awesome, cheers serg.
Will this work for 9.5?
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Houdini Lounge » New Axis SSS
- phrenzy84
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Houdini Lounge » future training videos
- phrenzy84
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heydabop
I'm pretty sure some of that has been released within that last month or so.
July 2, 2009 is the last one. Its not like they should have a schedule updates, but it would be cool if something came out maybe once a month.
Houdini Lounge » Houdini Tutorials on Vimeo
- phrenzy84
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Houdini Lounge » New Softimage viewport really fast, when for Houdini???
- phrenzy84
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From what others have said, XSI's (or whatever its called) viewport always was pretty speedy.
I guess it isn't wrong for Houdini to offer the same thing. Wonder what is the main focal point of the next release. (it might be speed, it might not)
I guess it isn't wrong for Houdini to offer the same thing. Wonder what is the main focal point of the next release. (it might be speed, it might not)
Houdini Lounge » when the announced tutorials will be available ?
- phrenzy84
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Houdini Lounge » fur root/tip color
- phrenzy84
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The Paint Root Color and Paint Tip Color tools on the Fur shelf have been replaced with Paint Base Color tool that can be used with the new Textured Hair material.
Houdini Lounge » Is there a way for "real" spline IK?
- phrenzy84
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Thought it was the way i was capturing it.
And i forgot about the spreadsheet. Cheers mate.
I figured out how to get it to work before i seen your post. The method i used was to resample the curve so there were 4 cv's and not 3. hehe.
It makes sense it worked, the two cv's in the middle were pushed towards the capture region.
I attached the file for you and everyone else to check out (it has some nice geometry and stretch applied (the squash looked a little weird), imagine if a characters back was rigged like this ).
But i will implement your method, since it is really the proper way.
There is only one more problem lol.
I cant figure out how to twist the damn thing. I thought the capturing would take care of that but i have no idea now how to achieve it.
Thanks again for all your help.
-andrew
And i forgot about the spreadsheet. Cheers mate.
I figured out how to get it to work before i seen your post. The method i used was to resample the curve so there were 4 cv's and not 3. hehe.
It makes sense it worked, the two cv's in the middle were pushed towards the capture region.
I attached the file for you and everyone else to check out (it has some nice geometry and stretch applied (the squash looked a little weird), imagine if a characters back was rigged like this ).
But i will implement your method, since it is really the proper way.
There is only one more problem lol.
I cant figure out how to twist the damn thing. I thought the capturing would take care of that but i have no idea now how to achieve it.
Thanks again for all your help.
-andrew
Houdini Lounge » Is there a way for "real" spline IK?
- phrenzy84
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Why cant i capture the curve with the bones? Its the critical part of the setup (for me).
Im using two single bones at the top and bottom to control the weight of the curve. And the curve, controls the bone chain underneath it.
The single bones are parented under the control object and those are the ones that are animated.
They both work for translation, and the base one works in rotation. I just don't understand why the top one doesn't rotate.
I don't know any other way to have an object at the top and bottom of the curve to equally control it. You can only capture geometry with bones and if rotation shouldn't work, then why does it on the base?
And its not just the base, it works with the bone you bind to the curve first, the second one, translations are taking into account but not rotation.
Im using two single bones at the top and bottom to control the weight of the curve. And the curve, controls the bone chain underneath it.
The single bones are parented under the control object and those are the ones that are animated.
They both work for translation, and the base one works in rotation. I just don't understand why the top one doesn't rotate.
I don't know any other way to have an object at the top and bottom of the curve to equally control it. You can only capture geometry with bones and if rotation shouldn't work, then why does it on the base?
And its not just the base, it works with the bone you bind to the curve first, the second one, translations are taking into account but not rotation.
Houdini Lounge » Is there a way for "real" spline IK?
- phrenzy84
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ok
Thank again for the file pete.
I have chosen to use the follow curve setup, but im sure i will use your approach for other various setups.
So here is another file with a problem.
It should be a simple solution but we know that isnt always the case.
Ok.
The two half spheres control the bridge in the middle. Translating, fine. Although i havent yet built in the stretch it looks like it would work perfectly.
