I have a Dop I/O node saving to disk a pyro sim and I am finding a very weird situation and wanted to see if it is just me not knowing or this is indeed a bug.
The node goes from frame 1 to 5 on .25 steps
When I save
blah.$F.bgeo -> it works as I expect and produces 5 files from 1 to 5
when I save
blah.$N.bgeo -> there is no number and creates and overwrites the file blah..bgeo again and again
Am I missing something?
thanks
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Technical Discussion » $N broken in H15?
- jordibares
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Houdini Lounge » Looking for freelancers
- jordibares
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Hi Werner, it is mostly FX for the current and upcoming projects but we are interested in getting in touch with freelancers that can take shots from start to finish, animation, particle work, fx, you name it.
Houdini Lounge » Outside by SHED/SideFX
- jordibares
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Houdini Lounge » Looking for freelancers
- jordibares
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Sorry if this is not the forum, I will be brief.
Glassworks London is looking for mid and senior positions for some really cool projects, if you are interested to work with a bunch of nice and very talented people please send us an email with a link to your showreel as soon as possible to;
3d.jobs@glassworks.co.uk
I am sure you are going to love it.
Glassworks London is looking for mid and senior positions for some really cool projects, if you are interested to work with a bunch of nice and very talented people please send us an email with a link to your showreel as soon as possible to;
3d.jobs@glassworks.co.uk
I am sure you are going to love it.
Houdini Lounge » Redshift for Houdini, call for developers
- jordibares
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Houdini Lounge » Substance plug-in for Houdini
- jordibares
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This is phenomenal!!! So good news!!!
Side Effects should push a bit of PR on this, it is more important than you may think!
Side Effects should push a bit of PR on this, it is more important than you may think!
Work in Progress » Equation Solver - a scandalously VEXy asset
- jordibares
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:-) Fair point. Super-interesting work by the way, have been very fond of Mathematica for long time.
FVGDOTCOMjordibares
Not to ruin the party but the name “ISIS” may not be a very wise one…
Notwithstanding ancient Egypt, I have used the terminology Intelligent Synthesis and Integration System (ISIS) for a long time and not about to change due to name hijackers LOL. http://fvg.com/isis-vfx.html [fvg.com]
VR
Lars
Work in Progress » Equation Solver - a scandalously VEXy asset
- jordibares
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Not to ruin the party but the name “ISIS” may not be a very wise one…
FVGDOTCOMndicksonFVGDOTCOMWoohoo! That's so sweet! 8)
I am finishing up a plugin that connects the Wolfram Research Mathematica system to Houdini. I have already done this for Maya. This provides the full power of the Mathematica kernel to Houdini.
I'd considered doing something analytical with equations, instead of just numerical, but I figured it'd take a monumental effort to do even basic analytical stuff, and I wouldn't be able to do anything nearly as useful as Mathematica. It's good to know that I won't have to now! (…as long as people have a Mathematica license, unless the plugin has a Wolfram Alpha tie-in.) :wink:
Is it both directions? i.e. Does it both let Houdini access Mathematica and let Mathematica access Houdini via Houdini Engine? Or, is it just one direction?
Wow! Very sorry I missed your reply, I would have responded right away if I had not missed it. So the answer is it does use Wolfram Alpha, enables both symbolic (analytical) input and it goes both ways. Houdini is perfect for this, I am coming in through the HOM via the HDK currently but that is just the beginning. I am developing HDK interfaces that are automatically selected by the Mathematica system to manipulate VEX too. Here is an explanation of what I am doing an an a simple example. Once I get things to work the way I want I will transition to a more sophisticated VFX problem, possibly where accurate fluid dynamics calculations are baked into a simulation to be used as a rendered sequence output. http://fvg.com/isis-vfx.html [fvg.com]
I have created new Houdini nodes so you can access Mathematica su-kernels from Houdini including Mathematica GPU processing on distributed sub-kernels. My objective as stated in the link is behavioral VFX synthesis from a high level specification. This is targeted at technical directors since they deal in VFX that requires systems level planning etc.
My current focus is Houdini with Behavioral VFX synthesis and this is due to the highly developed node based architecture, which makes it a natural implementation for behavioral VFX synthesis. One of the user interfaces is Wolfram Alpha, which is extended for this purpose. Since your familiar with Wolfram Alpha you can imagine where this can go.
