Awesome - thank you.
~C
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Houdini Indie and Apprentice » H14 -> H15 Indie
- caesar
- 143 posts
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Houdini Indie and Apprentice » H14 -> H15 Indie
- caesar
- 143 posts
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Hello,
Do H14 Indie users get an automatic upgrade to H15 or do we need to purchase another license?
Thanks
~C
Do H14 Indie users get an automatic upgrade to H15 or do we need to purchase another license?
Thanks
~C
Houdini Learning Materials » Complete Houdini pipeline tutorial
- caesar
- 143 posts
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Thanks arctor…
Yes this is great, but it's using all of the traditional tools used in a professional pipeline (which is awesome), but I was hoping someone could show how to do all of this within Houdini itself ..
..which raises another question: Why don't studios stick to as few tools as possible when creating a pipeline? I realize different needs yield different tools, but doesn't Houdini provide all of the tools necessary to get the entire job done from start to finish (possibly minus the modeling tools - I don't have a lot of experience modeling in Houdini, but the initial impression is that it lacks in this department - at least from a convenience standpoint*)?
~C
*I know this point has been argued in another post so I'm not trying to start anything, I just don't have tons of experience modeling in Houdini.
Yes this is great, but it's using all of the traditional tools used in a professional pipeline (which is awesome), but I was hoping someone could show how to do all of this within Houdini itself ..
..which raises another question: Why don't studios stick to as few tools as possible when creating a pipeline? I realize different needs yield different tools, but doesn't Houdini provide all of the tools necessary to get the entire job done from start to finish (possibly minus the modeling tools - I don't have a lot of experience modeling in Houdini, but the initial impression is that it lacks in this department - at least from a convenience standpoint*)?
~C
*I know this point has been argued in another post so I'm not trying to start anything, I just don't have tons of experience modeling in Houdini.
Houdini Learning Materials » UV Noise
- caesar
- 143 posts
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Hello,
When I add more columns and rows to the grid object in the screenshots, the UV noise node acts the same way (same “noise” pattern). Does adding more rows and columns add “more” UVs, or is Houdini simply showing the UV coordinates for every division in the grid and the UVs are already all “there”? I was expecting to turn on “UVW Coords” in the Display options and see the UV coords all jumbled up from the noise, but they are all still in perfect grid formation. Is there a way to visualize the coordinates in jumbled/noisy arrangement?
~Caesar
When I add more columns and rows to the grid object in the screenshots, the UV noise node acts the same way (same “noise” pattern). Does adding more rows and columns add “more” UVs, or is Houdini simply showing the UV coordinates for every division in the grid and the UVs are already all “there”? I was expecting to turn on “UVW Coords” in the Display options and see the UV coords all jumbled up from the noise, but they are all still in perfect grid formation. Is there a way to visualize the coordinates in jumbled/noisy arrangement?
~Caesar
Houdini Learning Materials » Complete Houdini pipeline tutorial
- caesar
- 143 posts
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Thanks for the input Mand. In my mind I was thinking “animation short”, but I neglected to type it! Showing the differences in workflow between the end product results you'd listed is a great idea (all within the context of Houdini that is).
~C
~C
Houdini Learning Materials » Complete Houdini pipeline tutorial
- caesar
- 143 posts
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Hello All,
I have a request for a complete 3D pipeline tutorial using Houdini only (I know other softwares are used in normal professional pipelines) outlining an iterative process of a (very very short) 3d shot from conception to screen using everything that Houdini has to offer. It would be a great lesson in best practices as well as showcasing how a complete workflow can be done using only Houdini (for those of us that only own Houdini ). Even just an animated short of a two second shot of a 3D ball bouncing with some VFX using Houdini for the entire pipeline (modeling, animation, shading, takes, render passes, VFX, compositing…etc) would be great.
Thank you,
Caesar
I have a request for a complete 3D pipeline tutorial using Houdini only (I know other softwares are used in normal professional pipelines) outlining an iterative process of a (very very short) 3d shot from conception to screen using everything that Houdini has to offer. It would be a great lesson in best practices as well as showcasing how a complete workflow can be done using only Houdini (for those of us that only own Houdini ). Even just an animated short of a two second shot of a 3D ball bouncing with some VFX using Houdini for the entire pipeline (modeling, animation, shading, takes, render passes, VFX, compositing…etc) would be great.
