Thanks, it works only the time is returned in some strange units.
Peter
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Technical Discussion » Rendertime display anywhere?
- peliosis
- 175 posts
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Technical Discussion » Rendertime display anywhere?
- peliosis
- 175 posts
- Offline
How can I check the rendertime?
I haven't found anything in mplay?
I'm more interested in mplay then in batch rendering now.
Thanks
Peter
I haven't found anything in mplay?
I'm more interested in mplay then in batch rendering now.
Thanks
Peter
Technical Discussion » Evaluate ops at rendertime?
- peliosis
- 175 posts
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Technical Discussion » Point color to surface
- peliosis
- 175 posts
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Technical Discussion » Evaluate ops at rendertime?
- peliosis
- 175 posts
- Offline
Thanks a lot for your help!
I thougt there is some standard fast solution I just don't know.
I'm a beginner so I have many questions, but I'm absolutely fascinated with this software.
I tried many others but houdini is probably the only software for thinking people. I can't get why there is so little interest in small companies/individual level.
cheers
Peter
I thougt there is some standard fast solution I just don't know.
I'm a beginner so I have many questions, but I'm absolutely fascinated with this software.
I tried many others but houdini is probably the only software for thinking people. I can't get why there is so little interest in small companies/individual level.
cheers
Peter
Technical Discussion » Point color to surface
- peliosis
- 175 posts
- Offline
No Peter, you don't have to use any UV's. Once you have the point color parameter in VEX builder you can use it at will. Try connecting it to a mix node bias and plugging two color parameters to be mixed.
Sorry for this guys. I've been tired last night and messed things up.
By the way, where can I find mantra options and what do they do?
Cheers
Peter
Sorry for this guys. I've been tired last night and messed things up.
By the way, where can I find mantra options and what do they do?
Cheers
Peter
Technical Discussion » Evaluate ops at rendertime?
- peliosis
- 175 posts
- Offline
Hmm… I'll try to be more specific… let's say I have some rough geometry, than I apply subdivide sop and after that a few other sops working on subdivided geometry, The viewports are very lazy so I'd like to work on subdivided geometry not having to display it. Is it possible or is there a workaround?
For example I have a grid, subdivide it, paint on a refined surface and wrap it on a sphere, And I don't want to display such a dense mesh all the time, nor unchecking pass through each time I render.
Thanks
Peter
For example I have a grid, subdivide it, paint on a refined surface and wrap it on a sphere, And I don't want to display such a dense mesh all the time, nor unchecking pass through each time I render.
Thanks
Peter
Technical Discussion » Point color to surface
- peliosis
- 175 posts
- Offline
Hello again,
I have a small question…
How to apply point color to surface color?
I used paint operator, renamed Cd attribute and imported it as parameter to VEX builder, I can use it as geometry deformer, but how use it to drive certain params in surface shader?
I need to combine it with UV's perhaps but how?
Thanks for any help.
Peter
I have a small question…
How to apply point color to surface color?
I used paint operator, renamed Cd attribute and imported it as parameter to VEX builder, I can use it as geometry deformer, but how use it to drive certain params in surface shader?
I need to combine it with UV's perhaps but how?
Thanks for any help.
Peter
Technical Discussion » Evaluate ops at rendertime?
- peliosis
- 175 posts
- Offline
Hi,
Is there a possibility to make certain operators evaluate at rendertime?
For example I have subdivide operator and don't want it to slow my viewport or just switch it on before rendering and off after.
Do I need a prerender and postrender script to do it?
It would be logical to be able to set rendertime evaluation, since some things
can really slow work down.
Thanks
Peter
Is there a possibility to make certain operators evaluate at rendertime?
For example I have subdivide operator and don't want it to slow my viewport or just switch it on before rendering and off after.
Do I need a prerender and postrender script to do it?
It would be logical to be able to set rendertime evaluation, since some things
can really slow work down.
