The classic and expected reaction would be “hey, it creates competition, so it is good for us, users”.
Me personally, from what I've seen, its far from being a real competition. Maybe it will be deeper than those volumetric effects that C4D made possible a couple of years ago? I dunno. Maybe. Even b3d is working on nodes now.
THAT SAID I wouldn't say no for everything in H being faster, jangafx and all.
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Houdini Lounge » Had anyone saw the C4D node-based demo?
- osong
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Houdini Indie and Apprentice » Houdini Indie should follow Unity's Pricing
- osong
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H indie is anywhere from 5x to 15x times less expensive then competitors. And no, you can absolutely not use competitors apps for creating assets for game engines with the student license.
I understand you are monetarily constrained, but there's always b3d for these types of situations.
I understand you are monetarily constrained, but there's always b3d for these types of situations.
Edited by osong - 2020年6月16日 05:26:58
Houdini Learning Materials » Houdini and Substance Painter
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No Werner, sounds about right.
They have been announcing UDIMs for 3 years at this point, and in January 2020 the closed alpha allegedly started. As per how it progresses, I have no idea apart from the classic “tremendous feedback” marketing phrases.
They have been announcing UDIMs for 3 years at this point, and in January 2020 the closed alpha allegedly started. As per how it progresses, I have no idea apart from the classic “tremendous feedback” marketing phrases.
Houdini Lounge » Houdini non-procedural modeling?
- osong
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If nodes distract you, switch your view to Modeling workspace, switch tool presets to PolyModeling, work in viewport with pie-menus and just don't pay attention to nodes piling up in the network view.
Technical Discussion » Confused about how to prepare UV's for Substance Painter etc
- osong
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it is possible the assets were textured with repeatable materials, and that UV scaling gave a good-looking result on assets
i don't know if that is any true, but a viable explanation
i don't know if that is any true, but a viable explanation
Technical Discussion » Confused about how to prepare UV's for Substance Painter etc
- osong
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i generally don't get UV problems on import. might be a case with that particular kitbash asset of yours - outdated fbx or some pre-historic max file format shenanigans - who knows!
thankfully you resolved it.
i'll be continuing my epic waiting for sbsp udims for now, haha. anyway, i usually do what i wrote before: foreach via connected -> autouv+layout -> materials -> export. does the job.
thankfully you resolved it.
i'll be continuing my epic waiting for sbsp udims for now, haha. anyway, i usually do what i wrote before: foreach via connected -> autouv+layout -> materials -> export. does the job.
Technical Discussion » Confused about how to prepare UV's for Substance Painter etc
- osong
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in current sbsP state, to utilize multiple UV sets you have to have different materials for items. Per your weird UVing, uvlayout should fix things PER OBJECT.
you can run it in a foreach loop (connected geo).
another ridiculous solution - just delete all UVs and use sbsP autouv if you are too tired of fiddling in H.
you can run it in a foreach loop (connected geo).
another ridiculous solution - just delete all UVs and use sbsP autouv if you are too tired of fiddling in H.
Houdini Lounge » Request to have CAD import surface in Houdini
- osong
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Houdini Lounge » Solaris and USD advantages for one-person teams?
- osong
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I honestly think that more points of input for feedback will be of a huge benefit.
Many things that have been pre-solved at medium or large studios do not get attention in the LOPs because, well, studios do not mention them since they got people working on them in the studio already.
The Animal Logic presentation was saying exactly that, so don't take just my word for it.
I understand that people with Indie licenses might not be the first people to ask for LOPs feedback - this is fair. I get it. But maybe this year SideFX makes a couple of polls via email blast to ask for those pain points of the “smaller” studios/solo creators?
Maybe even possibly create a small team solving those pain points, just like Labs team is doing amazing work solving pains with the realtime (and now many other) workflows?
Many things that have been pre-solved at medium or large studios do not get attention in the LOPs because, well, studios do not mention them since they got people working on them in the studio already.
The Animal Logic presentation was saying exactly that, so don't take just my word for it.
I understand that people with Indie licenses might not be the first people to ask for LOPs feedback - this is fair. I get it. But maybe this year SideFX makes a couple of polls via email blast to ask for those pain points of the “smaller” studios/solo creators?