Autodesk is starting to create a procedural approach but they are so far behind at this point I don't see how they can possibly catch up to Houdini. Notwithstanding, Houdini has a very light footprint whereas Maya the opposite. One of the areas I am concentrating on is where Houdini starts to get crushed from a processing or memory perspective and offloading the calculations and data to distributed Mathematica Kernels (the Houdini Mathematica plugin can start up multiple distributed Mathematica sub kernels with SIMD GPU)
This is working out much faster than I originally expected but there is still lots of work to do. Ultimately, I will be looking for volunteers to test it on a real VFX challenge.
Tonight I am working on getting the kinks out of the Wolfram Alpha Houdini node parameter interface. This will enable complex free formatted requests to Mathematica sub kernels with no Mathematica Front End. In this instance of the technology Houdini nodes are the front end to as many Mathematica sub kernels as you want, including distributed multi-core distributed parallel processing and GPU SIMD parallel processing. The Houdini mathematica node does its calculation, say for accurate fluid dynamics or to incorporate machine learning into a VFX animation (where the VFX can change based on what else is in the scene!!). I want to take this idea of adaptive Houdini nodes much further. Effectively this enables Houdini intelligent nodes that can be setup to recognize and adapt to different inputs that pass through them to other things like shader networks for example. Houdini was made for behavioral VFX synthesis. Using the hardware VLSI metaphor, Houdini is like logic synthesis and what I am doing layers behavioral synthesis on top. Its exactly the same approach as used in hardware behavioral synthesis adapted here to VFX. This can easily be extended even further to intelligent character synthesis within Houdini. At the simplest level, lets say an artist creates a character in ZBrush and brings it into Houdini. Now you are ready to rig and animate the character. The new trick is hooking your rig and/or your animation up to an intelligent Houdini node that is driven by Mathematica, which results in character animations that may not be possible to do now with current technology! Anyway I am very excited about this as you can see.
VR
Lars
Houdini Learning Materials » Where to Start?
- jordibares
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Do you realise you can't even open 2 outliners in Maya at the same time?
FYI XSI has still today the best “outliner” by miles but unfortunately Autodesk killed the software so we are stuck.
FYI XSI has still today the best “outliner” by miles but unfortunately Autodesk killed the software so we are stuck.
DASD
Personally I think it has the best outliner (scene organization) in the business, but that's debatable.
Houdini Lounge » A Greeble plugin for Houdini
- jordibares
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Technical Discussion » topobuild
- jordibares
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Same here, I really have been using a lot for a big retopo task of many characters and it has been a life saver.
Would be great to see a few updates on it but hey, what a great start!
Thanks
Would be great to see a few updates on it but hey, what a great start!
Thanks
Houdini Lounge » i have discovered one of H16 features in H15
- jordibares
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Actually XSI has a similar tool and some animators love it, makes sense to have these kind of tools if you are animating character for sure.
+1
+1
Houdini Lounge » Houdini timeline wrong convention
- jordibares
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I would argue that Houdini has a pretty simple and consistent approach that fulfils both camps in a decent manner.
If anything and for the sake of perspective, UI conventions that have been adopted everywhere are things we should be careful to change unless they bring some truly meaningful value, for example the approach Modo has taken of having an x-sheet mode to animate.
I totally get the point of both philosophies but I would vote for a conservative approach rather than a big departure. May be would be as simple way to indicate the keyframe represented by this green box is not an integer or there are more keyframes than 1 in that time-span by changing the shading of the box?
my 2 cents
If anything and for the sake of perspective, UI conventions that have been adopted everywhere are things we should be careful to change unless they bring some truly meaningful value, for example the approach Modo has taken of having an x-sheet mode to animate.
I totally get the point of both philosophies but I would vote for a conservative approach rather than a big departure. May be would be as simple way to indicate the keyframe represented by this green box is not an integer or there are more keyframes than 1 in that time-span by changing the shading of the box?
my 2 cents
SI Users » Softimage to Houdini guides
- jordibares
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Just want to announce that after watching H15 at the London event I have been thinking about a major overhaul of the guides, letting these die is not my intention so and I am happy to announce I will embark on a full revamp of the guides although this time will be less Softimage focused.
After the poll it is clear the way to go is eBook mode and although I still need to clear lots of things from my intray first (testing authoring tools, deployment, video snippets? fonts, style, layout and more) today seems like the perfect day to announce it, after all it is my birthday!!!
Given this will be a bit more serious I will like to have two Houdini experts to help me out polishing and commenting before I do a full publish, if you are up for the ride please let me know either privately or directly in this thread.
Also, for those of you with interests in certain areas I will run another poll soon to see what things need addressing in a bigger extent or cut down.
Hope you are as happy as I am of what is ahead and hopefully we can bring more people into Houdini.