Thanks
Peter
Technical Discussion » L-system question
- peliosis
- 175 posts
- Offline
I found some answers…The example was here :
http://www.sidefx.com/community/download/extras/userGuide/houdini5.5_tutorial_guide.pdf [sidefx.com]
in “pruned growth” section.
It is not exactly what I meant but can lead to some nice results.
I'll experiment with it and see what it can do, but anyway if you can help me, please do it
Peter
http://www.sidefx.com/community/download/extras/userGuide/houdini5.5_tutorial_guide.pdf [sidefx.com]
in “pruned growth” section.
It is not exactly what I meant but can lead to some nice results.
I'll experiment with it and see what it can do, but anyway if you can help me, please do it
Peter
Technical Discussion » L-system question
- peliosis
- 175 posts
- Offline
Hello,
Is it possible to make a continous (connected) l-system to grow following some surface shape?
I have some geometry and i'd like my l-system to grow on it's surface replicating it's shape.
I saw a simple example of two metaball style merged sphere shape l-system constructs somewhere, but cannot find it anymore.
I'm going through prof.Prusinkiewicz works now so I already have some knowledge on l-system creation.
Peter
Is it possible to make a continous (connected) l-system to grow following some surface shape?
I have some geometry and i'd like my l-system to grow on it's surface replicating it's shape.
I saw a simple example of two metaball style merged sphere shape l-system constructs somewhere, but cannot find it anymore.
I'm going through prof.Prusinkiewicz works now so I already have some knowledge on l-system creation.
Peter
Houdini Lounge » Geforce 6800 with houdini.
- peliosis
- 175 posts
- Offline
Thanks guys, I'll dig into the subject but as long as many system hangs is coused by gfx card and drivers, maybe quadro would be a better solution.
I've updated the driver and it seems to work ok, thank you.
Cheers
Peter
I've updated the driver and it seems to work ok, thank you.
Cheers
Peter
Houdini Lounge » Geforce 6800 with houdini.
- peliosis
- 175 posts
- Offline
Hi, I'm interested how geforce 6800 works with houdini (I have problems with Ti 4600 and radeon 9700)?
Would it be better to buy 6800 or quadro fx 1400 (which is slower in normal conditions)
I noticed some strange behaviour: on radeon I'm unable to work, and ti 4600 frequently and slowly refreshes icons.
Peter
Would it be better to buy 6800 or quadro fx 1400 (which is slower in normal conditions)
I noticed some strange behaviour: on radeon I'm unable to work, and ti 4600 frequently and slowly refreshes icons.
Peter
Houdini Lounge » 3DBuzz VTMs
- peliosis
- 175 posts
- Offline
Softimage does not have a particle system even in advanced
They only use this name for something most strange and unfriendly (from birth to rendering) I've ever used
But still the price of houdini master is a bit overwhelming.
Peter
They only use this name for something most strange and unfriendly (from birth to rendering) I've ever used
But still the price of houdini master is a bit overwhelming.
Peter
Houdini Lounge » 3DBuzz VTMs
- peliosis
- 175 posts
- Offline
That's so very right.
Sidefx, show other software users that they are loosing time on scripting
Peter
Sidefx, show other software users that they are loosing time on scripting
Peter
Houdini Lounge » Large scale modeling in Houdini
- peliosis
- 175 posts
- Offline
Do you mean viewport displacement Nate? Not every app has it then XSI supports it onle via some addon, it's not built in.
But the quadrangulate would be extremely useful, as well as many other non existent modelling tools. They should also improve some tools like polyextrude and polyslice, and the speed of subdivide and…I just fell harder onto the modelling surface and try to keep on my feet, sometimes it is totally unpleasant.
Maybe SESI could make something like a “poly model SOP” which would contain all of the small SOPS for polymodeling (plus some hot stuff) but treat it not so procedurally, so that we could do some “box modelling” not caring about all the structure inside. I mean to model normally and fast. I don't know all of the tools yet but when you make a model with many polyslices, extrudes, dissolves and edits (changing the topology all the time) the procedural power becomes a drawback.
