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Houdini Lounge » What do you guys think about sora?
- Kwesikwaa
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the current state of generative ai isnt as scary as the rate at which they are imrpoved. if ai tools were limited to tasks like UV, retopo, quick rendering and denoising then we could have some hope. but as it stands now, the future of jobs looks scary
Houdini Lounge » Houdini 20 Sneak Peek Full Feature List
- Kwesikwaa
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Karma/Solaris looks exciting and straightforward. Compared to previous sneak peeks, this one makes you want to wait for the Launch to fully understand what the release has to offer. the APEX for instance still isnt clear on what it is or what it brings
Houdini Lounge » Houdini 20 will be unveiled (not released) on October 26
- Kwesikwaa
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it is the sneak peek i am always interested in cos it tells you exactly what has been added. the keynote is only a detailed presentation of the sneak peek.
cant for it to be released.
cant for it to be released.
Solaris and Karma » Exporting animation in a SOP Create Node
- Kwesikwaa
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okay, so all i needed to do was to use Actions > Import in the USD Stage in Unreal. OR Find level sequence in the details panel
Works. huh !!
Works. huh !!
Edited by Kwesikwaa - 2023年8月18日 23:52:36
Solaris and Karma » Exporting animation in a SOP Create Node
- Kwesikwaa
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eikonoklastes
Any geometry that goes into Solaris is necessarily a USD, so anything that you're generating/importing that is not in a USD format will be converted.
If you're using SOP Create / SOP Import, Houdini is doing a live conversion to USD on-the-fly, so you'll get that overhead. Once your changes are locked in, you'd ideally want to write them to USD, for better performance in Solaris.
Apart from that, everything should work - not sure why your export did not - maybe post your settings/scene.
Thanks for the info, it puts me on the right path.
However I realised that it isnt a Houdini issue cos I am able to reimport it and playback in Solaris. It is rather how to get it into sequencer in Unreal and get the playback. That is where the issue lies. I am able to import through the USD stage but playback is the issue.
Solaris and Karma » Exporting animation in a SOP Create Node
- Kwesikwaa
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Hello.
So having a "regular" Geometry Node(SOPs) with TSR animation and saving that via USDExport and then importing into Solaris is pretty straightforward. But is it necessary to use the USDExport Node if you have everything inside a SOP Create Node inside Solaris?
I ask this because I tried out a setup where I had animation in a SOP Create Node inside Solaris and then exported the USDROP result to Unreal Engine but everything was just static without the TSR animation inside Unreal.
What is the best way to do this.
So having a "regular" Geometry Node(SOPs) with TSR animation and saving that via USDExport and then importing into Solaris is pretty straightforward. But is it necessary to use the USDExport Node if you have everything inside a SOP Create Node inside Solaris?
I ask this because I tried out a setup where I had animation in a SOP Create Node inside Solaris and then exported the USDROP result to Unreal Engine but everything was just static without the TSR animation inside Unreal.
What is the best way to do this.
Houdini Lounge » Vellum cloth droop on imported geo
- Kwesikwaa
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A balance between substeps and bend stiffness did it for me.
In this case substeps of 2 and bend stiffness of 1 x 0.1 worked perfectly
Thanks
In this case substeps of 2 and bend stiffness of 1 x 0.1 worked perfectly
Thanks
Houdini Lounge » Vellum cloth droop on imported geo
- Kwesikwaa
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Houdini Lounge » Vellum cloth droop on imported geo
- Kwesikwaa
- 19 posts
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Hello, imported geo for cloth sim droop too low even after I've pushed up stiffness values.
Any help please
Any help please
Houdini Lounge » Had anyone saw the C4D node-based demo?
- Kwesikwaa
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so you have people complain about Houdini's node system, cos they mostly aren't comfortable with nodes. And yet Maxon is working on the most unfriendly node system for simple stuff. what they are working on is essentially VOPS at the object/geo level. Is that beginner friendly? The irony! All those wires and huge nodes for a sphere and grid. lmao
If there is anything good about it then I think it's Redshift 3.
