I can see a lot more people signing up to streaming services like DisneyPlus - maybe there will be sufficient demand for content to fill in some of the gaps opening up in production - would have to all be full animation though!
With all filming shuttering, am a little worried about june/july onwards.
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Houdini Lounge » How are y'all managing with the quarantine?
- Matt Morris
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Houdini Lounge » arnold or redshift? h18
- Matt Morris
- 10 posts
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malbrecht
For clarification: My gripe is about deleting unhappy customers' feedback, not about delays in development (I know about TWO deleted posts by different users, so how many else have been deleted?).
By deleting feedback from a forum a company can shape public impression of how happy customers are with their product - that is something I have never felt comfortable with.
I wasn't aware that was happening, can understand your stance in that case.
Houdini Lounge » arnold or redshift? h18
- Matt Morris
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Also 3.0.17 is now out with support for H 18.0.391. As an ex-softimager who has also used RS for a long time, and now using it with maya and houdini (and soon blender) I'd say the value of a licence is good, don't have to worry about plugins for each dcc etc. Also would agree with druitre that the developers listen to the userbase, and are quick to respond to bugs. Maybe the progress feels slower than I'd like sometimes, but that comes with an expanding software suite. Also I've been used to the fast progress from the early days.
I've held off using houdini 18 so far until the bugs are ironed out, but will jump in from .0.391 onwards.
I've held off using houdini 18 so far until the bugs are ironed out, but will jump in from .0.391 onwards.
Houdini Lounge » Mac Pro, Metal & moving forward
- Matt Morris
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I can see the appeal for editing/colouring, particularly if you're already committed to the mac ecosystem, and FCPX. the other apps like octane & redshift I'm pretty sure will be faster on rtx/cuda. Looking forward to seeing benchmarks next year.
Not sure that I'd go with that config for the ‘mid-range’ pc though - something like: https://uk.pcpartpicker.com/list/493fyk [uk.pcpartpicker.com] would chew through pretty much any workload. 17k for 32 cores, 256Gb ram, 2 4tb drives, 2 quadro rtx 8000 (the expensive bit, memory pool of 96Gb though) Still has a couple of pcie4 slots free for extra cards.
Not sure that I'd go with that config for the ‘mid-range’ pc though - something like: https://uk.pcpartpicker.com/list/493fyk [uk.pcpartpicker.com] would chew through pretty much any workload. 17k for 32 cores, 256Gb ram, 2 4tb drives, 2 quadro rtx 8000 (the expensive bit, memory pool of 96Gb though) Still has a couple of pcie4 slots free for extra cards.
Houdini Lounge » Mac Pro, Metal & moving forward
- Matt Morris
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So now that pricing is out on the mac pro, I wanted to see what a mid-range config would look like.
16 core xeon, 48Gb ram, 580x, 2Tb ssd - mac pro: £8,200
24 core amd tr, 64Gb ram, quadro rtx 4000, 2Tb ssd - scan custom prebuilt ugly black case: £3,800
For houdini, I really can't see anything justifying that price difference.
16 core xeon, 48Gb ram, 580x, 2Tb ssd - mac pro: £8,200
24 core amd tr, 64Gb ram, quadro rtx 4000, 2Tb ssd - scan custom prebuilt ugly black case: £3,800
For houdini, I really can't see anything justifying that price difference.
Houdini Lounge » Mac Pro, Metal & moving forward
- Matt Morris
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callie_btw
The bottom line is, this is the most powerful singular computer on earth upon it's release
Not by a long shot. The 28 core intel is already matched and beaten by the 24 core threadripper in most benchmarks, and unless apple pulls its fingers out the 64 core threadripper will be released before it as well, which will absolutely trounce it.
The GPUs are nice but I wonder how many apps will be able to take advantage. A shame it won't have the option of cuda/optix.
Pcie slots - still gen 3, threadripper is gen 4…
Houdini Lounge » Mac Pro 'cheesegrater' 2019 support
- Matt Morris
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I can't help feeling that Apple has backed the wrong horse for the cpu and gpu. New threadrippers from AMD coming out this year will blow intel out for the water in terms of price/performance. Especially with apple tax. Nvidia still has the advantage in the gpu area, with anything that can use cuda. Yes there is development towards metal but I can't see the performance catching mature, optimised cuda code for a while.
Houdini for Realtime » Game Tools | AliceVision
- Matt Morris
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Hi Paul, thanks for adding a linux version!
I'm having some problems trying to get this new version to run on centos7 and houdini 17.5.128 core, I get an error message after every stage similar to this: Step 01_Camera_Init failed! See log for details!
It writes the folder structure in the av_cache folder, and puts the 6 images (mini treemonster example) in the first folder, and then writes 2 blank log files (init_log.txt, init_errorlog.txt) into each following folder. No errors in the console either.
Tried creating new project/hip name to create a clean cache folder, but same thing happens.
Its up and running just fine on win 10 pro, 17.5.258 indie at home.
Cheers,
Matt
I'm having some problems trying to get this new version to run on centos7 and houdini 17.5.128 core, I get an error message after every stage similar to this: Step 01_Camera_Init failed! See log for details!
It writes the folder structure in the av_cache folder, and puts the 6 images (mini treemonster example) in the first folder, and then writes 2 blank log files (init_log.txt, init_errorlog.txt) into each following folder. No errors in the console either.
Tried creating new project/hip name to create a clean cache folder, but same thing happens.
Its up and running just fine on win 10 pro, 17.5.258 indie at home.
Cheers,
Matt
Edited by Matt Morris - 2019年6月12日 12:54:45
SI Users » Zooming in/out + panning on Camera backplate, SI style?
- Matt Morris
- 10 posts
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Trying to use the inbuilt tools in 17, but it isn't playing ball with images in the background of the camera - they're not scaling at the same rate as the viewport, so roto animation is impossible. Also, Jon's nice looking tool is crashing 17. Is there something I'm doing wrong here? Have other people got this working ok?
Edited by Matt Morris - 2018年10月29日 10:06:10
Houdini Lounge » Isolate Selection and viewport display
- Matt Morris
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Hi wizards,
very much enjoying delving deeper into Houdini land, but missing some tools from maya and softimage which really help streamline workflow.
I would love to see an isolate selected in viewport option, if you're modelling with many meshes its a huge timesaver to be able to single out the current mesh and rotate around/make fixes then click back out. Also for example I would have multiple viewports open, isolate some meshes in one, and the relevant joints in another, to enable very fast skinning selection.
To be able to do this without affecting the object's scene visbility, and without having to add to groups/bundles/nodes in the scene would be ideal. I know there is a python script out there for this but its such a key part of the interface it should be built in.
I'd also say that object type visibility settings should be per camera, not scene wide.
Here's hoping that the coming viewport usd improvements take this into consideration!
Thanks for listening and amazing work on H17,
Matt
very much enjoying delving deeper into Houdini land, but missing some tools from maya and softimage which really help streamline workflow.
I would love to see an isolate selected in viewport option, if you're modelling with many meshes its a huge timesaver to be able to single out the current mesh and rotate around/make fixes then click back out. Also for example I would have multiple viewports open, isolate some meshes in one, and the relevant joints in another, to enable very fast skinning selection.
To be able to do this without affecting the object's scene visbility, and without having to add to groups/bundles/nodes in the scene would be ideal. I know there is a python script out there for this but its such a key part of the interface it should be built in.
I'd also say that object type visibility settings should be per camera, not scene wide.
Here's hoping that the coming viewport usd improvements take this into consideration!
Thanks for listening and amazing work on H17,
Matt
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