I wanted to post this as a self reply on a previous thread but i think this warrants a whole new thread.
I just realised why i dont like modeling smooth subsurf characters in Houdini. Its becouse Subdivide SOP is too slow. I also think the main reason its slow is that it acts on input change by doing the whole subdivision again.
I have some suggestions on the front:
1. Rethink cooking flags
1.1 Pass ‘topology change’ boolean flag downstream
1.2 Pass locale of topology change downstream as a list or think of something better
Subdivide SOP gets the info and does the subdivision on local primitives and immidiate neighbors if topology changed or just interpolates the previous subdivided mesh if topology didnt change.
If its implemented globally some other OPs could benefit from this. If something like this is already implemented, why the h**l isnt subdivide SOP using this info? If its using it…dont use BASIC for programming .
The option #2 being: doing this only in the display layer…As a modifier of sorts. Similar to way XSI is doing it.
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Technical Discussion » Subsurf Modeling in Houdini
- el_diablo
- 133 posts
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Technical Discussion » Reforming edge loops/paths
- el_diablo
- 133 posts
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Thanks Edward. I just wanted to say what i needed this for. I'm modeling a car and sometimes after tweaking there are some extra small bumps in the mesh flow. This way i can correct those easily. Also normally after adding a edge loop between existing ones the subsurf tangency is broken. This way i can lock the tangency and add a loop BEFORE this node flow and it snaps to the correct position.
Now if i only could wrap it up in a OTL and add custom viewport graphics for it , it would be a nice tool.
Now if i only could wrap it up in a OTL and add custom viewport graphics for it , it would be a nice tool.
Technical Discussion » Reforming edge loops/paths
- el_diablo
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I have some progress with this…
Its not yet what i hade in mind, the bezier reconstruction is loosing volume too much.
If anyone has any thoughts on this…please share
Its not yet what i hade in mind, the bezier reconstruction is loosing volume too much.
If anyone has any thoughts on this…please share
Technical Discussion » Reforming edge loops/paths
- el_diablo
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Anyone know of a simple sop network way to do the following:
1. get a edge selection forming a path or a loop
2. select some number of points shared with those edges
3. form a cubic spline joining those points
4. deform the edge path so it snaps to the cubic interpolated points
It doesnt have to be a cubic spline. nurbs treating selected points as cvs or breakpoints would do.
1. get a edge selection forming a path or a loop
2. select some number of points shared with those edges
3. form a cubic spline joining those points
4. deform the edge path so it snaps to the cubic interpolated points
It doesnt have to be a cubic spline. nurbs treating selected points as cvs or breakpoints would do.
Houdini Lounge » Trax Editor
- el_diablo
- 133 posts
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Its me again and my crazy ideas.
No trax editor? Just add IN/OUT temporal controls to all houdini ops. Make an interface for editing this visualy and make animation curves visible also one at the time or be smart and do something better.
Blending edit sops with nice visual control? no problem. Adding a polysplit Sop that is active only on some frames? no problem.
having objects with temporaly changing topology? yes sir.
PS. Yes I'm an utopian in nature….and also desire world peace
:wink:
No trax editor? Just add IN/OUT temporal controls to all houdini ops. Make an interface for editing this visualy and make animation curves visible also one at the time or be smart and do something better.
Blending edit sops with nice visual control? no problem. Adding a polysplit Sop that is active only on some frames? no problem.
having objects with temporaly changing topology? yes sir.
PS. Yes I'm an utopian in nature….and also desire world peace
:wink:
Houdini Lounge » How would I make houdini a better modeler? Oh, I'm so glad..
- el_diablo
- 133 posts
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BTW…This is how a head model looks in Houdini. Just some trivia. Notice the first op…
Took too much time, too many right clicks. Still felt good somehow.
Took too much time, too many right clicks. Still felt good somehow.
Houdini Lounge » How would I make houdini a better modeler? Oh, I'm so glad..
- el_diablo
- 133 posts
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I already commented on some problems with using Houdini as a modeler in my previous threads here and on odforce (with pictures). I would just like to see a timelapse video of someone modeling something worthvile looking at in Houdini.
My guess is there is 0 such videos. Why? becouse they would be too long (sarcasm).
The only real problem i see in Houdini generaly is user interaction, and i already commented how i would try to solve it (UI op context). There is a thread on scripting interfaces… If Houdini is procedural why not make logic and drawing a op context?
My guess is there is 0 such videos. Why? becouse they would be too long (sarcasm).
The only real problem i see in Houdini generaly is user interaction, and i already commented how i would try to solve it (UI op context). There is a thread on scripting interfaces… If Houdini is procedural why not make logic and drawing a op context?
Houdini Lounge » New Houdini Pricing
- el_diablo
- 133 posts
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Escape is upgradeable to Master? I just pay the price difference? Also…Escape has the Particle SOP? I have some VFX possibilties with it?
I'm just amazed by the new price for Master, but can't afford it right now. Thinking aloud about dipping my toes in Escape later to become Master.
I'm just amazed by the new price for Master, but can't afford it right now. Thinking aloud about dipping my toes in Escape later to become Master.