The spheres parent a single bone (the link is hidden).
Using the single bones at both ends i have captured the curve to them. One after the other.
The problem is the first time i capture the bone to the curve, everything works fine. I can translate and rotate the control spheres and the curve responds as i expected and hoped.
when i perform this procedure again, the translation works fine but when i rotate the control object the curve doesnt do anything.
And when i rotate im talking about rotating the controls so it bends the curve. I havent moved onto twisting just yet.
So if anyone can help, this is a problem with a solution (hopefully). It sounds like a capturing problem but im not sure.
Thank again for the file pete.
I have chosen to use the follow curve setup, but im sure i will use your approach for other various setups.
So here is another file with a problem.
It should be a simple solution but we know that isnt always the case.
Ok.
The two half spheres control the bridge in the middle. Translating, fine. Although i havent yet built in the stretch it looks like it would work perfectly.
The spheres parent a single bone (the link is hidden).
Using the single bones at both ends i have captured the curve to them. One after the other.
The problem is the first time i capture the bone to the curve, everything works fine. I can translate and rotate the control spheres and the curve responds as i expected and hoped.
when i perform this procedure again, the translation works fine but when i rotate the control object the curve doesnt do anything.
And when i rotate im talking about rotating the controls so it bends the curve. I havent moved onto twisting just yet.
So if anyone can help, this is a problem with a solution (hopefully). It sounds like a capturing problem but im not sure.
Houdini Lounge » Is there a way for "real" spline IK?
- phrenzy84
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hey there pete.
Looks like a working solution. I'm sorry i haven't replied in the last few days (new year and all that ). But i have been playing with it and working out what i can do with it, (your explanation made it easier to understand what exactly is going on) and i will post a mock up setup of what i have so far soon.
Thanks again mate.
Looks like a working solution. I'm sorry i haven't replied in the last few days (new year and all that ). But i have been playing with it and working out what i can do with it, (your explanation made it easier to understand what exactly is going on) and i will post a mock up setup of what i have so far soon.
Thanks again mate.
Houdini Lounge » Is there a way for "real" spline IK?
- phrenzy84
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Ok
So ui have asked this on odforce already, sorry.
But with 3 replys and over 250 views i havent had any help. (plus i waited, almost 2 weeks).
So the question is it possible to have real Spline IK. A combination of Spline control and IK control.
I don't mean “Follow Curve” because that does exactly as the name describes. I would like something like follow curve with an IK handle at the end so i can move the goal which will bend the curve and then i can adjust the actual curve, with persistent handles or whatever control i want.
It sounds like im going to have to build something that will generate this effect but i know it would be extremely useful. If im not mistaken this is how the spline IK works in Maya.
All thoughts are welcomed. thank you for listening and helping out.
-andrew
with the file.
The visibility is turned off on one anim ctrl. This determines the slack of the spline IK and direction (sorry dont know the right terms here).
Someone must have a better solution.
oh and sorry about the crappy stretch and scale of the scene. I kinda threw this together as quick as possible.
plus there is a little animation on it, to show how it easy it is (its also very easy to break)
So ui have asked this on odforce already, sorry.
But with 3 replys and over 250 views i havent had any help. (plus i waited, almost 2 weeks).
So the question is it possible to have real Spline IK. A combination of Spline control and IK control.
I don't mean “Follow Curve” because that does exactly as the name describes. I would like something like follow curve with an IK handle at the end so i can move the goal which will bend the curve and then i can adjust the actual curve, with persistent handles or whatever control i want.
It sounds like im going to have to build something that will generate this effect but i know it would be extremely useful. If im not mistaken this is how the spline IK works in Maya.
All thoughts are welcomed. thank you for listening and helping out.
-andrew
with the file.
The visibility is turned off on one anim ctrl. This determines the slack of the spline IK and direction (sorry dont know the right terms here).
Someone must have a better solution.
oh and sorry about the crappy stretch and scale of the scene. I kinda threw this together as quick as possible.
plus there is a little animation on it, to show how it easy it is (its also very easy to break)
Houdini Lounge » More Step-by-Step user friendly Tutorials PLEASE :)
- phrenzy84
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Pagefan
Houdini is like language, you can only learn it by doing it. Textbooks only go that far…If you want to write poetry it takes lot of effort and practice. The same with houdini. 3.000 gazillion more tutorials would not help.
