Thats what I was looking for.
Thank you!
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Technical Discussion » hkey commandline
- jball
- 16 posts
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Technical Discussion » hkey commandline
- jball
- 16 posts
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Can i run hkey though a shell?
I need to release my license, from my system before it is wiped, but I cannot get in front of my machine. When I try to use it, hkey it only tries to launch the gui. is there a commandline way of dealing with this?
I did try ssh -X but I am tunneling through 2 machines to get to mine and I think it is getting tripped up.
Any thoughts, or do I just have to give someone my password to release it from my system.
Thanks!
Justin
I need to release my license, from my system before it is wiped, but I cannot get in front of my machine. When I try to use it, hkey it only tries to launch the gui. is there a commandline way of dealing with this?
I did try ssh -X but I am tunneling through 2 machines to get to mine and I think it is getting tripped up.
Any thoughts, or do I just have to give someone my password to release it from my system.
Thanks!
Justin
Technical Discussion » Houdini and Xubuntu
- jball
- 16 posts
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Does anyone know of any issues with running houdini on Xubuntu?
I am having some serious lag problems when running in Xfce. If I switch to fluxbox on the same system, all seems fine.
Does anyone have a suggestion on how to run in Xfce or has seen similar issues?
Thanks!
I am having some serious lag problems when running in Xfce. If I switch to fluxbox on the same system, all seems fine.
Does anyone have a suggestion on how to run in Xfce or has seen similar issues?
Thanks!
Technical Discussion » Particle Cooking
- jball
- 16 posts
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silvina
Actually, we do have distribution of sims…
Silvina,
How is this being accomplished? This is not something built in is it? I am assuming that we have to do like the other poster said, and incorporate the randomness into the workflow and use it to our advantage.
Technical Discussion » Particle Cooking
- jball
- 16 posts
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This is more of a general question.
Since the cooking operation or writing a chache to disk is a single threaded operation. How are the bigger studios cooking these monster sims in any reasonable time?
This process cannot be broken up across machines and is single threaded, I am just wondering how one would pull off a monster sim like that. Say a GI Joe acid thing or the nano swarm in the day the earth stood still, or even a huge DOPs sim.
I am just trying to speed up me personal workflow and wondering how everyone else is doing it.
Thanks!
Since the cooking operation or writing a chache to disk is a single threaded operation. How are the bigger studios cooking these monster sims in any reasonable time?
This process cannot be broken up across machines and is single threaded, I am just wondering how one would pull off a monster sim like that. Say a GI Joe acid thing or the nano swarm in the day the earth stood still, or even a huge DOPs sim.
I am just trying to speed up me personal workflow and wondering how everyone else is doing it.
Thanks!
Technical Discussion » particle rendering
- jball
- 16 posts
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That is what I am after. I am just not sure if I need to sim them differently or how that would work. Since the one rain (falling) is what drives the creation of the splatter rain, I am not sure how I could break this out at render time.
Thank you for the help.
Thank you for the help.
Technical Discussion » particle rendering
- jball
- 16 posts
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I am creating a rain simulation. I would like to make a render pass with just the rain falling and then one with just the interaction with the ground etc so I can dial things around in comp.
I have the falling rain and the hit rain split into groups, but how would I go about rendering a simulation with the separate passes. Would this be a takes kinda thing?
Thank you in advance for the tips.
I have the falling rain and the hit rain split into groups, but how would I go about rendering a simulation with the separate passes. Would this be a takes kinda thing?
Thank you in advance for the tips.
Technical Discussion » Glass Break tips (maya and Houdini)
- jball
- 16 posts
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So I am planning an effect, and I am hoping that you call can give me a hand in pointing out some gotchas before I come across them.
I need to a glass break shot. Now this is not a dynamic shatter shot as the lok has to be set with the director. So what I have done is had one of my guys paint up a style frame of the glass one frame before the break happens (glass is being shot by bullets, and there are multiple holes before the glass shatters). We have also painted the way the remaining glass is to look in the frame after the break.