Technical Discussion » RFE: Vertex-Level Edit SOP
- el_diablo
- 133 posts
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Well, its kinda hard to use Houdini the same way as other applications for modeling already, and without this kind of ‘mesh opening’ its pretty cubersome. I was just getting excited that Houdini could be pretty darn good modeling program and i hit a brick wall.
And no…using 3 or more sops just to separate fingers is not a way to go.
Sorry about the big image.
And no…using 3 or more sops just to separate fingers is not a way to go.
Sorry about the big image.
Technical Discussion » RFE: Vertex-Level Edit SOP
- el_diablo
- 133 posts
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Technical Discussion » UVpelt specifics
- el_diablo
- 133 posts
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Ah well. More work to me but its more in-line with Houdini philosophy i would think.
Thx for the info
Thx for the info
Technical Discussion » UVpelt specifics
- el_diablo
- 133 posts
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I was wondering if it was possible to pelt multiple regions with one UVpelt operator or is it one region-one OP deal?
Houdini Lounge » Houdini>>Maya
- el_diablo
- 133 posts
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Can you compare houdini with maya? Is it evenly strong?
I once saw Maya lift 500 pounds! Then again i heard Houdini can do its magic and go over that.
————————————————————————
Joking aside, you wont go wrong with either its best decided on:
1.Job requirements
2.Personal preference
If its for learning 3D then i would go for Maya if you plan to get a first job. Or maybe Houdini artist are more in demand than it seems? Dunno
Technical Discussion » Houdini is crashing on Windows. nobody seems to know why.
- el_diablo
- 133 posts
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Windows XP SP2, Avast Home edition, XP firewall, on Toshiba M200 with geforce FX 5200. Never had Houdini crash on me in one year. Though there are some performance problems mainly relating in Houdini using (i presume) OpenGL calls for the interface. That coupled with low graphics ram on the tablet PC (64 Mb) makes 2 or more opengl contextess fill up and beyond the 64 mb and use the system ram or even software opengl (if there is such a thing as per context switch). It can be circumvented by using smaller open gl window. Same thing happens with XSI + any other open gl app open at the same time, so its not Houdini specific.
Houdini Lounge » Modelling wish list
- el_diablo
- 133 posts
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Building interactive tools in Houdini paradigm format. Like onClick, onPress, onRelease, onKeydown handlers as building blocks, viewPanel and similar objects as OPs, selection as OP. Full VEX topology control if not in already. Should make most tool requests obsolete as you could ‘program’ your own behavior.
Houdini Lounge » navigation mouse buttons - how to change them?
- el_diablo
- 133 posts
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I mapped ‘Space’ in XSI to the Navigation tool ('S' former), now it acts a bit like Houdini and Photoshop. I find ‘Space’ a lot easier to hit than ‘S’. Anyways it works for me, maybe you could give it a try.
Houdini Lounge » Houdini User's Guide
- el_diablo
- 133 posts
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The problem with the content tree/content sperator, yes i had (have) it also. The solution is to click it once in the middle part after it goes haywire on you. It will calm down after that.
Houdini Lounge » The Great Divide in CG Facilities: Adapt or Die
- el_diablo
- 133 posts
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Well, I really cant understand how Houdini Master can be deemed expensive as its still covered financialy by doing one vfx project in US. In my realm (Central-europe, Croatia) its extremly expensive as vfx projects here range from 500-5000$ depending on complexity. There is higher budget work, but its far and between. So ideally I would need full 6 months of work just for the license which is completly unrealistic. But I'll save my pennies eventualy .
BTW. Did SideFX sell any licenses at all to Croatia? I would think not, so my company might be the first! lol :wink:
BTW. Did SideFX sell any licenses at all to Croatia? I would think not, so my company might be the first! lol :wink:
Houdini Lounge » Houdini Books
- el_diablo
- 133 posts
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Also, I see SideFX is employing new people to do next generation of learning material. Should be nice to have a update to videos and docs that are availble already. I would like them to be task based like ones on 3dbuzz tho which were regretably never finished ( the twister tutorial). Maybe something in the lines of ‘How to make that A52 commercial for that car’ lol.
I wonder if SideFx is open for telework in area of learning material production? I have a apperentice project almost finished that could focus on parametric modeling as its a old 17th century ship that is parametricaly constructed so you can have 100s of different ships only by varying some parameters such as number of masts, cabine decks, front sail on/off etc.
I wonder if SideFx is open for telework in area of learning material production? I have a apperentice project almost finished that could focus on parametric modeling as its a old 17th century ship that is parametricaly constructed so you can have 100s of different ships only by varying some parameters such as number of masts, cabine decks, front sail on/off etc.
Technical Discussion » Renaming in COP
- el_diablo
- 133 posts
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AFAIK, .tif can save only RGBA (although some programs can save more to .tif).
You need to render to .pic being Houdini .pic format. Also maybe you need to specify which shading vars to save. For relighting you'll need atleast P,N.
You need to render to .pic being Houdini .pic format. Also maybe you need to specify which shading vars to save. For relighting you'll need atleast P,N.
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