Pixar guys make an effort to make a good impression, but starting with H18 and Karma, i can not say i am awfully impressed with it. Also since I was using Mantra I just can't give up on the procedural material networks I am so used to creating, which eats up all kinds of funny business.
I couldn't find a fake bevel shader out of the box in renderman too, did i miss it? Read through docs, seem to be absent there as well.
Also Karma promises a big speedup, let alone it's own version of GPU some time later. Kays, you've been using RS for a while now, i cant seem to see any reason to go prman in your situation. I was entertaining this idea (of considering renderman as a main render) since I haven't switched to GPU rendering, but now i don't even think about it and will just wait for Karma. Mind you, I don't render hollywood VFX blockbusters, so I can't claim to have knowledge of how it will fare against karma in a typical alien invasion on New York scenario.
Apart from digital doubles (realistic human rendering) I am not sure where it will outshine karma. Thats my 2 cents.
Let alone Karma will be as native as it gets.
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3rd Party » Who is using RenderMan? Why or why not?
- osong
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Houdini Lounge » Houdini oriented new PC build recommendation (around 2500€).
- osong
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Not sure about your rendering setup, is it GPU or CPU?
At any rate, bumping up the CPU to 1950x is a good call if you have an option. CPU is utilized for many things by many nodes, can't go wrong with that decision. Other than that, solid setup.
At any rate, bumping up the CPU to 1950x is a good call if you have an option. CPU is utilized for many things by many nodes, can't go wrong with that decision. Other than that, solid setup.
Houdini Learning Materials » Shading and/or lighting tutorials
- osong
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Also looking forward to what Tyler's preparing too. Never hurts to gain some knowledge of someone else's workflows and setups
Houdini Learning Materials » Shading and/or lighting tutorials
- osong
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Hey guys! I am recording those as we speak.
Here's my take on what's to come first week of September of recordings on the topic:
I expect those to be free, distributed on YT (maybe on udemy as well, if some one prefers that). Let me know if you need something particular, I'll try to squeeze suggestions into a series of educational videos.
ps - H16.5, /mat context in case anyone was wondering
Here's my take on what's to come first week of September of recordings on the topic:
- Intro to shading, light setup, procedural building of materials.
- No-UV approach with triplanar setups; setting up normals and displacement.
- Building custom materials using Mantra built-in noises, simple noise and colour math within Mantra, ramps, colorization of greyscale information.
- Bevel shader, AO shader, curvature at rendertime and using other nodes to build materials
I expect those to be free, distributed on YT (maybe on udemy as well, if some one prefers that). Let me know if you need something particular, I'll try to squeeze suggestions into a series of educational videos.
ps - H16.5, /mat context in case anyone was wondering
Edited by osong - 2018年8月28日 11:46:48
Houdini Indie and Apprentice » Houdini to UE - Smoothing Groups
- osong
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Install game tools, do the “gamedev soften normals”. Will fix the ‘faceted’ look.
Also, I think that smoothing groups is 3dsmax terminology? not sure, but you can ignore that warning, it will still happen even after the procedure above.
Also, I think that smoothing groups is 3dsmax terminology? not sure, but you can ignore that warning, it will still happen even after the procedure above.
Houdini Lounge » The baffling attitude of some Houdini users toward MOPs and other 3rd party tools.
- osong
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Midphasewell duh
If you're not creating geometry the real way (by coding it point by point), you are obviously not worthy.
I was taking a bus recently and happened to tell my peer that I was making a procedural aVOP network for creating underlying base geometry, and then a nice lady from the 6th row asked me “Young man, should not you use VEX for that?”.
Speaking of having additional packages, I do use F360 on a daily basis and guess what - I feel good about this fact. Some people would eat a mashed potato soup with chopsticks and tell you “it ain't even half as bad as it looks, you should try it too”.
Sorry, but I just can not make myself take it seriously anymore, only mildly sad jokes from me in this post.