Maybe even possibly create a small team solving those pain points, just like Labs team is doing amazing work solving pains with the realtime (and now many other) workflows?
Houdini Lounge » Did Solaris make Katana irrelevant?
- osong
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MidphaseSounds exactly what Blackberry execs were telling themselves on each investor meeting.
They are all tools, and if your company has invested heavily in Katana, I don't see them switching to Houdini just because
Didn't take that much time to adopt Octane and RS as a render engine for medium-sized mograph did it, otherwise everyone would be using mental ray till this day.
Better use one excavator instead of 50 people with shovels. Nevermind 49 other people losing their job of manual shoveling, but what can you do.
Houdini Lounge » Houdini Indie renderers?
- osong
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for a typical price of RS + GPU combo you could get a threadripper setup and significantly improve render speeds by simply having 2 machines for rendering
Houdini Lounge » Character Animation and Facial Expression in Houdini?
- osong
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go to the website Learn>Tutorial section. There were some tuts by community about facial rigs. As well as Illume webinars about this.
Technical Discussion » Karma procedural shading — Bugs, Quirks, Feedback
- osong
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Enabling noise within smoke shader gives glitches similar to previous screenshot
edit: submitted proper bugreport
edit: submitted proper bugreport
Edited by osong - 2019年11月30日 03:29:38
Technical Discussion » Karma procedural shading — Bugs, Quirks, Feedback
- osong
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I assume the features like those work inside LOPs in Redshift, and Karma is just bugging out/does not support it? Whether doing things like that is efficient or not is irrelevant to the situation. Also, personal thought, using the AO to mask some dust in a scene using some let's say geometry standing on some floor/table, isn't that an efficient way actually to do that? I'm not sure if i am confused or whether we are talking about slightly different things. Regardless, i've sent the rfe and will wait for a response. If it's a limitation and/or not supported featureset, would be great to hear from devs.
Technical Discussion » Karma procedural shading — Bugs, Quirks, Feedback
- osong
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It's far from expected for me gotta be honest. Especially considering that the “What's new” section states:
am i missing some information? also, fresnel is working, which is rendertime effect as well?
Houdini 18 introduces SideFX Solaris - a USD-based context for lookdev, layout and lighting
am i missing some information? also, fresnel is working, which is rendertime effect as well?
Edited by osong - 2019年11月28日 16:37:39
Technical Discussion » Karma procedural shading — Bugs, Quirks, Feedback
- osong
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Will submit RFEs asap. This thread could be used as to avoid further duplicates, and to gather “forum talk” style of impressions if someone else is interested.
edit: submitted rfe feedback via website form (option #3)
edit: submitted rfe feedback via website form (option #3)
Edited by osong - 2019年11月28日 13:27:57
Technical Discussion » Karma procedural shading — Bugs, Quirks, Feedback
- osong
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Hello. Congrats on the release first things first!
Coming from mantra here, and I will be collecting my thoughts and/or quirks of Karma, if anyone has other finds please let's have it posted here, in one thread. Let's have some constructive feedback and conversation here!
So, I'll start with bugs and wrong behavior:
Occlusion and Dirt masks have buggy results (see screenshot)
Bevel mask gave me a hard crash
triplanar and fresnel working as expected
having a vop noise attached through the ramp works, yet tweaking the ramp sliders still has that freezing from mantra
Coming from mantra here, and I will be collecting my thoughts and/or quirks of Karma, if anyone has other finds please let's have it posted here, in one thread. Let's have some constructive feedback and conversation here!
So, I'll start with bugs and wrong behavior:
Occlusion and Dirt masks have buggy results (see screenshot)
Bevel mask gave me a hard crash
triplanar and fresnel working as expected
having a vop noise attached through the ramp works, yet tweaking the ramp sliders still has that freezing from mantra
Houdini Learning Materials » Mantra—Getting Started w Rendering and Shading free workshop
- osong
- 249 posts
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Houdini Learning Materials » Mantra—Getting Started w Rendering and Shading free workshop
- osong
- 249 posts
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Houdini Learning Materials » Mantra—Getting Started w Rendering and Shading free workshop
- osong
- 249 posts
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