I have issue with this. I need object not to be visible in reflections. And if I add -reflect in Render visibility I see shadow of that object in reflection. Here is screenshot http://d.pr/i/11Hta [d.pr] . What I need is this http://d.pr/i/Ay4X [d.pr] , and I get that by adding -shadow, but than again I need that object to cast shadow …
Is this supposed to work like this, in Blender I get what I expect ?
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Technical Discussion » Hide object from reflections
- SreckoM
- 379 posts
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Technical Discussion » PBR Specular Roughness Noise
- SreckoM
- 379 posts
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Pixel sampling should be around 5-6. Noise level is usually only thing I tweak to get rid of noise.
But I think circumonkey solution should work, that usually kills hot pixels. Are you using area lights? What is intensity of lights?
But I think circumonkey solution should work, that usually kills hot pixels. Are you using area lights? What is intensity of lights?
Technical Discussion » H15 - alt key and other quirks
- SreckoM
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McNistorFilip Tarczewski
mouse wheel for setting number of subdivs
But what will the Mac users do?
I'm obviously kidding
Use + or - on keyboard
Technical Discussion » H15 - alt key and other quirks
- SreckoM
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No you are not restricted to numeric … You use it if you want precise modelling, but everything else is just moving mouse.
Example, you want to extrude something (face, edge, vertices whatever) hit E, move mouse and left click if you are done. But if you want to restrict to specific axis you could, before left clicking, hit X, or if want to restrict to specific plane, do Shift X to restrict movement to YZ plane… Or if you NEED you can also use numeric to specify value, like scale this 25%. Also when moving component, hit G, or double G to slide… So fast when you get used to it.
I am with Filip with recommending Blender as modelling sidekick to Houdini, free and really really great, with Alembic support coming soon.
But I do not think that we will see much of these in Houdini soon, it is just different type of modelling approach. Not much viewport centric, so I would rely mostly on other app for modelling and just bring that in Houdini. Even though I model a lot in Houdini, this project http://forums.odforce.net/topic/22070-construction-visualisation/ [forums.odforce.net] I entirely modelled in Houdini, I would recommend (for character modelling) to use ZBrush for example or Blender or what ever you get used to.
And I do appreciate your efforts McNistor, full support from my side!
Example, you want to extrude something (face, edge, vertices whatever) hit E, move mouse and left click if you are done. But if you want to restrict to specific axis you could, before left clicking, hit X, or if want to restrict to specific plane, do Shift X to restrict movement to YZ plane… Or if you NEED you can also use numeric to specify value, like scale this 25%. Also when moving component, hit G, or double G to slide… So fast when you get used to it.
I am with Filip with recommending Blender as modelling sidekick to Houdini, free and really really great, with Alembic support coming soon.
But I do not think that we will see much of these in Houdini soon, it is just different type of modelling approach. Not much viewport centric, so I would rely mostly on other app for modelling and just bring that in Houdini. Even though I model a lot in Houdini, this project http://forums.odforce.net/topic/22070-construction-visualisation/ [forums.odforce.net] I entirely modelled in Houdini, I would recommend (for character modelling) to use ZBrush for example or Blender or what ever you get used to.
And I do appreciate your efforts McNistor, full support from my side!
Technical Discussion » H15 - alt key and other quirks
- SreckoM
- 379 posts
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Honestly McNistor that Andrew video is rubbish.
I use Blender a lot lately for modelling, and it is GREAT experience. What Filip talked IS improvement. I am 2x faster with Blender than any other app I used before.
But I guess it is preference.
I use Blender a lot lately for modelling, and it is GREAT experience. What Filip talked IS improvement. I am 2x faster with Blender than any other app I used before.
But I guess it is preference.
Technical Discussion » Houdini on iMac Retina 5k
- SreckoM
- 379 posts
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I think that iMac will heat a lot, especially with heavy computations like simulations. Also I would go with 32 Gb for same reason, I do not think that 16gb is enough.
Screen is of course great.
