Hey guys, Ive have a good look at all the files and first off i want to say thank you for the for responding and taking the time make some examples of your thoughts.
If there is any example that fits the closest to what im looking for it would be Jason's (houdiniuser42).
Pete your version, im unable to adjust the ramp's curve from the left side. When i add a point it snaps to the center one.
Jason, your one has the functionality that im looking for. I swapped out the box for a line and replaced the point group with a simple $NPT. What's cool is if the shape i want (using the ramp) cannot be replicated with the current amount of points then i can resample before the or after (i think) and get a better representation.
The reason why i need this functionality is i will use the ramp as a tool to modify/create the profile of a revolved surface, rather than adding adjusted circles or manually lay down a curve. If anyone can find a better way of doing this, rather than finding a way to edit the profile with a ramp let me know because i really think if this works then it would speed alot of things up
the only problem with Jasons file is when i create the line and have it facing up in Y, the line points in $TY $TX (or Z)
But great work guys im almost there.
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Houdini Lounge » Using Ramp param VOPSOP to adjust the profile of a curve?
- phrenzy84
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Houdini Lounge » Using Ramp param VOPSOP to adjust the profile of a curve?
- phrenzy84
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Ive been meaning to respond to this thread. I will be back in about 2 hours to test the files you guys have put together and work out what is going on.
Thanks for all the help so far guys. Be back soon.
-andrew
Thanks for all the help so far guys. Be back soon.
-andrew
Houdini Lounge » Fur Render Enhancement
- phrenzy84
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tmdag
Yes I have seen it and I have been using for a while on beta but this is not what I was looking for. Like I said I'm not talking about painting weights for bending attribute (that just bends in all directions) but rather comb bending that would bend in direction of your choice, comb that let you shape long hairs (long guides) etc etc.
Well from what ive found, when you comb the normals and then paint bend, it bends in the direction your painted the normal. So you can bend in the direction you want just comb the normals first.
But in terms of long hair, i dont think it can be achieved using the current toolset. Maybe with lots of practice but we will have to see.
Andy boyd pulled of a commercial with a guy's hair blowing in the wind but for semi-static hair I think a new solution might be needed.
Jason, Modo's hair grooming system is one of the best ive ever seen. I agree controlling mid-point and tip control is what is needed here not at the root level as you say.
But this would completely change the fur tools completely… maybe they might need to go down this road though if they really want to make the tool the best it could be.
Maybe the fur tools are just that though, for fur. Maybe a hair system for long hair might be required because for short to mid-length fur i cant really argue the flexibility. The hair solution though, maybe something emulating like http://www.cyberradiance.com/hairfarm/ [cyberradiance.com] might also be a decent method long hair.
http://www.youtube.com/watch?v=U1NbQkP6dmg [youtube.com]
Houdini Lounge » Fur Render Enhancement
- phrenzy84
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tmdag
I agree that fur needs enhancement with fur tools, like for eg. ‘shave and haircut’ has. At this moment combing hairs is just setting up normal vector angle for guides (within other packages you have more precise combing posibilities). etc….
Have you seen some of the new tools that in H11. Paint Bend, Paint Bend Noise, Paint Twist, Paint Twist Noise, Paint Thickness, Paint Frizz Frequency, Paint Frizz Roughness. Plus You can now scatter guide hairs across the skin geometry instead of positioning them only on the points.
There is more but i dont want to cut and paste too much.
lor: I understand exactly where you coming from. I guess the Houdini community would class me as an artist. Someone who isnt technically minded (its ok, i can take it ). Sometimes i come up against a problem that requires some tech know-how and normally i look into the documentation and try and find a solution, or think about how to solve the problem.
Houdini has made me more technically savvy but i agree it should always reach out to the artist as well.
They do this without compromising the core app. The new fur tools (which is what i used to quickly create the beard) are great and something i have been asking for a long time. I know, they could have solved it in a second with a closed system but instead they find ways to not only solve problems for artist but its open for everyone to see how they did it. If you look you can see how they constructed the new and old tools.
Fur rendering solution in my eyes need sample files to help us understand what is required to get good results, because clogging it up with presets will have to touch the fur tools and the rendering and lighting tools and then you getting carried away with catering to one particular request and H will become quite unbalanced. But then again, fur rendering is a matter of artist skills and choice and thats why in my eyes tutorials and sample files would be serve you. As having a button in mantra “optimized for fur” would seem out of the blue.
One area H does have presets is in L-systems, this was a good place to do this because it didnt need to interact with any other sub-system just the l-system node. Especially since one has to understand who Lindenmayer system work.