My plan was since we are going to finish the shot for rendering in Maya, since that is what my lighter knows the best. We were going to model the scene in Maya and do the fracture the old way, by hand as the director was very specific on the look. We will do poly cuts or draw out the cut peices in illustratior and then bring them into my for extrusion. Just to give the glass some thickness.
Then my plan was to get that into houdini, either by FBX or Collada or something we write with pymel to have DOP's do the sim.
Now I am still very new to DOP's but think this should work just fine, I am not sure how the best way to deal with all the geo will be with all the RBD objects and things like that. Any Thoughts?
But my plan was to pull that geo in, maybe use the Shatter SOP to break up some of the smaller sections where the bullets penetrated the glass, but to do the actual fall of glass here. Since DOP's is a much better solver than Maya Dynamics.
I would then bake that sim out and get it back to Maya (FBX?) for the final lighting before it would go to comp.
Has anyone been down this path before that can provide any suggestions on things to do, and not do? Any maya houdini translation issues etc? I do not have a lot of time to pull this off. In theory this all should work, but the technical gotcha's are where I am worried I will lose the time.
Thank you for all the help!
I need to a glass break shot. Now this is not a dynamic shatter shot as the lok has to be set with the director. So what I have done is had one of my guys paint up a style frame of the glass one frame before the break happens (glass is being shot by bullets, and there are multiple holes before the glass shatters). We have also painted the way the remaining glass is to look in the frame after the break.
My plan was since we are going to finish the shot for rendering in Maya, since that is what my lighter knows the best. We were going to model the scene in Maya and do the fracture the old way, by hand as the director was very specific on the look. We will do poly cuts or draw out the cut peices in illustratior and then bring them into my for extrusion. Just to give the glass some thickness.
Then my plan was to get that into houdini, either by FBX or Collada or something we write with pymel to have DOP's do the sim.
Now I am still very new to DOP's but think this should work just fine, I am not sure how the best way to deal with all the geo will be with all the RBD objects and things like that. Any Thoughts?
But my plan was to pull that geo in, maybe use the Shatter SOP to break up some of the smaller sections where the bullets penetrated the glass, but to do the actual fall of glass here. Since DOP's is a much better solver than Maya Dynamics.
I would then bake that sim out and get it back to Maya (FBX?) for the final lighting before it would go to comp.
Has anyone been down this path before that can provide any suggestions on things to do, and not do? Any maya houdini translation issues etc? I do not have a lot of time to pull this off. In theory this all should work, but the technical gotcha's are where I am worried I will lose the time.
Thank you for all the help!
Houdini Lounge » good production refrence material
- jball
- 16 posts
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Houdini Lounge » good production refrence material
- jball
- 16 posts
- Offline
Hey everyone,
Sorry if this question has been asked a thousand times, I am looking for the most up to date info out there.
I am new to houdini, but not new in the industry, and I am looking for good high level information. Basically, I have wanted to use houdini at the studio I am with for a long time, but due to cost we could never figure it out. During the recent 50% off sale, I said the hell with it and I bought it and with sidefx's blessing i am using it in production. Basically leaning on the fly. I have been in production for over 10 years mainly doing the work in Maya with some real flow thrown in. So I am not new to the ways of production and how to integrate an application.
I am looking for some real production worthy resources for houdini. I have the On the Spot book and the e-book on CHOPS / procedural information/ I am looking for real insider tips on using the app. How to make it really work in a pipeline along with create the real production worthy work.
Like I said, I am brining this into a studio, and I have made the commitment to learning it and using it on shots that would normally be a maya solution.
I have taken to reverse-engineering peoples DA's in order to understand the software, anlong with make it useable for our environment, but I am looking to get ramped up as fast as possible.
My approach to that is to force myself to use Houdini on active film shots. And I am looking for any information that will get me there faster.
I have I believe all the CMI tutorials and I check out odworld as much as I can. But what (other than here ) is a good place to get good solid production worthy tips.