But on the other hand every software has it's own little annoyances and disadvantages with which we are force to cope. As far as they are so small that implementing them should not be a problem (like quadrangulate) I just don't understand why they are not there.
Peter
But the quadrangulate would be extremely useful, as well as many other non existent modelling tools. They should also improve some tools like polyextrude and polyslice, and the speed of subdivide and…I just fell harder onto the modelling surface and try to keep on my feet, sometimes it is totally unpleasant.
Maybe SESI could make something like a “poly model SOP” which would contain all of the small SOPS for polymodeling (plus some hot stuff) but treat it not so procedurally, so that we could do some “box modelling” not caring about all the structure inside. I mean to model normally and fast. I don't know all of the tools yet but when you make a model with many polyslices, extrudes, dissolves and edits (changing the topology all the time) the procedural power becomes a drawback.
But on the other hand every software has it's own little annoyances and disadvantages with which we are force to cope. As far as they are so small that implementing them should not be a problem (like quadrangulate) I just don't understand why they are not there.
Peter
Houdini Lounge » Architecture rendering in Houdini.
- peliosis
- 175 posts
- Offline
Thanks for your replies.
Since I don't use models made by any architecture studio for they are just as good as noticed above, I was not concerned about modelling.
I count on houdini modelling and I see a model of the building made of not many objects (10-20?) There are large amounts of identical objects in buildings so I didn't consider it a problem.
When modeling a building I begin with cleaning dwg's no matter in which software I model. Then…with the wireframe of positioned curves(most often IGES file) I have a ghost to fill up with geometry.
XSI also becomes very slow with large amounts of objects, it handles a million of polys in one piece, but if there are more than a hundred of 10000 poly objects…oh my.
I'm very at the very beginning with houdini, and I think It can be very fast in modelling architecture. It would be nice to have a living form, and when a customer says they had to change the half of the project you just change some curves and values and everything seamlessly updates…free from slicing cutting moving points rebuilding from scratch.
I'm also obsessed with the thought of an animated self building construction, everything working like an organism.
So am I on a dead end way? would houdini be overwhelmed by architecture projects and painstakingly cease to cooperate?
If yes please turn me around
I was mostly concerned about rendering.
I grew on 3ds max 1-4 and it was a robust renderer no matter how complicated geometry it had to render.
Now when I work with mental ray I find it hard to complete an animation before deadline and I wondered how does mantra compare to other software when it comes to raytracing (glossy reflection, GI, area shadows…)
We may switch to modelling, but please tell me more about mantra if you know.
thanks
Peter
Since I don't use models made by any architecture studio for they are just as good as noticed above, I was not concerned about modelling.
I count on houdini modelling and I see a model of the building made of not many objects (10-20?) There are large amounts of identical objects in buildings so I didn't consider it a problem.
When modeling a building I begin with cleaning dwg's no matter in which software I model. Then…with the wireframe of positioned curves(most often IGES file) I have a ghost to fill up with geometry.
XSI also becomes very slow with large amounts of objects, it handles a million of polys in one piece, but if there are more than a hundred of 10000 poly objects…oh my.
I'm very at the very beginning with houdini, and I think It can be very fast in modelling architecture. It would be nice to have a living form, and when a customer says they had to change the half of the project you just change some curves and values and everything seamlessly updates…free from slicing cutting moving points rebuilding from scratch.
I'm also obsessed with the thought of an animated self building construction, everything working like an organism.
So am I on a dead end way? would houdini be overwhelmed by architecture projects and painstakingly cease to cooperate?
If yes please turn me around
I was mostly concerned about rendering.
I grew on 3ds max 1-4 and it was a robust renderer no matter how complicated geometry it had to render.
Now when I work with mental ray I find it hard to complete an animation before deadline and I wondered how does mantra compare to other software when it comes to raytracing (glossy reflection, GI, area shadows…)
We may switch to modelling, but please tell me more about mantra if you know.
thanks
Peter
Houdini Lounge » Architecture rendering in Houdini.