As for using my beard, really i spent 30 minutes last night using the different fur tools (Density, Comb, Bend, Clump, Length, Frizz i could have used more) and as you can see I didnt do anything special with the rendering.
Just take you time, which i know may be asking alot but especially with fur, it wont take that long to get upto speed.
Houdini Lounge » Fur Render Enhancement
- phrenzy84
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I think sample files in the documentation are whats needed here rather than presets.
But here is some work done with Houdini Fur
www.andyboyd3d.com
http://www.andyboyd3d.com/images/squirrel2.htm [andyboyd3d.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=1193&Itemid=68 [sidefx.com]
But here is some work done with Houdini Fur
www.andyboyd3d.com
http://www.andyboyd3d.com/images/squirrel2.htm [andyboyd3d.com]
http://www.sidefx.com/index.php?option=com_content&task=view&id=1193&Itemid=68 [sidefx.com]
Houdini Lounge » Fur Render Enhancement
- phrenzy84
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I think presets would make a nice addition, or just some sample scenes. But from what i have learnt using Houdini is you invest a little time and it makes it easier to tweak an adjust ad just work with.
Plus i think the method of just turning things up hoping they work is not the best way to go. You will end up increasing render times and getting unpredictable results.
But fur, as you know is a combination of modelling and lighting.
I played a bit tonight with some of the tools. It's just a test of some of the grooming tools. Didnt spend anytime on the lighting. But the way i work is at low fur strands, see how things look and render. Make changes, restore the overall density half way etc.
Just taking your time and not expecting amazing results and switching PBR on because you can. Groom, then light, then render.
If you have made good looking fur before then it wont be long before you produce results you will be happy with. just take small steps breaking it down.
Plus i think the method of just turning things up hoping they work is not the best way to go. You will end up increasing render times and getting unpredictable results.
But fur, as you know is a combination of modelling and lighting.
I played a bit tonight with some of the tools. It's just a test of some of the grooming tools. Didnt spend anytime on the lighting. But the way i work is at low fur strands, see how things look and render. Make changes, restore the overall density half way etc.
Just taking your time and not expecting amazing results and switching PBR on because you can. Groom, then light, then render.
If you have made good looking fur before then it wont be long before you produce results you will be happy with. just take small steps breaking it down.
Houdini Lounge » Using Ramp param VOPSOP to adjust the profile of a curve?
- phrenzy84
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Thanks guys,
Pete i think that the method i was trying to do but had no success. It just moves a bunch of points around.
Tried to find something but no luck. I was looking at the new fur stuff in H11. There is a thickness ramp in the fur node that adjust the profile of a strand. Maybe there might be something in there i can use.
Pete if you could post a very simple scene getting it to work i would be extremely grateful.
Pete i think that the method i was trying to do but had no success. It just moves a bunch of points around.
Tried to find something but no luck. I was looking at the new fur stuff in H11. There is a thickness ramp in the fur node that adjust the profile of a strand. Maybe there might be something in there i can use.
Pete if you could post a very simple scene getting it to work i would be extremely grateful.
Houdini Lounge » Using Ramp param VOPSOP to adjust the profile of a curve?
- phrenzy84
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Hey guys i'm trying to find an efficient way of adjusting the profile of a curve using the Ramp parameter in a VOPSOP.
I'm using the Float, Spline method on the ramp but cant map the length of the ramp to the X co-ordinate and the values of the points in Y.
Is this possible and if not can i use chops or something else. I would really like some help on this.
-andrew
I'm using the Float, Spline method on the ramp but cant map the length of the ramp to the X co-ordinate and the values of the points in Y.
Is this possible and if not can i use chops or something else. I would really like some help on this.
-andrew
Houdini Indie and Apprentice » Houdini 11 Apprentice HD
- phrenzy84
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Netvudu
helloooooo? any news on H11 Apprentice HD?
Netvudu in mid-July Apprentice HD users will be invited to upgrade and then a planned Gold release later in July….
oh… wait :?
Houdini Indie and Apprentice » Houdini 11 Apprentice HD
- phrenzy84
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Do you think 9.5 HD users will get invited? Either way i will be shelling out (happily) for 11.
Technical Discussion » Houdini Or Maya Or Max For animation ?!
- phrenzy84
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Your asking this on a Houdini forum. Can you guess what the majority of answers will be?
I vote Houdini.
I vote Houdini.
Houdini Lounge » Mantra - rendering characters (any good results?)
- phrenzy84
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well im constantly working with Houdini to get SSS working. It is possible. But i think Houdini 11 will provide the shader im desperately craving.