Houdini Lounge » The baffling attitude of some Houdini users toward MOPs and other 3rd party tools.
- osong
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The impression you have is the same impression I shared in the “learning curve” thread.
Just gotta remember that negative feedback is usually much more vocal than “whatever” and positive one. People who are okay with 3rd party solutions are not wasting time writing negative reactions, because they are okay.
Mostly, I guess me being new in the H party, I see the “get on my level” attitude from many people. Even in this thread in question. That is so bizarre.
Just gotta remember that negative feedback is usually much more vocal than “whatever” and positive one. People who are okay with 3rd party solutions are not wasting time writing negative reactions, because they are okay.
Mostly, I guess me being new in the H party, I see the “get on my level” attitude from many people. Even in this thread in question. That is so bizarre.
Houdini Lounge » Learning Houdini - Steep Learning Curve
- osong
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What I don't want is this discussion to turn into throwing stones at each other for no reason.
What I do want is a thriving and inclusive community that is not afraid of Houdini because of the “you have to write rocket science code” notoriety.
Anyone who wishes to remain “too cool for this” are welcome to go about their own respective routines.
What I do want is a thriving and inclusive community that is not afraid of Houdini because of the “you have to write rocket science code” notoriety.
Anyone who wishes to remain “too cool for this” are welcome to go about their own respective routines.
Houdini Lounge » Learning Houdini - Steep Learning Curve
- osong
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Houdini Lounge » Learning Houdini - Steep Learning Curve
- osong
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Just to make things clear:
I am not trying to badmouth manual or docs or anything like that. Possibly, if I were more experienced when I was trying to read them, they would be making so much more sense. But this is exactly the point - steep learning curve.
At any rate, I would love my hand at trying to be helpful, my goal in mind is to change the perception of Houdini from a strange scary beast to “I can not believe I have not started using it earlier”. Hopefully it clarifies my intention.
Sorry if my thought came out on the offensive side.
I am not trying to badmouth manual or docs or anything like that. Possibly, if I were more experienced when I was trying to read them, they would be making so much more sense. But this is exactly the point - steep learning curve.
At any rate, I would love my hand at trying to be helpful, my goal in mind is to change the perception of Houdini from a strange scary beast to “I can not believe I have not started using it earlier”. Hopefully it clarifies my intention.
Sorry if my thought came out on the offensive side.
Edited by osong - 2018年6月11日 23:12:40
Houdini Lounge » Learning Houdini - Steep Learning Curve
- osong
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I was just trying to point out the fact that a lack of enthusiastic “believers” within the H community is not helping it to grow. Reading thoughts in this (and many other) thread just makes it so clear. I was planning on doing some videos that will make sense for people who are new to H or 3D in general. That's what apparently Houdini is notorious for - “what on Earth all these buttons do, in in which order do I press those”.
Just have to do some planning so it does not come disjointed.
Just have to do some planning so it does not come disjointed.
Houdini Lounge » Learning Houdini - Steep Learning Curve
- osong
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@bobc4d
yeah, take for example some of Rohan's tuts on modeling. The Point SOP he likes so much? Deprecated and considered a bad strategy since H16. The newer version of that is actually explained in Jeff's “geometry workflows” webinar. Basically, to learn H you have to learn how to learn it, you know? Translating old workflows into new ones, figuring stuff out, etc.
Most of the disappointment of that sort goes away when you understand what attribute VOP does.
But like I said, most people think that you will understand everything at once. It's overwhelming. Just stay consistent. And wait for new courses and in-depth tutorials. I think it's time we just acknowledge that there is not such a thing like eyesdsgn or greyscalegorilla within H community, and it's about time we would do something about it. I'm up for it.
yeah, take for example some of Rohan's tuts on modeling. The Point SOP he likes so much? Deprecated and considered a bad strategy since H16. The newer version of that is actually explained in Jeff's “geometry workflows” webinar. Basically, to learn H you have to learn how to learn it, you know? Translating old workflows into new ones, figuring stuff out, etc.
