These game tools are great. I get an error message with IMB though:
Anyone else getting this on MacOSX?
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Work in Progress » Instant Meshes Bridge Sop
- kevinthebright
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Houdini Indie and Apprentice » Color grains from FBX model texture
- kevinthebright
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I have an FBX model from Photoscan converted to grains and simmmed. Sim looks great but I'd like to color the grains with the original model's texture. with various degrees of success, I've tried attribute transfer, Ray and Point VOPs (using the UVs and a Texture VOP). They all sort of work but feel wonky like I'm overlooking something.
Suggestions for other approaches?
Suggestions for other approaches?
Houdini Lounge » L-systems
- kevinthebright
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Anastasia Opera's hive talk has a nice discussion of the limitations of L-systems at the beginning.
Technical Discussion » Particle Sprites rendering as spheres
- kevinthebright
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I remember stumbling through this but forget the exact magic that needed to happen for it to work. Unfortunately, I am traveling and won't get back to a Houdini work station for a few weeks so I can't jump in and sort it out.
Play with the settings on the Render tab on your SOP (Render Unconnected Points etc). I remember that giving me problems.
Also, what's your goal for the shot - smoker from the cracks?
Play with the settings on the Render tab on your SOP (Render Unconnected Points etc). I remember that giving me problems.
Also, what's your goal for the shot - smoker from the cracks?
Technical Discussion » Particle Sprites rendering as spheres
- kevinthebright
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You'll need a PopSprite node after your Pop Source, if you don't have one already. That will default to dust puffs I think (been awhile since I used sprites). Then adjust the sprite image file and pscale to taste. Peter Quint has a good tut on Sprite Mosaics on Vimeo.
Houdini Lounge » any teasers for Houdini 16.5 coming up any time soon ?
- kevinthebright
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dyei
i wish they continued making themed teasers like when houdini 13 was release, the teaser was made in a horror movie style theme, that was great.
For sure. That 13 release nailed it.
Houdini Lounge » Packed Frags vs Geos
- kevinthebright
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Can anyone tell me the difference b/w Packed Geo (created by Pack SOP) and Packed Fragments (created by Assemble SOP). Is it just that one has been tagged with a Name attribute?
Houdini Lounge » iMacPro, Metal2 and beyond --> -->
- kevinthebright
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twod
In short, it seems like Apple is giving its users another product that no one really asked for, when many professionals have been begging for an upgradeable workstation for years. Just my personal 2c.
True for 3D creatives maybe but it specs out to a real value for a lot of editors, illustrators, color, mograph users…
Houdini Lounge » Is coding required for quality vfx in Houdini?
- kevinthebright
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Houdini Lounge » Is coding required for quality vfx in Houdini?
- kevinthebright
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I was just talking to someone about this. After you use Houdini for awhile, you'll want to know enough coding to toss VEX snippets into your scene script because its just the most straightforward way to get things done, develop an interesting look, etc.
Given the number of excellent tutorials running around these days, it's not too hard to learn VEX or Python but my 2¢ from experience, start with tutorials from artists. Houdini has a sort of natural line between artists and T.D.s. T.D.s are interested in building tools for other people to use. They have a skill known as career stability and start their day at ye olde command line and their tutorials often rightfully involve greater technical skills and a deeper focus on interface and proceduralism than you might want right away. Tutorials from the games guys have yet another layer of technical focus called how-to-squish-all-this-into-a-small-frame-buffer as well. Save those for down your particular road.
On the other hand, artist tutorials are often awkward because part of their job doesn't involve communicating complex operations to others like a T.D. does all day long. Find authors you like that know how to communicate concepts and methods. Matt Ebb's CGWiki blog is a great start, Rohan Dalvi's tutorials are great for beginners, Entagma's for intermediate users or those with some prior coding, etc.
Good luck.
Given the number of excellent tutorials running around these days, it's not too hard to learn VEX or Python but my 2¢ from experience, start with tutorials from artists. Houdini has a sort of natural line between artists and T.D.s. T.D.s are interested in building tools for other people to use. They have a skill known as career stability and start their day at ye olde command line and their tutorials often rightfully involve greater technical skills and a deeper focus on interface and proceduralism than you might want right away. Tutorials from the games guys have yet another layer of technical focus called how-to-squish-all-this-into-a-small-frame-buffer as well. Save those for down your particular road.
On the other hand, artist tutorials are often awkward because part of their job doesn't involve communicating complex operations to others like a T.D. does all day long. Find authors you like that know how to communicate concepts and methods. Matt Ebb's CGWiki blog is a great start, Rohan Dalvi's tutorials are great for beginners, Entagma's for intermediate users or those with some prior coding, etc.
