While it might work ok I'd keep in mind that Houdini is NOT an audio recording application. Houdini is great when reading and writing files on disk, but it's not designed for that sort of thing
(that being said I'd have no objections to Houdini implementing JAX and ASIO) !
currently, I'd highly recommend using a dedicated audio program (cubase, nuendo, cakewalk, vegas, audition, ardour, many other linux, etc etc) with good memory management and buffering abilities .. to record your audio.
Then reading in an “edited” or trimmed down section from disk using the file CHOP after the fact.
Found 531 posts.
Search results Show results as topic list.
Technical Discussion » CHOP's "Recording"
- andrewlowell
- 537 posts
- Offline
Technical Discussion » audio chops crashing houdini on mac
- andrewlowell
- 537 posts
- Offline
Looks fine on my machine as well. When exactly does it crash? Simply when adjusting the pass filter while not playing? Have you tried the filter chunk size at the default setting and still crashes?
I can't test this on a mac either but usually the main reason I've seen audio crash on the machines I've used (win or linux) is memory. But 4 gigs should be quite enough.
One thing you might try is downsampleing the resulting audio to drive the animation. But, I wouldn't suggest trying to manipulate the sliders while playing if it's doing this.
I can't test this on a mac either but usually the main reason I've seen audio crash on the machines I've used (win or linux) is memory. But 4 gigs should be quite enough.
One thing you might try is downsampleing the resulting audio to drive the animation. But, I wouldn't suggest trying to manipulate the sliders while playing if it's doing this.
Houdini Lounge » New Digital-tutors tutorials -Intro to Mantra!!!!
- andrewlowell
- 537 posts
- Offline
Houdini Lounge » New Digital-tutors tutorials -Intro to Mantra!!!!
- andrewlowell
- 537 posts
- Offline
hmmm, ok .. now I have more questions than before :?. Would those who have purchased it summarize it as a features overview; or a “how to use in production” guide; or somewhere inbetween.
Houdini Lounge » New Digital-tutors tutorials -Intro to Mantra!!!!
- andrewlowell
- 537 posts
- Offline
Houdini Lounge » Houdini vs Maya nParticles
- andrewlowell
- 537 posts
- Offline
wowie we just brought in ZBrush Realflow and VRay. This is an all out war (but, not sure what the premise is exactly). Well .. I've always said to students etc when they get on these better vs. mo-better stints to “LEARN THEM ALL!”
I've used Realflow, ZBrush, and VRay, and they all have many advantages in some areas over Houdini. Since they are smaller applications they're also much easier to learn. A hardened Houdini user at the studio just started getting into FumeFX which I think is really cool even though Max is clearly behind Houdini in terms of particle logic, Fume in 3ds Max has some very great things to offer as well.
I've used Realflow, ZBrush, and VRay, and they all have many advantages in some areas over Houdini. Since they are smaller applications they're also much easier to learn. A hardened Houdini user at the studio just started getting into FumeFX which I think is really cool even though Max is clearly behind Houdini in terms of particle logic, Fume in 3ds Max has some very great things to offer as well.
Technical Discussion » about how to learn houdini
- andrewlowell
- 537 posts
- Offline
I actually think Max is much more similar to Houdini than say Maya. Instead of a modifier stack, it's node based. That's about the only difference there, other than different operators of course.
Houdini Lounge » RDG cellularAutomaton
- andrewlowell
- 537 posts
- Offline
I was there and saw it .. great job Georg! Little too short though, next time MORE cellular automata!
Houdini Lounge » exponential zoom / copying
- andrewlowell
- 537 posts
- Offline
yeah looking for a good way to move the camera from a distance of .001 to 1000 and getting pretty much the same image. I want to be able to do this indefinatly. The big problem here is that the “loop” is in size/camera distance and not in time.
So, what I'm leaning toards right now is a system that basically attaches itself to the camera and will switch out single objects with million-pices object for certain ranges.
Sounds simle enough but the logic is really tricky; so if anyone has done anything similar I'd like to know about it
So, what I'm leaning toards right now is a system that basically attaches itself to the camera and will switch out single objects with million-pices object for certain ranges.
Sounds simle enough but the logic is really tricky; so if anyone has done anything similar I'd like to know about it
Houdini Lounge » exponential zoom / copying
- andrewlowell
- 537 posts
- Offline
no replies!! HELP! what kinda math do I have to do here How do I get the centroid to match the zoom at an “octave” of x6. Has anyone had to do anything similar?
I'm thinking I need some sort of method where I align pts vertically along the zoom-out axis, and then those are copy stamped with the correct level of detail according to how close the camera is, but not sure
I'm thinking I need some sort of method where I align pts vertically along the zoom-out axis, and then those are copy stamped with the correct level of detail according to how close the camera is, but not sure
Technical Discussion » see through SOP
- andrewlowell
- 537 posts
- Offline
Houdini Lounge » exponential zoom / copying
- andrewlowell
- 537 posts
- Offline
Ok trying to get this sorted out in my head. What I'm trying to do is to make a system where I can zoom in to an object with the camera, .001 units away from it, and it will be a normal size.
There are lots of these objects, maybe 10 million etc. I want to zoom out to a zoom of around 1000 units away, and the pattern that all of these objects will form will be the original object.
Anyone have any ideas with copying etc that can make this a completely seamless process. Meaning that I should be able to zoom in and out of this “loop” an arbitrary amount of iterations from micro to macro in any direction, meaning getting bigger or getting smaller.
I've managed to get one level, but the problem is that since the object will be in a slightly different place there will be a “jump” any ideas?
There are lots of these objects, maybe 10 million etc. I want to zoom out to a zoom of around 1000 units away, and the pattern that all of these objects will form will be the original object.
