on areas where two surfaces are close in world space but further away in edge distance it can really help to have a soft radius that affects only the points with the distance calculated exclusively on closest neighbour faces. Examples are lips, eyelids, fingers, ears, nostrils and similar. It would be nice to have an option for that.
Houdini Lounge » Join SOP trouble.
- Mikael_Amion
- 129 posts
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Is Join supposed to lower the level of detail on NURBS? I´ve been modelling a head and come to the conclusion that the Join SOP builds a primitive that displays at a lower resolution. It renders fine but in the viewport I have to crank it up.
On the topic. The display properties for level of details affects all objects. Is it possible to change the level of detail per object?
Ver. 8.0.410 XP SP2
On the topic. The display properties for level of details affects all objects. Is it possible to change the level of detail per object?
Ver. 8.0.410 XP SP2
Houdini Lounge » RFE: Tweak in EditSOP
- Mikael_Amion
- 129 posts
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rafal
If you use the Edit tool and turn off the secure selection (on the left toolbar) and start tweaking points, would this give you what you are describing?
Well the part where you can continue to select components is right but it goes a step beyond that. Basically tweak is a combination of two actions, move (in the plane perpendicular to the camera) and pre highlight selection. What pre highlight selection does is giving the modeller a visual indication in advance on what components he is going to alter. It is similar to the term “hover” in browser that when you move your mouse pointer over an element in the page you know what you’re going to pick. When doing modelling on mid to high poly models it is a great advantage to be able to do this since the manipulator can many times get in the way for you and having to select and deselect will in the end take a lot more time. It’s workflow booster.
Simon
I put in an RFE for the sculpt tool to work in this mode, ie sculpting that would move points in the plane perpendicular to the camera rather than just moving points up and down the normal.
Is that what you mean? I think that would be a great enhancement for tweaking.
I think thats what I mean. Perhaps making it as an option in sculpt is good. i can post a short videoclip later this week so it might be more clear.
Houdini Lounge » RFE: Tweak in EditSOP
- Mikael_Amion
- 129 posts
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Is there any official place to post RFE´s or is the general discussion a good place to send SideFX ideas?
Here is my suggestion:
The union with the paint displacement inside EditSOP was great however it could be better. In wings3d/silo/zbrush and other destructive modelling apps there is a mode mostly referred as tweak mode. Tweak mode lets you move points on geometry without using manipulators. It’s using the view plane as its default axis for moving the points. Combined with a selection highlight, that in advance show you what points your affecting, it’s a very fast way to model organic shapes. Graphically it could be another Tab in the EditSOP.
I hope this enhancement is recognised as useful.
If you need practical experience in how tweak work check out wings over at www.wings3d.com
Here is my suggestion:
The union with the paint displacement inside EditSOP was great however it could be better. In wings3d/silo/zbrush and other destructive modelling apps there is a mode mostly referred as tweak mode. Tweak mode lets you move points on geometry without using manipulators. It’s using the view plane as its default axis for moving the points. Combined with a selection highlight, that in advance show you what points your affecting, it’s a very fast way to model organic shapes. Graphically it could be another Tab in the EditSOP.
I hope this enhancement is recognised as useful.
If you need practical experience in how tweak work check out wings over at www.wings3d.com
Technical Discussion » What is UV ?
- Mikael_Amion
- 129 posts
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I made a tutorial for some time ago.. about a year or so.. covering the basics of uv in Houdini.
http://www.soulvector.com/tutorials/houdini/uv101.html [soulvector.com]
http://www.soulvector.com/tutorials/houdini/uv101.html [soulvector.com]
Houdini Lounge » Maya Make Live
- Mikael_Amion
- 129 posts
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Houdini Lounge » Maya Make Live
- Mikael_Amion
- 129 posts
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Is there anything similar to Maya Make Live? I searched through previous threads but didnt come up with anything. Basically what i want to do is being able to snap my curvepoints onto the surface. Ive tried all snap options but maybe im missing something. Im not looking for project curves on surface..im looking for a way to draw curves on surface in realtime.
Technical Discussion » Exporting .objs from Houdini for use in Maya
- Mikael_Amion
- 129 posts
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yes! its pretty simple ..you ?Lright click?L on your geometry in SOP mode and choose ?Lsave geometry?L and from there you can choose what format youd like to output to.
Technical Discussion » suggestion: multiple extrudes in a single Polyextrude SOP
- Mikael_Amion
- 129 posts
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i agree! there could be two options. one for proceduralism and one for destructive extruding.
Houdini Lounge » Nurbs Curve Skinhead problem!!