Good luck.
Houdini Lounge » Mac Prod Build 16.0.600 installs
- kevinthebright
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Finally got back to looking into this.
As Rob suspected, there were old Houdini volumes still mounted. Ejected them and that solved it. Thanks Rob.
As Rob suspected, there were old Houdini volumes still mounted. Ejected them and that solved it. Thanks Rob.
Houdini Lounge » Mac Prod Build 16.0.600 installs
- kevinthebright
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chrismSorry Chris, missed this earlier. File says .600 but installed .599. Kevin
I just tried it again and it's still installing 16.0.600 for me. Does the file you download say 599 or 600?
Houdini Lounge » Mac Prod Build 16.0.600 installs
- kevinthebright
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Did a quick search to make sure but no older .dmg files showed up (I don't remember there being a .599 build?). Anyway, not a big deal, I'll just jump to .603.
Thanks
Thanks
Houdini Lounge » Mac Prod Build 16.0.600 installs
- kevinthebright
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Technical Discussion » Using VEX to create groups by attribute
- kevinthebright
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Hi Felix6699
Here I set up some colors, then create 3 groups, an allPoints group, a neg_zed group and red group, then call the neg_zed group in an if loop. Does that help?
Also, as ever, check out Matt's blog:
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Access_group_names_procedurally_in_vex [tokeru.com]
Here I set up some colors, then create 3 groups, an allPoints group, a neg_zed group and red group, then call the neg_zed group in an if loop. Does that help?
@Cd = set (0, 0, 1); if (@P.x > 0){ @Cd.r = 1; } i@group_allPoints = 1; i@group_neg_zed = @P.z < 0; i@group_red = @Cd.r > 0.6 ? 1 : 0; if (@group_neg_zed == 1){ @Cd = @P.z; }
Also, as ever, check out Matt's blog:
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Access_group_names_procedurally_in_vex [tokeru.com]
Houdini Lounge » Gridmarkets, Zync, etc
- kevinthebright
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I uploaded a pyro test to Gridmarkets cloud render. The submission, render manager, upload all pretty seamless but I am wondering about the bang for the pyro buck. Roughly 30 frames took about 1 minute each to render and cost about a $1 a frame. Does that seem reasonable / comparable to other renderfarms?
For reference, my Mac Pro 64GB dual d700s estimates the same frames at about 16 min/frame.
I'll run the same test on Znyc but they haven't updated to the latest Houdini version yet.
I haven't tried cloud since AWS fell by the wayside. Anyone else compare these lately? Naively I had hoped they would be cheap enought I wouldn't really have to think about it. AWS was pretty inexpensive.
For reference, my Mac Pro 64GB dual d700s estimates the same frames at about 16 min/frame.
I'll run the same test on Znyc but they haven't updated to the latest Houdini version yet.
I haven't tried cloud since AWS fell by the wayside. Anyone else compare these lately? Naively I had hoped they would be cheap enought I wouldn't really have to think about it. AWS was pretty inexpensive.
Technical Discussion » DOP Obj transform to world space
- kevinthebright
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Thanks rizviali and jsmack, much appreciated. I've rebuilt the test scene a couple times following your comments and have a much clearer idea of setting DOPs up now.
Technical Discussion » DOP Obj transform to world space
- kevinthebright
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This trips me up every so often so I thought I'd finally try to sort out the right way to fix it.
I create a geo object NOT at the origin and use it as a POP source. Then I create some collision geo, say a building, at the origin. When I bring the building into POPs, its position is transformed to the same position as the POP source (the collision object is moved to POPs world space I think) and the emitted particles immediately collide.
What I want to do is move the collision geo's position in POPs back to its original position in worldspace.
I've tried to apply the negative position of the POP source to the collision geo in DOPs using ObjectPosition and Position but no luck.
This isn't urgent but I would like to wrap my head around object transforms so any help is much appreciated.
I put together a quick HIP file attached.
I create a geo object NOT at the origin and use it as a POP source. Then I create some collision geo, say a building, at the origin. When I bring the building into POPs, its position is transformed to the same position as the POP source (the collision object is moved to POPs world space I think) and the emitted particles immediately collide.
What I want to do is move the collision geo's position in POPs back to its original position in worldspace.
I've tried to apply the negative position of the POP source to the collision geo in DOPs using ObjectPosition and Position but no luck.
This isn't urgent but I would like to wrap my head around object transforms so any help is much appreciated.
I put together a quick HIP file attached.
Technical Discussion » transparency and opacity
- kevinthebright
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Technical Discussion » Using VEX to create groups by attribute
- kevinthebright
- 208 posts
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