Alexey Vanzhulageometry should not be aware of the transformation of the container in which it is located
it seems there is no such api in Geometry class in hou.
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Technical Discussion » How to get world transform matrix from a geometry with pyth
- Alexey Vanzhula
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Technical Discussion » How to get world transform matrix from a geometry with pyth
- Alexey Vanzhula
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Technical Discussion » Repeat Shelf Tool with Q key
- Alexey Vanzhula
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I have a shelf tool that creates a SOP node, connects it to other nodes, sets its parameters, and activates a state. How can I ensure that the script of this tool will be repeated every time I try to repeat it using Repeat Current Operation (Q)? At the moment it repeats but not always. Perhaps there are some rules to follow, because standard tools like PolyBevel repeat perfectly.
Houdini Lounge » Modeling primarily in Houdini
- Alexey Vanzhula
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Houdini Lounge » Modeling primarily in Houdini
- Alexey Vanzhula
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HGaalNo. Just select an edge on one of the horizontal sides.
However, on 20.0.548 everything is fine
Houdini Lounge » Modeling primarily in Houdini
- Alexey Vanzhula
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I'm reaching out to GCharb because I know he always have the answers to such questions. In the picture, there's a loop selected by double-clicking. On the left is Houdini 19.5, and on the right is v20. Why is this? Users are strongly complaining about this issue and have already sent many RFEs. I've even heard that the developers believe it should be this way.
Houdini Lounge » Modeling primarily in Houdini
- Alexey Vanzhula
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now I will know that it's better to think twice before adjusting the number of divisions in bevel, as this can disrupt the behavior of other tools
Edited by Alexey Vanzhula - 2023年12月28日 06:55:35
Houdini Lounge » Modeling primarily in Houdini
- Alexey Vanzhula
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HGaalNo. Most likely this is incorrect in Blender, because its modeling tools became outdated back in the 90s. Also, such holes can be filled with manual retopology tools in 3D Coat. But it's better to delete the model and remake it from scratch in 3D Coat using voxels.GCharbDon't you think that Houdini is purposefully mocking users? It is difficult to rationally explain, for example, such a polyfill in comparison with a free blender. It is possible to do it correctly, evenly, beautifully, but Houdini seems to be doing it crooked on purpose.
Houdini is very adept at modelling,
Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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HGaalAlexey VanzhulaHGaal
The question is essentially - how can I make it so that polyextrud is called up by hotkey indicating "extrudefront" in the groups?
Not quite what I wanted. This will help in the node tree. But I would like the extrudes called using the Q hotkey or another in the viewport to work with the same group, if it is specified - extrudefront or frontSeam. But since the frontseam group is broken in current versions, let at least extrudefront be used. If I need to, I will interrupt or change this chain, but in 90% of cases I am happy with using the extrudefront group by default. You can save the checkbox for activating the extrudeFront group as default, but the selection of the group in the first line is not saved (for the viewport). And selecting a node from the shelf or calling via Q or calling via a custom hotkey fills the group with the polygon number, and not the extrudefront name.
The fastest thing I found was to click on the gear each time and load a saved preset called extrudeFront. Or drag it from the shelf to the network, then the default settings will work. Here are our “punch cards” peeking out. Perhaps can write some kind of script so that all this is filled out correctly, but I don’t know how to do it.
is this what you need?
group = "extrudeFront" viewer = hou.ui.paneTabOfType(hou.paneTabType.SceneViewer) cur_node = viewer.currentNode() if cur_node.type().category() == hou.sopNodeTypeCategory(): extrude = cur_node.createOutputNode("polyextrude") extrude.setParms({ "group": group, "outputfrontgrp": True, "frontgrp": group }) extrude.setDisplayFlag(True) extrude.setRenderFlag(True) extrude.setHighlightFlag(True) extrude.setCurrent(True, True) viewer.enterCurrentNodeState()
Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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HGaal
The question is essentially - how can I make it so that polyextrud is called up by hotkey indicating "extrudefront" in the groups?
Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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PaQ WaKthis feature will be implemented because it is truly useful.HGaal
Blender and Cinema have an ultra feature with the creation and shift of an edge parallel to the original one and the shift of intersections. Both from the outer and inner ribs. I haven't found a simple way to implement this in Houdini. Who knows?
This, by the way, is a great idea for a “modeller”.
Yes I hope edge manipulation like that will find his way in Modeler, I'm used to slide-duplicate existing edges (with metric distance, not %) all the time in Modo too, especially for sub-d edge supports.
btw, currently, Modo is almost the only source of inspiration
Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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@HGaal, it would be nice if you could record a short video showing the results of using PolySplit and Blender's Knife on the same object.
Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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HGaalAll this is easily done in Modeler with the PolyPen tool, except for non-screen projection, but this shortcoming is addressed in the upcoming version.
Yes, the modeler add-on partially solves something, as I managed to form an opinion, but it is not unable to eliminate the main ulcers of the polysplit.
Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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GCharb
IMO Houdini is the best DCC out there for VFX and CFX, there is no doubt in my mind about that, it is also very adept at direct modelling, with or without the Modeller plugin (I never used the Modeller plugin TBH), again, just watch the PolyMarvels YouTube channel, but there are things that Houdini just can't do, like sculpting or texture painting, you need a separate application for that...
ZBrush is still the king of sculpting, no question about that, the UI is still a bit clunky to me, but once you are used to it, there is no real limits to what you can sculpt in ZBrush, as it can handle hundreds of millions of polygons (I suggest at least 64GB of RAM to be able to use ZBrush to its full potential), just look at all the great artwork on ZBrush Central, ZBrush is amazing.
But ZBrush also has limitations, it is pretty good at auto retopology, but it is somewhat lacking for manual retopology, it is not the best at UV mapping either, ZModeler is a nightmare IMHO, and you can't paint PBR textures with it.
The second best at sculpting is 3D Coat, Voxel Sculpting is awesome, and the new live boolean is better than the one in ZBrush IMHO, it is the best tool I have ever used for retopology, better than Topogun or Retopoflow (Blender plugin), it is also really good at UV mapping, and it has the reputation of being better at PBR texture painting than Substance Painter, it also has top notch modelling and kitbash tools.
Another viable option for sculpting/painting is Mudbox, it is dead simple, it can handle high poly counts, but you can't create a base mesh with it, you need to either use one of the provided base mesh, or you need to create one in another application.
Pablo Dobarro, a former Blender developer, improved the Blender sculpting tools, he developed some very cool sculpting brushes for Blender, he also developed the Voxel Remesher (very cool), and a few other goodies.
But you can't sculpt high frequency details in Blender, mainly because Blender just can't handle large polycount like the other sculpting software can, your only option for high frequency details is to texture them, which gives mixed results, takes a lot of time, and it is not the way professional character artists work in the industry.
In 2021 Pablo Dobarro published a proposal on the Blender Developer's blog (see link bellow), in his proposal he acknowledges the limitations of Blender and the importance of high polycount for sculpting, so he proposed that Blender sculpting be handled in a separate application, one that does not have such heavy polycount limitations, the Blender Institute rejected his proposal, last I checked Pablo has left the Blender community and is now developing a VR sculpting application.
Asset Creation Pipeline Design [code.blender.org]
As for retopology, you need Retopoflow to have decent retopology tools in Blender, you need a plugin for decent UV mapping tools as well, and Blender sucks hard at texture painting, even with a plugin like BPainter, and the modelling tools are more than 15 years old.
I am 59 years old, I have been animating (2D) since I was 12, I have been at 3D since the late 80s, I used many pieces of software over the years, and I learned that the KISS principle is the best way to go, the less software I use while still being able to do the job at hand in the shortest amount of time, the better.
So I use two different pieces of software these days, Houdini and 3D Coat, these two can do anything I could ever need for my work/production, and they cost me a mere 248 USD a year (3D Coat cost 48 USD a year for updates after the initial purchase which include 12 months of updates), I truly believe that these two are the best combo for 3D artists/freelancers these days!
3D-Coat is a wonderful program. I'm really glad that the developer is working on classical modeling. But for now, it's more of a solution for low-poly modeling. You can model in 3D-Coat with subdivision, but it's not comparable to other programs. I particularly insist on SubD modeling because it hasn't been phased out and is still popular, even considering the growing popularity of Plasticity as a convenient solution for hard-surface modeling.
I don't like Blender and its development policy, but YouTube is flooded with videos on subdivision modeling in it. Therefore, it's strange to read about your apparent hatred towards it, at least for this reason.
Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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Someone has an allergy to Blender. Please use 3D-Coat for modeling, just not Blender. Can you even imagine what it's like to model with SubD in 3D-Coat?
Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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GCharb
There is a YouTube channel dedicated to direct modelling in Houdini, it's called PolyMarvels, very good, and no need for plugins, you might want to have a look...
Edited by Alexey Vanzhula - 2023年12月11日 10:46:44
Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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HGaalStrange, this link works for me.Алексей Ванжулаlink does not workoldteapot7Thank you! You can ask any question in the Modeler Discord channel. We will answer any questions related to Modeller and modeling in Houdini in general: https://discord.gg/Ud7xUcQfMu [discord.gg]
Good luck with Modeler 2024!
Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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HGaalThere is no exact release date, but I think it will be soon. The update for current users is paid because it's a major update.
When will 2024 be released? Will this be a paid or free update?
Houdini Lounge » Modeling and Houdini.
- Alexey Vanzhula
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oldteapot7Thank you! You can ask any question in the Modeler Discord channel. We will answer any questions related to Modeller and modeling in Houdini in general: https://discord.gg/Ud7xUcQfMu [discord.gg]
Good luck with Modeler 2024!
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