Screen is of course great.
Technical Discussion » From Rhino to Houdini
- SreckoM
- 379 posts
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Technical Discussion » From Rhino to Houdini
- SreckoM
- 379 posts
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Houdini Indie and Apprentice » How many computers can install indie?
- SreckoM
- 379 posts
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For 400$ you can have it on two machines … please find me commercial 3d software that offers this much for that price.
Houdini Lounge » H15 - polyknit tool
- SreckoM
- 379 posts
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Houdini Lounge » Credit where it's due
- SreckoM
- 379 posts
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Houdini Lounge » H15 - polyknit tool
- SreckoM
- 379 posts
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I am using it for modelling for product and arch viz. For character or something more organic I would use something else, like Blender or Zbrush.
These are done entirely in Houdini (some still wip), except some plants and cars.
I do agree with McNistor about polyknit, though I think some proceduralism should be kept in implementation. But most of situations like this I prefer polyCap, now in 14 it has option to Cap all unshared edges if no Group, so one step less to do, also no need to select components.
These are done entirely in Houdini (some still wip), except some plants and cars.
I do agree with McNistor about polyknit, though I think some proceduralism should be kept in implementation. But most of situations like this I prefer polyCap, now in 14 it has option to Cap all unshared edges if no Group, so one step less to do, also no need to select components.
Houdini Indie and Apprentice » Where Install library to ?
- SreckoM
- 379 posts
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In $HOME dir (depends on OS) there is (if not you can create) ‘otls’ folder where you can place otls.
Also you can add custom dir with this env variable HOUDINI_OTLSCAN_PATH.
Also you can add custom dir with this env variable HOUDINI_OTLSCAN_PATH.
Houdini Indie and Apprentice » How many computers can install indie?
- SreckoM
- 379 posts
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Houdini Indie and Apprentice » Use Single Licence on Both Linux and Windows?
- SreckoM
- 379 posts
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Houdini Learning Materials » Reasons to learn houdini?
- SreckoM
- 379 posts
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I am using it for lighting and rendering, even for some modeling :evil: and I find really great, it gives me more control than any other app I ever used. After you invest time to build your own assets it will cut your prep time dramatically, at least for me.
About expressions, really after some learning you will figure out that you use 4-5 expressions 99% of your time.
About expressions, really after some learning you will figure out that you use 4-5 expressions 99% of your time.
Technical Discussion » H14 boot up time on osx
- SreckoM
- 379 posts
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@pavelPeh
Exactly same happens here, on rMBP with latest Yosemite. However I am using ubuntu most of time now and it is much better experience working with Houdini.
Exactly same happens here, on rMBP with latest Yosemite. However I am using ubuntu most of time now and it is much better experience working with Houdini.
Technical Discussion » H15 - multi object edit
- SreckoM
- 379 posts
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Yeah I know what are you talking about, like riping of vertices in Blender. I do not think there is something like that in Houdini.
Technical Discussion » H15 - multi object edit
- SreckoM
- 379 posts
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What is wrong with merging those into new OBJ and work in there?
It gives you more freedom than any other app, you can branch original objects etc.
Not sure what you meant with this? Can you explain?
It gives you more freedom than any other app, you can branch original objects etc.
As an unrelated side-note - we need an additional option for the geometry extract command similar to XSI: one that extracts and keeps the extracted geom onto the original mesh and one that doesn't. Right now I have to go back to the original and delete what I've extracted and to top it off, there's no selection memory… hopefully “just yet”.
Not sure what you meant with this? Can you explain?
Houdini Indie and Apprentice » Q: Geometry, groups, materials and some....
- SreckoM
- 379 posts
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Can you explain your workflow?
In viewport you can select faces (or any other component) and create group based on that selection, than use Material sop to apply material to specific group. Later you can Reselect for that group in case you need to add or remove more components.
In viewport you can select faces (or any other component) and create group based on that selection, than use Material sop to apply material to specific group. Later you can Reselect for that group in case you need to add or remove more components.
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