Thank you,
Caesar
Houdini Learning Materials » Learning H14 shaders/materials
- caesar
- 143 posts
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Work in Progress » whoweare
- caesar
- 143 posts
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Houdini Learning Materials » Learning H14 shaders/materials
- caesar
- 143 posts
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Houdini Learning Materials » Learning H14 shaders/materials
- caesar
- 143 posts
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Hello,
I'm not really sure what path to take to learn basic shader/material creation. I can't even seem to figure out how to make a simple checker texture with an alpha Can someone point me to some relatively relevant learning materials that would work with H14? I'm coming over from the SI ship.
Thank you,
Caesar
I'm not really sure what path to take to learn basic shader/material creation. I can't even seem to figure out how to make a simple checker texture with an alpha Can someone point me to some relatively relevant learning materials that would work with H14? I'm coming over from the SI ship.
Thank you,
Caesar
Houdini Engine for Unity » Exposing geometry parameters upstream
- caesar
- 143 posts
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My workaround is to attach a script from houdini so that at runtime the values are pushed to the exposed object. So far this is working.
Houdini Engine for Unity » Exposing geometry parameters upstream
- caesar
- 143 posts
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I spoke too soon. The transform controls are there and I can transform the uninitialized_geo, but the values that were set in Houdini do not come over, they are initialized to {0,0,0}
Houdini Engine for Unity » Exposing geometry parameters upstream
- caesar
- 143 posts
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Houdini Engine for Unity » Exposed colliders for touch/click
- caesar
- 143 posts
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Hi Guys,
Is it possible to attach multiple colliders within houdini that are exposed to unity's touch/click events? Or do you need to add the colliders on the unity side?
Thanks!
Caesar
Is it possible to attach multiple colliders within houdini that are exposed to unity's touch/click events? Or do you need to add the colliders on the unity side?
Thanks!
Caesar
Houdini Engine for Unity » Exposing geometry parameters upstream
- caesar
- 143 posts
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Houdini Engine for Unity » Exposing geometry parameters upstream
- caesar
- 143 posts
- Offline
Hello,
I have a DA that needs to have the positions of its internal geo components exposed to Unity.
In the image attached, the lattice is one object and the sphere is another. I need to let unity know the position of this sphere relative to the grid. Is this possible? I tried creating a vector float parameter and then pasting the relative reference of the sphere into that parameter, but it just comes out as zeros when I import the DA into unity.
Or is there a way to expose the sphere as a child of the DA once it is in unity so that I could place unity objects as children under the sphere such that they would be at the same position as the sphere if set to {0,0,0}?
I hope that made sense!
Thank you,
Caesar
I have a DA that needs to have the positions of its internal geo components exposed to Unity.
In the image attached, the lattice is one object and the sphere is another. I need to let unity know the position of this sphere relative to the grid. Is this possible? I tried creating a vector float parameter and then pasting the relative reference of the sphere into that parameter, but it just comes out as zeros when I import the DA into unity.
Or is there a way to expose the sphere as a child of the DA once it is in unity so that I could place unity objects as children under the sphere such that they would be at the same position as the sphere if set to {0,0,0}?
I hope that made sense!
Thank you,
Caesar
Technical Discussion » Vex code to update custom parameters
- caesar
- 143 posts
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Hello everyone,
Is there a way to update custom parameters (like a float slider) with vex in a Wrangle sop?
I was hoping you could do something like this:
ch(“someParam”) = Frame;
But of course this doesn't work - is there a way to do this?
Thank you,
Caesar
Is there a way to update custom parameters (like a float slider) with vex in a Wrangle sop?
I was hoping you could do something like this:
ch(“someParam”) = Frame;
But of course this doesn't work - is there a way to do this?
Thank you,
Caesar
Houdini Lounge » OctaneRender for Houdini development preview
- caesar
- 143 posts
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I've read that mixing different types of video cards is not really supported, but will Houdini be able to recognize say.. QuadroK series and a Geforce GTX series card in the same machine using Octane? I have a QuadroK but once this is released, I'd like to add another GPU (GTX 970) as the price point is roughly 10x cheaper.
Thank you
Thank you
Technical Discussion » Persist attribute values
- caesar
- 143 posts
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Technical Discussion » Lame Quadro K5200 performance
- caesar
- 143 posts
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