Jeff, I will need your help. ;-)
After the poll it is clear the way to go is eBook mode and although I still need to clear lots of things from my intray first (testing authoring tools, deployment, video snippets? fonts, style, layout and more) today seems like the perfect day to announce it, after all it is my birthday!!!
Given this will be a bit more serious I will like to have two Houdini experts to help me out polishing and commenting before I do a full publish, if you are up for the ride please let me know either privately or directly in this thread.
Also, for those of you with interests in certain areas I will run another poll soon to see what things need addressing in a bigger extent or cut down.
Hope you are as happy as I am of what is ahead and hopefully we can bring more people into Houdini.
Jeff, I will need your help. ;-)
Houdini Lounge » H15 London presentation
- jordibares
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I would love to break the news but honestly, I think I would steal from you the surprise, H15 looks incredible.
Houdini Lounge » H15 London presentation
- jordibares
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Just wanted to add a brief note for those who could not make it on Monday's Houdini H15 presentation.
The event was packed and although I wished the venue was bigger it felt very cozy and friendly as usual.
The show was awesome and the technology that Side Effects has managed to put into this release in less than a year since H14 is simply mind blowing.
Pretty much all areas have been touched and what a year ago felt a massive job feels yet again another monumental. From rigging to crowds, from Materials to FX, from animation to modelling… incredible.
Just a massive thanks for listening, the work done is outstanding and reflects a clear vision and will to embrace other communities like Softimage into the Houdini family.
jb
The event was packed and although I wished the venue was bigger it felt very cozy and friendly as usual.
The show was awesome and the technology that Side Effects has managed to put into this release in less than a year since H14 is simply mind blowing.
Pretty much all areas have been touched and what a year ago felt a massive job feels yet again another monumental. From rigging to crowds, from Materials to FX, from animation to modelling… incredible.
Just a massive thanks for listening, the work done is outstanding and reflects a clear vision and will to embrace other communities like Softimage into the Houdini family.
jb
Houdini Learning Materials » Workflow question re - Digital Assets
- jordibares
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There are so many personal and team considerations it is hard to answer what would be best..
My approach is always to construct scenes and assets from the point of view of reusability which leads to a lot of things.
- Terrain generation asset does create terrain and outputs data for other tools to pick.
- The tree asset generates a hero tree that
A new asset to populate the terrain with assets, or rocks, or whatever using terrain data or user data does the actual job.
This way the tree asset goes the library for future jobs, the terrain asset will lead to a generalised one if you have more jobs on that same spectrum.
The populate asset will become super useful for many things so ultimately this would be probably my approach.
Obviously you will want to deal with LOD and huge landscape sizes which will make this terrain assets quite sophisticated but overall that would be the principle for me.
hope it helps
jb
My approach is always to construct scenes and assets from the point of view of reusability which leads to a lot of things.
- Terrain generation asset does create terrain and outputs data for other tools to pick.
- The tree asset generates a hero tree that
A new asset to populate the terrain with assets, or rocks, or whatever using terrain data or user data does the actual job.
This way the tree asset goes the library for future jobs, the terrain asset will lead to a generalised one if you have more jobs on that same spectrum.
The populate asset will become super useful for many things so ultimately this would be probably my approach.
Obviously you will want to deal with LOD and huge landscape sizes which will make this terrain assets quite sophisticated but overall that would be the principle for me.
hope it helps
jb
Houdini Lounge » The wave trailer
- jordibares
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Houdini Lounge » Houdini 15 Wishlist
- jordibares
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This would be soooooooooo useful.. +1000
pusat
RFE: Ability to have a network editor overlay on a Scene View pane that can be edited and toggled
So you can manipulate your network directly on top of a Scene View pane. You can have a modifier key to perform Scene View related view manipulations while the overlay is present. But for other Scene View modifications you can toggle the network editor display, so it's not conflicting.
SI Users » Freeze Modeling? And other questions...
- jordibares
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I had the same kind of questions in the beginning, then I realised no matter how I didn't want to, the scene is no longer all in one file (and you want it this way - believe me) which leads to a stronger relationship and even dependency on your directory structure and naming convention so you can extract value from it.
After a while freezing geometry is no longer a priority unless cooking the network is very slow you will end up exporting a file, but ultimately you will start paying attention on how you organise your scene AND your files on disk.
hope it helps
After a while freezing geometry is no longer a priority unless cooking the network is very slow you will end up exporting a file, but ultimately you will start paying attention on how you organise your scene AND your files on disk.
hope it helps
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