This isn't figure drawing, or some other observational skill. Practice wont make things perfect if you dont know how things work in the first place.
If i decided to do something i have no knowledge about and didn't have alot of documentation i would either expect to get nowhere or get something i didn't want.
You cant give someone Houdini and say “work it”, you got a month…a year….a decade. Just practice.
Its an unreasonable expectation for the majority of people.
It's funny that you think tutorials wouldn't help. Is this a comment on the tutors or the students? Is SideFX wasting their time helping people? Are we wasting time watching and going through them?
The analogy “Houdini is like a language you can only learn by doing it” is false. The term “doing it” implies that you already know where to go and what to do. If that is so then you don't need any help in the first place.
But take learning your first language. The way you learnt was by feedback and observation, not just by talking jibberish. You watch/listen to people talk and were corrected time and time again until you got it right. Just like a tutorial. Until you reach a point where you can sustain yourself in learning other words/phrases/grammar.
People just want to get to the point where they can learn on their own. Do you really think we like asking/watching tutorials?I like learning stuff but I would love the day when i didn't have to watch another tutorial.
Apologies for the long post, i just thought i would respond to a comment which seemed to have little or no thought behind it and respond accordingly.
Houdini Lounge » Tool Building Masterclass Online
- phrenzy84
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thanks Keith and Graham and of course SESI.
I dont know if i will dabble in the area of Tool development, but the video has alot of useful information, and along with the Python development DVD over at 3d buzz i know where to go and what to think about if/when i get into it.
thanks again.
I dont know if i will dabble in the area of Tool development, but the video has alot of useful information, and along with the Python development DVD over at 3d buzz i know where to go and what to think about if/when i get into it.
thanks again.
Houdini Lounge » More Step-by-Step user friendly Tutorials PLEASE :)
- phrenzy84
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talk about getting to the point.
Right now, your as clear as mud.
In my eyes the way providing training works is.
What do people want.
Are there anyone educated enough with enough spare time to provide it.
Are you leaving anyone out.
In my eyes almost every part of Houdini has had a small taste in teh training arena. Of course there are sectors which need more attention than others due to popularity.
But the area of animation has really took a back seat considering how SESI (in my eyes) want to provide an all-round approach to production work. From Modelling to Render and Compositing.
Animation, Rigging and VOP's shader should be getting a little more attention. Although there is training for Rigging (which i will eventually buy the training wouldn't hurt) and as for VOPS, i still dont know weather CMI offer DVD's instead of streaming.
But animation is the real loner here. Only one or two videos and thats including the one Robert made for this months 3d World.
I think SESI has won over the technical folks i think they need to show the artists of the world that you dont need to be procedural.
Right now, your as clear as mud.
In my eyes the way providing training works is.
What do people want.
Are there anyone educated enough with enough spare time to provide it.
Are you leaving anyone out.
In my eyes almost every part of Houdini has had a small taste in teh training arena. Of course there are sectors which need more attention than others due to popularity.
But the area of animation has really took a back seat considering how SESI (in my eyes) want to provide an all-round approach to production work. From Modelling to Render and Compositing.
Animation, Rigging and VOP's shader should be getting a little more attention. Although there is training for Rigging (which i will eventually buy the training wouldn't hurt) and as for VOPS, i still dont know weather CMI offer DVD's instead of streaming.
But animation is the real loner here. Only one or two videos and thats including the one Robert made for this months 3d World.
I think SESI has won over the technical folks i think they need to show the artists of the world that you dont need to be procedural.
Houdini Lounge » More Step-by-Step user friendly Tutorials PLEASE :)
- phrenzy84
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There should be a request page/thread.
I know i would love to see more rigging but then again there are dvd's by 3d buzz hat you can buy. There isnt alot of actual animation tutorials. Show Houdini doesnt have to be procedural if you dont want it to be. I think being procedural can turn some people off, but think of artists and techie both using the same product for different tasks? what a utopia
More VOP and rendering stuff Although there are a few streaming/dvd's content outthere i dont think there is enough. Compared to the other areas of houdini that are available for purchase or download.