Anyone have any ideas with copying etc that can make this a completely seamless process. Meaning that I should be able to zoom in and out of this “loop” an arbitrary amount of iterations from micro to macro in any direction, meaning getting bigger or getting smaller.
I've managed to get one level, but the problem is that since the object will be in a slightly different place there will be a “jump” any ideas?
Technical Discussion » see through SOP
- andrewlowell
- 537 posts
- Offline
hmmm, interesting. There might be an easier way but you could orient the normals of the “see through object” away from the camera, and then use a Ray sop to test for intersections with the other object. You could use a point attribute on the behind object set to an ID to determine if it hit the correct object.
Move the points to their original location and then delete with an expression that says “if the attribute == the correct id, delete, otherwise keep”
If you wanted to do transparency than instead of deleting you'd have to use that test to set the transparency of the object in the shader.
anyone got an easier way?
Move the points to their original location and then delete with an expression that says “if the attribute == the correct id, delete, otherwise keep”
If you wanted to do transparency than instead of deleting you'd have to use that test to set the transparency of the object in the shader.
anyone got an easier way?
Houdini Lounge » maya viewport 64bit 2008 8.5 and nvidia
- andrewlowell
- 537 posts
- Offline
Technical Discussion » bezier() - What are those parantheses for? Time offset?
- andrewlowell
- 537 posts
- Offline
I've always wondered. Is there any way to use these interpolation functions outside of the animation graph context?
Like, with an expression that will return a value? If not I'd really like to see them. They'd be really useful in CHOPs, DOPs, and POPs for procedural animation.
Like, with an expression that will return a value? If not I'd really like to see them. They'd be really useful in CHOPs, DOPs, and POPs for procedural animation.
Technical Discussion » disk cache and chops
- andrewlowell
- 537 posts
- Offline
for others … normally the easiest way to set up the geometry CHOP is with frames instead of seconds (because that's the nature of the shot etc).
with the Geometry CHOP .. if you are using frames it will err if it starts at frame 0. So, if the method is frames instead of seconds set to
start frame, normally 1
end frame.
Change it to frames from seconds before adjusting (increasing) the numbers or you'll be capturing geometry for a very long time
with the Geometry CHOP .. if you are using frames it will err if it starts at frame 0. So, if the method is frames instead of seconds set to
start frame, normally 1
end frame.
Change it to frames from seconds before adjusting (increasing) the numbers or you'll be capturing geometry for a very long time
Houdini Lounge » Switch to Houdini "impossible"?
- andrewlowell
- 537 posts
- Offline
At the risk of sounding too “zen” …
I don't think the point is to find your way out .. it's to learn to be comfortable in a deep dark moist stinky place surrounded by lots of furry animals and millions of particles
I don't think the point is to find your way out .. it's to learn to be comfortable in a deep dark moist stinky place surrounded by lots of furry animals and millions of particles
Houdini Lounge » Switch to Houdini "impossible"?
- andrewlowell
- 537 posts
- Offline
If time is a major consideration you could view Houdini as an “as needed” program. I made the switch from Max, well, Maxscript bordering on SDK.
If you need complete control and flexibility over what you're doing than Houdini will save 100's or 1000's of hours over XSI, Maya, Max, whatever. You'll be C++ing in no time to get those programs to even equal Houdini. And that will be MUCH more learning and implementation time; provided the original idea works in the first place.
If you want to learn it just as a “better” program than what you have currently than sure; it can do that; but it's always a time consideration.
The good news is that learning Houdini is learning 3D graphics. You'll actually increase your understanding of XSI / Maya / Max by learning Houdini. The difficult part of Houdini is that it forces the user to know what they're doing. Most of the main stream apps at least have an entry level that students can grab onto. Even with the interface “optimizations” I think Houdini is much slower to learn for 3D newcomers, and much faster to learn for 3D graphics people.
If you're lookin' for a more specific answer I would go with 42
If you need complete control and flexibility over what you're doing than Houdini will save 100's or 1000's of hours over XSI, Maya, Max, whatever. You'll be C++ing in no time to get those programs to even equal Houdini. And that will be MUCH more learning and implementation time; provided the original idea works in the first place.
If you want to learn it just as a “better” program than what you have currently than sure; it can do that; but it's always a time consideration.
The good news is that learning Houdini is learning 3D graphics. You'll actually increase your understanding of XSI / Maya / Max by learning Houdini. The difficult part of Houdini is that it forces the user to know what they're doing. Most of the main stream apps at least have an entry level that students can grab onto. Even with the interface “optimizations” I think Houdini is much slower to learn for 3D newcomers, and much faster to learn for 3D graphics people.
If you're lookin' for a more specific answer I would go with 42
Technical Discussion » rigging tutorial
- andrewlowell
- 537 posts
- Offline
hmmm, an earth quake in LA and Edward and Michael disagreeing over DA theory. Forget about Siggraph, I think the apocalypse is near . :twisted:
Anyway … yeah I'd really like to see a good Houdini rigging workflow from a good Houdini rigger !
Anyway … yeah I'd really like to see a good Houdini rigging workflow from a good Houdini rigger !
Technical Discussion » 14 bit controllers in Midi out CHOP
- andrewlowell
- 537 posts
- Offline
Here is an example which takes the MIDI notes / pitch bend out of Reason, and either smooths it, or creates new pitch bend (all high res).
Then generates a new MIDI out file. This goes back into Reason (my seq program) and works fine.
PS* you'll probably need to bypass-unbypass the MIDI in CHOP it didn't refresh when I opened the file anew
Then generates a new MIDI out file. This goes back into Reason (my seq program) and works fine.
PS* you'll probably need to bypass-unbypass the MIDI in CHOP it didn't refresh when I opened the file anew
-
- Quick Links