- peliosis
- 175 posts
- Offline
I know people are stupid writing that Houdini is a technical, hyper complicated application and not using it and not being interested at all.
I found houdini to be an easy solution to create and control very advanced effects and objects.
I have one question though…is there anybody making arch viz in houdini?
What are mantra capabilities on rendering architectural objects with their specific problems?
How does mantra speed compare to others? Is it a good idea to render architecture with mantra and are ther any examples in the web?
If anybody have some more experience in this field I would be grateful for some help.
I read something about vops complexity adn lack in ease of use.
(I use xsi rendertree and find it very convenient)
Thanks
Peter
I found houdini to be an easy solution to create and control very advanced effects and objects.
I have one question though…is there anybody making arch viz in houdini?
What are mantra capabilities on rendering architectural objects with their specific problems?
How does mantra speed compare to others? Is it a good idea to render architecture with mantra and are ther any examples in the web?
If anybody have some more experience in this field I would be grateful for some help.
I read something about vops complexity adn lack in ease of use.
(I use xsi rendertree and find it very convenient)
Thanks
Peter
Technical Discussion » Importing DWG CAD files into Houdini?
- peliosis
- 175 posts
- Offline
Hi Nate, by ACAD I actually meant Autocad sorry, just a shortcut me and my friends use.
Acad is expensive and when you don't use it all the time it's absolutely not a profitable investment.
Rhino is very good in reading .dwg. You should be given dwg's from autocad 2000 (maybe 2004) because this is the last format it accepts (apart from earlier ofcourse).
It displays almost unchanged dwg file, every line, polyline etc.
Rhino is also not so expensive and it is a fabulous modeler.
If you need a CAD software for modifying/cleaning client's files (which you are very likely having to clean) you can search for some cheap autocad like drawing software, I know there exist a few but I can't help you with names.
I didn't know houdini renders nurbs faster? Doesn't mantra convert them to polys anyway?
cheers
Peter
Acad is expensive and when you don't use it all the time it's absolutely not a profitable investment.
Rhino is very good in reading .dwg. You should be given dwg's from autocad 2000 (maybe 2004) because this is the last format it accepts (apart from earlier ofcourse).
It displays almost unchanged dwg file, every line, polyline etc.
Rhino is also not so expensive and it is a fabulous modeler.
If you need a CAD software for modifying/cleaning client's files (which you are very likely having to clean) you can search for some cheap autocad like drawing software, I know there exist a few but I can't help you with names.
I didn't know houdini renders nurbs faster? Doesn't mantra convert them to polys anyway?
cheers
Peter
Houdini Lounge » Laptop recommendations for Houdini?
- peliosis
- 175 posts
- Offline
Yes, looks great and prices are very tempting, but they are based on radeon, and houdini doesn't like radeon at all. I own a 9700 and I can tell you that the performance is good, but there are so many artifacts, glitches and system hangups that I can barely work on it.
Maybe the newer models of radeon are better.
Also from what I heard the 17" are too big too heavy and not so comfortable when it comes to travelling, yet the quality of LCD is another thing to discuss.
Check the resolutions of sager and dell.
I have never work with sager though so I can't speak for myself.
I've been doing some notebook research lately and that is what I've found.
Peter
ps. I don't have any business in advertising dell, but I've heard only great things about the M60 (eg from XSI list)…apart from the price which is horrible.
Maybe the newer models of radeon are better.
Also from what I heard the 17" are too big too heavy and not so comfortable when it comes to travelling, yet the quality of LCD is another thing to discuss.
Check the resolutions of sager and dell.
I have never work with sager though so I can't speak for myself.
I've been doing some notebook research lately and that is what I've found.
Peter
ps. I don't have any business in advertising dell, but I've heard only great things about the M60 (eg from XSI list)…apart from the price which is horrible.
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