I know i would love to see more rigging but then again there are dvd's by 3d buzz hat you can buy. There isnt alot of actual animation tutorials. Show Houdini doesnt have to be procedural if you dont want it to be. I think being procedural can turn some people off, but think of artists and techie both using the same product for different tasks? what a utopia
More VOP and rendering stuff Although there are a few streaming/dvd's content outthere i dont think there is enough. Compared to the other areas of houdini that are available for purchase or download.
Houdini Lounge » In-Depth Look at Fur
- phrenzy84
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kacheson
These will be showing up soon on the site. Thanks for your patience guys. I will be sure to advertise their location once posted.
Im sorry for quoting myself, i just wanted to let you guys know at the very least one person is dying to watch this particular masterclass.
Now thats its here, i want to run off and watch it.
but a big thanks to the SESI team. Not only is this helping us im sure this will help Houdini's image as a whole. More tutorials means its more easier to use and the easier it is for people to understand the chances are more people will use it.
Because Houdini really does seem endless. I have yet to hear a flat out no when it comes to a feature Houdini is missing. If its not implemented directly there is always a very viable workaround.
thanks again guys.
(now off to watch this thing and use this knowledge.)
-andrew
Houdini Lounge » In-Depth Look at Fur
- phrenzy84
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Houdini Lounge » In-Depth Look at Fur
- phrenzy84
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Houdini Lounge » Proper Displacement
- phrenzy84
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Since i asked this question, i have gone through most of the issues that concern my setup.
For those visiting this thread in the future. Here are a few tips i have came across including this thread.
No need to up the shading quality at first. Keep it at 1 for test (super fast), should the displacement not capture all the detail you want/know is there you will need to raise this feature (this is the main feature that will increase render time). Search for thread about this feature should you want to know more.
Use the simple displace shader with the setting at grey = No displacement. No need for the VEX SHOP that was written for 8.1 and beyond.
If you get slightly weird results you may need to raise your displacement bounds.
Polygons as Subdivision is the way to go, but make sure you accommodate for this if you are using Zbrush with the SubDiv feature on level 1 (it should inflate you model slightly, exaggerating the points), then generate the displacement.
If you can, save your high res texture as a RAT as this will cost a little at render time.
With all these in mind, here is a quick test with my default bolthead guy (i use him for everything ). Im not entirely happy with the result but i know that because the displacement was generated without the use of the subDiv feture in Zbrush.
I didnt note the exact time but it was under 30 seconds. Shading quality 3.
For those visiting this thread in the future. Here are a few tips i have came across including this thread.
No need to up the shading quality at first. Keep it at 1 for test (super fast), should the displacement not capture all the detail you want/know is there you will need to raise this feature (this is the main feature that will increase render time). Search for thread about this feature should you want to know more.
Use the simple displace shader with the setting at grey = No displacement. No need for the VEX SHOP that was written for 8.1 and beyond.
If you get slightly weird results you may need to raise your displacement bounds.
Polygons as Subdivision is the way to go, but make sure you accommodate for this if you are using Zbrush with the SubDiv feature on level 1 (it should inflate you model slightly, exaggerating the points), then generate the displacement.
If you can, save your high res texture as a RAT as this will cost a little at render time.
With all these in mind, here is a quick test with my default bolthead guy (i use him for everything ). Im not entirely happy with the result but i know that because the displacement was generated without the use of the subDiv feture in Zbrush.
I didnt note the exact time but it was under 30 seconds. Shading quality 3.
Houdini Indie and Apprentice » Tif and Rat problems
- phrenzy84
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sorry edward.
But stu says none of my rat textures can be over the texture resolution?
So if i had a 4k tif, and use it as a displacement, will mantra read it, convert it and resize along with applying the logo it at render time?
or will it just convert it to a rat?
But stu says none of my rat textures can be over the texture resolution?
So if i had a 4k tif, and use it as a displacement, will mantra read it, convert it and resize along with applying the logo it at render time?
or will it just convert it to a rat?
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