If there is anything good about it then I think it's Redshift 3.
Edited by Kwesikwaa - 2020年7月27日 00:33:16
3rd Party » MOPs: Motion Operators for Houdini
- Kwesikwaa
- 19 posts
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toadstorm
Sure, this can be done pretty easily. I'm attaching an example file for you. The quick way to convert objects to packed primitives here is to use MOPs Convert, but you can also do it manually if you'd like via Connectivity, Pack, and a couple other nodes. I'm demonstrating both methods. Once everything's packed, I'm just setting up pivot points for animation and then animating a falloff to un-shrink each piece in Y over time. Let me know if you have any questions!
Indie user
But I am glad you pointed me to the right node: “MOPs Convert”. Was looking in the Generator's tab instead. The MOPs Convert does exactly what I asked!
Thank you very much
Edited by Kwesikwaa - 2019年10月30日 02:36:30
Houdini for Realtime » Will sidefx consider a realtime renderer?
- Kwesikwaa
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Hi guys, having used the opengl rendering with some comp work have given me some really beautifully unexpectedly results. With Karma coming up and Unity parading its HDRPL and LWRPL, is sidefx looking into realtime renderer or say an upgrade of the opengl renderer?
3rd Party » MOPs: Motion Operators for Houdini
- Kwesikwaa
- 19 posts
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toadstorm
I'm not entirely sure what you're trying to do here, but any packed primitives generated or modified by MOPs are just plain packed primitives. Anything that works on points or packed primitives will work with MOPs. If you're stuck on something specific, feel free to ask here or email me at mail@motionoperators.com.
Assuming there is a table model with components(top and four legs). How do you use MOPs operators to control or animate the individual components. A mops instancer will take in the model and distribute it in a grid, linear, honeycomb etc. The MOPs explode is the only node which nearly does what I am implying however that only works on the polygon faces of the input object. Is there any way to work on individual components of a model with its own distributed or modeled structure. For eg. a Transform, Delay and Spring MOPs could be used to transition in the various components of the table.
I hope this is clear enough.
3rd Party » MOPs: Motion Operators for Houdini
- Kwesikwaa
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Since MOPs is similar to the mograph module in c4d, is there a “fracture object-like” node in MOPs. In the sense that if I already have a setup say made from copy n transform or copy to points and would want to manipulate these objects via TOPs, is there a node to pipe them so they maintain their initial positions and rotation until I add MOPs modifiers?
Houdini Lounge » Houdini 18 release date?
- Kwesikwaa
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At this rate it's safe to wish the sneak peek comes sooner. At least that should be a relief. After that, even a January release wouldnt hurt so much
Edited by Kwesikwaa - 2019年10月13日 23:50:27
Houdini Lounge » Houdini 18 release date?
- Kwesikwaa
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That Brisbane Houdini Hive talk on new RBD Tools in H18 in the news feed gives me hope that H18 is either this week or next week.
Edited by Kwesikwaa - 2019年10月13日 09:09:45
Houdini Lounge » Vellum cloth to rigid metal like material
- Kwesikwaa
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I hooked up substeps and constraint iterations quite good. Got results that would look ok in a mid or far shot. But for a close shot, I got a perfectly stable result using the bullet soft constraint. I'd spend some more time on stable approach with vellum though. Thanks for the response
Houdini Lounge » Vellum cloth to rigid metal like material
- Kwesikwaa
- 19 posts
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What is the best approach to make quasi-hard materials like metals from vellum cloth. I am successful with tweaking stretch and bend plasticity values but the grid still feels quite flappy. Help on how to take the soft, cloth like feel out of it to make it feel like a hard metal sheet. I am looking at this as alternative to the RBD approach to creating dent or bending in car crash situation or even metal pillars. Help would be very much appreciated
Houdini Lounge » Jeff Wagner's Character FX & Crowds Talk files
- Kwesikwaa
- 19 posts
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Any link to files in Jeff Wagner's “Character FX & Cloth in H17” presentation in January? as promised?
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