- Mikael_Amion
- 129 posts
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Hi! I sent the question to 3Dworld asking if it was possoble to get a hold of the file that they used in the tutorial. But they were only publishing a tutorial written by hopefully sideFX. They gave me suggestion to ask here so i searched on google and came up with this.
here you can today find the original tutorial
http://www.all3d.narod.ru/home/articls/tutor/houd/files/tut_006.zip [all3d.narod.ru]
and the filename and location seemed to be
( http://www.sidefx.com/tutorials/head_build.hip.gz [sidefx.com] )
i dont know when this exactly was , but is it possible to get a hold of that file that was used in there? if someone has it.
Thanx
/Mikael
here you can today find the original tutorial
http://www.all3d.narod.ru/home/articls/tutor/houd/files/tut_006.zip [all3d.narod.ru]
and the filename and location seemed to be
( http://www.sidefx.com/tutorials/head_build.hip.gz [sidefx.com] )
i dont know when this exactly was , but is it possible to get a hold of that file that was used in there? if someone has it.
Thanx
/Mikael
Houdini Lounge » Nurbs Curve Skinhead problem!!
- Mikael_Amion
- 129 posts
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What i would like to do is a solid head made up from nurbs patches from a curve network. Not sure how to do this though. Ive tried Skin/Sweep/Bridge/Rails/ and i tried to Join curves and most op?Ls i can think of.
Questions i ask myself is..
Should i make new curves between those areas ( on the profile ) that i want skins..or could i use the existing head profile curve and cross skin/patch from specific selected areas of the curve?
–see image/file for head iam working on!!
Should i weld vertices/fuse points in order to being able to patch it? similar to make a primitive and skin it?
In lightwave you can make polygon areas from spline curves called “Make Spline patch” and 3dmax its pretty much the same workflow.
Iam thinking maybe i could make a couple of nurbs skin areas from the curves then paste them together. If you read 3Dworld mag issue nr5 nov 2000 they had a nurbs head tutorial with lip sync that is pretty much built the same way. But they do not get into detail on how they actually connects the curves for building the skin.
Ok. I hope that is clear enough Any hint/tips about nurbs modelling in houdini is warmly welcome.
Thanx
/Micke
Image : http://sv1.3dbuzz.com/vbforum/attachment.php?s=&postid=227347 [sv1.3dbuzz.com]
File: http://sv1.3dbuzz.com/vbforum/attachment.php?s=&postid=227349 [sv1.3dbuzz.com]
Houdini6 apprentice file
Questions i ask myself is..
Should i make new curves between those areas ( on the profile ) that i want skins..or could i use the existing head profile curve and cross skin/patch from specific selected areas of the curve?
–see image/file for head iam working on!!
Should i weld vertices/fuse points in order to being able to patch it? similar to make a primitive and skin it?
In lightwave you can make polygon areas from spline curves called “Make Spline patch” and 3dmax its pretty much the same workflow.
Iam thinking maybe i could make a couple of nurbs skin areas from the curves then paste them together. If you read 3Dworld mag issue nr5 nov 2000 they had a nurbs head tutorial with lip sync that is pretty much built the same way. But they do not get into detail on how they actually connects the curves for building the skin.
Ok. I hope that is clear enough Any hint/tips about nurbs modelling in houdini is warmly welcome.
Thanx
/Micke
Image : http://sv1.3dbuzz.com/vbforum/attachment.php?s=&postid=227347 [sv1.3dbuzz.com]
File: http://sv1.3dbuzz.com/vbforum/attachment.php?s=&postid=227349 [sv1.3dbuzz.com]
Houdini6 apprentice file
Houdini Lounge » Why to choose Houdini instead of Maya, Max, XSI or LW?
- Mikael_Amion
- 129 posts
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Ive been using 3d max mostly before..some maya and lightwave for modelling. Ive been doing some simple stuff with houdini the last 2-3 months and i really think it is more powerful than the others. You have total control over all steps in your creative process …in network viewer you can easily make 2,3 or more branches of your same creation and work with it in different ways..and go back and apply changes that affects the final result…it is really awesome when you get into it. As example Nurbs paste. Make a ?Lsphere put on a edit op ..reshape it…make a nose from a grid and project it onto the sphere and get a seamless surface…then if your not happy with the shape of your nose …edit the original and see how the seamless surface reshapes. I have not still found a function that isnt there..Give it a try…it will change your workflow
Technical Discussion » 5.5.208 linux issues....only start screen is showing!!
- Mikael_Amion
- 129 posts
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Well ive been running Apprentice on w2k for some time without probs. But now i want to run it on Linux. I have Redhat 7.3 installed with houdini 5.5.208 ….installation seems to go fine but when i try to run I only get the first splash(the blue one telling Houdini is about to start) screen and then it goes down (and i dont know where to look for error msg). I have an Asus v3800 gfx card with riva tnt2ultra xfree86 svga driver and mesa 4.2 open gl driver and running Gnome as Window manager Duron 1200mhz 320mb ram. Ive tried it under Mandrake 9.0 and got the same prob. In windows it runs fine. So my question is what types of broblem could this be? Plzz help
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