Here is the latest test render. Just some basic SSS on the eyes, which is also being refracted. It's subtle but its enough.
oh and there arent any textures on the iris or the sclera and the model isnt finished. But like i said, it is possible.
Here is the latest test render. Just some basic SSS on the eyes, which is also being refracted. It's subtle but its enough.
oh and there arent any textures on the iris or the sclera and the model isnt finished. But like i said, it is possible.
Houdini Indie and Apprentice » Apprentice HD 11 gray period?
- phrenzy84
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Houdini Lounge » When is the next version of houdini coming out?
- phrenzy84
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vakwante
Will you guys ever have just a 30 day trail? I really think that would make sense
This must be autodesk sent to piss off free apprentice users hehe .
rmagee: Yeah, while 10 is extremely tempting. Im gonna wait for the next version. I still play with 10 every now and again (free) but for a only few features that aren't complete in 9.5 (ie SSS) im finding workarounds which is helping me expand my Houdini brain .
Houdini Lounge » When is the next version of houdini coming out?
- phrenzy84
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Doubt you will get a response.
I too am waiting for the next version HD. Ive been on 9.5 for a while now but im dying for an update.
I too am waiting for the next version HD. Ive been on 9.5 for a while now but im dying for an update.
Houdini Lounge » New to Houdini and... why houdini?
Houdini Lounge » Fur: an easy way
- phrenzy84
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Hey people,
Just seen this on CGtalk.
It make me envious of what other apps have achieved, even from programs like Blender.
With the current default tools in Houdini it allows a lot of good controls, but its missing only a few essential controls. (like curl)
But just wanted to know what you guys thought of this.
http://www.youtube.com/watch?v=u0DBirlPfjQ [youtube.com]
cheers
Just seen this on CGtalk.
It make me envious of what other apps have achieved, even from programs like Blender.
With the current default tools in Houdini it allows a lot of good controls, but its missing only a few essential controls. (like curl)
But just wanted to know what you guys thought of this.
http://www.youtube.com/watch?v=u0DBirlPfjQ [youtube.com]
cheers
Houdini Lounge » Guides Deformer Fur?
- phrenzy84
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you will have to use 9.1 im afraid.
Here is a link to it… well the thread on odForce.
http://forums.odforce.net/index.php?/topic/6658-fuzzy-toolkit-new-fur-software-for-houdini-now-in-open-beta/ [forums.odforce.net]
think its time to reconnect and get him to make a build for 9.5 and 10 :twisted:
Not to burst anyones bubble, but he did say that he may have time in the new year, but lets hope he can either get to it sooner or maybe shed some light.
Here is a link to it… well the thread on odForce.
http://forums.odforce.net/index.php?/topic/6658-fuzzy-toolkit-new-fur-software-for-houdini-now-in-open-beta/ [forums.odforce.net]
think its time to reconnect and get him to make a build for 9.5 and 10 :twisted:
Not to burst anyones bubble, but he did say that he may have time in the new year, but lets hope he can either get to it sooner or maybe shed some light.
Houdini Lounge » Guides Deformer Fur?
- phrenzy84
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As would I.
The thing is there is a way to have tools to control fur in Houdini. Its just takes someone who knows how to work with CVEX and i would imagine some basic Python skills.
There was a fur tool that Mark Visser created for Houdini 9.1 which is still available and its amazing (but use with caution as it plays with your environment variables). Its exactly what you would want in fur tools. At the moment though he is a little busy to update it for 9.5 and 10.
Also i wish some of the people here who have told of how they got fur working would at least provide a simple sphere demo, just to get me/you/anyone else interested started.
Its just very easy to say… “yeah well you need to know CVEX”, which doesnt really have any documentation.
All i can do is wait really, as i don't know where to start or what to do (and believe me, ive tried )
The thing is there is a way to have tools to control fur in Houdini. Its just takes someone who knows how to work with CVEX and i would imagine some basic Python skills.
There was a fur tool that Mark Visser created for Houdini 9.1 which is still available and its amazing (but use with caution as it plays with your environment variables). Its exactly what you would want in fur tools. At the moment though he is a little busy to update it for 9.5 and 10.
Also i wish some of the people here who have told of how they got fur working would at least provide a simple sphere demo, just to get me/you/anyone else interested started.
Its just very easy to say… “yeah well you need to know CVEX”, which doesnt really have any documentation.
All i can do is wait really, as i don't know where to start or what to do (and believe me, ive tried )
Technical Discussion » [Solved]Fur Comb Symmetry?
- phrenzy84
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