Thank you for any ideas you can send my way
J
Sorry if this question has been asked a thousand times, I am looking for the most up to date info out there.
I am new to houdini, but not new in the industry, and I am looking for good high level information. Basically, I have wanted to use houdini at the studio I am with for a long time, but due to cost we could never figure it out. During the recent 50% off sale, I said the hell with it and I bought it and with sidefx's blessing i am using it in production. Basically leaning on the fly. I have been in production for over 10 years mainly doing the work in Maya with some real flow thrown in. So I am not new to the ways of production and how to integrate an application.
I am looking for some real production worthy resources for houdini. I have the On the Spot book and the e-book on CHOPS / procedural information/ I am looking for real insider tips on using the app. How to make it really work in a pipeline along with create the real production worthy work.
Like I said, I am brining this into a studio, and I have made the commitment to learning it and using it on shots that would normally be a maya solution.
I have taken to reverse-engineering peoples DA's in order to understand the software, anlong with make it useable for our environment, but I am looking to get ramped up as fast as possible.
My approach to that is to force myself to use Houdini on active film shots. And I am looking for any information that will get me there faster.
I have I believe all the CMI tutorials and I check out odworld as much as I can. But what (other than here ) is a good place to get good solid production worthy tips.
Thank you for any ideas you can send my way
J
Technical Discussion » particle rain.... best rendering tips
- jball
- 16 posts
- Offline
Very cool.
Now things are moving along, but now with the geo I have lost my motion blur. At one point when rendering point I was using a point sop with a added velocity to drive the blur, and then later changed that to actual velocity in the simulation.
What is a good way to get some blur back? I tired adding a trail node, but that did not seem to help at all. Is there something I am missing.
I am still new to this. I know how I would do this in Maya, but I am making the transition.
Thanks again!
J
Now things are moving along, but now with the geo I have lost my motion blur. At one point when rendering point I was using a point sop with a added velocity to drive the blur, and then later changed that to actual velocity in the simulation.
What is a good way to get some blur back? I tired adding a trail node, but that did not seem to help at all. Is there something I am missing.
I am still new to this. I know how I would do this in Maya, but I am making the transition.
Thanks again!
J
Technical Discussion » particle rain.... best rendering tips
- jball
- 16 posts
- Offline
I am assuming then with the pyramids approach that we would use the copy sop to pass around the geo to the particles.
Very cool approaches. Thank you so much for the ideas.
Very cool approaches. Thank you so much for the ideas.
Technical Discussion » particle rain.... best rendering tips
- jball
- 16 posts
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What has proved to be the best way you all have found in rendering a particle rain sim?
Currently I am just rendering the points with heavy velocity blur, and that works to an extent, but for things that are a little slower moving, are there better ways of doing this?
Instead if single particles, have them be little groups and surface them and then render the mesh?
Just wondering how others have found to be the best solution for the best looking rain.
Thanks!
Currently I am just rendering the points with heavy velocity blur, and that works to an extent, but for things that are a little slower moving, are there better ways of doing this?
Instead if single particles, have them be little groups and surface them and then render the mesh?
Just wondering how others have found to be the best solution for the best looking rain.
Thanks!
Technical Discussion » cooking-op Single Threaded?
- jball
- 16 posts
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awesome…thank you so much for the heads up with this. Yes in the future I will bake-out and re-read in the cache
Technical Discussion » cooking-op Single Threaded?
- jball
- 16 posts
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I am new to houdini, but working on a shot.
When I pre-roll a particle sim, (cooking-op) is that process single threaded? is there anyway to speed that up or give it more horsepower?
On an 8-core mac 10.5.8
When I pre-roll a particle sim, (cooking-op) is that process single threaded? is there anyway to speed that up or give it more horsepower?
On an 8-core mac 10.5.8
Technical Discussion » Snow Leopard and Houdini good to go?
- jball
- 16 posts
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Yes… tried it on the last dev build of 10.6, all sorts of menu issues and things like that.
Here's looking to Friday!
Here's looking to Friday!
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