Most of the disappointment of that sort goes away when you understand what attribute VOP does.
But like I said, most people think that you will understand everything at once. It's overwhelming. Just stay consistent. And wait for new courses and in-depth tutorials. I think it's time we just acknowledge that there is not such a thing like eyesdsgn or greyscalegorilla within H community, and it's about time we would do something about it. I'm up for it.
Houdini Lounge » Learning Houdini - Steep Learning Curve
- osong
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The worst problem of Houdini learning curve is not that it is hard to learn, but actually everyone and their mother just casually assume you have 5 years of TD experience behind you when you ask even the simplest questions. Honest, when I tried to find help for ridiculously easy things (as they seem right now), people shared their project files which made me even more confused. “Oh that's easy, you just have to compute Tangents, but write them as Normals”. wat? (I remember when I came across this exact thing I felt so miserable and stupid)
Next problem: the manual. It's written in Protoss High Templar language, everything there is some Xel Naga prophecy or worse. Sometimes when I exactly know what the node does, the actual help for the node does not make any sense.
Next tedious task for me was to learn rendering with Mantra. Mind you, Houdini was my first “serious” 3DCC app ever, so I was not exactly well versed in building shaders and such. Again, virtually nothing is explained. I know how to develop procedural shaders now, but that knowledge did not come easy, far from it. I watched every H16 masterclass on rendering with mantra, while they explained what's new, it was still baffling to build your own stuff.
The list goes on. BUT I would not switch to anything else than H right now.
PS - Paul Ambrosiussen suggested on twitter that I were to record a tutorial on procedural textures and patterns in Mantra using VOPs. So, expect that to pop up soon.
Next problem: the manual. It's written in Protoss High Templar language, everything there is some Xel Naga prophecy or worse. Sometimes when I exactly know what the node does, the actual help for the node does not make any sense.
Next tedious task for me was to learn rendering with Mantra. Mind you, Houdini was my first “serious” 3DCC app ever, so I was not exactly well versed in building shaders and such. Again, virtually nothing is explained. I know how to develop procedural shaders now, but that knowledge did not come easy, far from it. I watched every H16 masterclass on rendering with mantra, while they explained what's new, it was still baffling to build your own stuff.
The list goes on. BUT I would not switch to anything else than H right now.
PS - Paul Ambrosiussen suggested on twitter that I were to record a tutorial on procedural textures and patterns in Mantra using VOPs. So, expect that to pop up soon.
Houdini Indie and Apprentice » how to extrude faces with group?
- osong
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BabaJhey, no worries. I technically solved it by group as well, so we are both not wrong. In no way I wanted to undermine/minimize your effort.
The reason I did it that way is because the question was “by group”.
Essentially showing you how by grouping you can achieve unique results per group;
e.i. each group gets its' own polyextrude.
Yes it's complicated if your going to drive them all with the same values, but not if each are individualized.
Could really all be done in a single wrangle node.
Edited by osong - 2018年4月18日 03:07:14
Houdini Indie and Apprentice » how to extrude faces with group?
- osong
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I found the one by BabaJ working but bit too overcomplicated for what it does.
Here's a simplified and faster version of solving this in the attachment. Features more procedural selections, less manual labor. AMA if needed
Here's a simplified and faster version of solving this in the attachment. Features more procedural selections, less manual labor. AMA if needed
Edited by osong - 2018年4月17日 23:27:47
Houdini Indie and Apprentice » How to import a heightmap in Houdini?
- osong
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Houdini Indie and Apprentice » Houdini Indie now renders animations at 4k and includes second "home" license
- osong
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Pixel8d
Now I have to decide whether renewing Indie will be worthwhile considering the jump in price especially in Canadian dollars.
#Disappointed
You seriously suggesting that adding the $69usd per year is a dealbreaker for you? This is beyond me. Just upgrading C4D yearly will go around $500-$1000, let alone Autodesk thingies cost $1500+ per year.
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The only thing that I was hoping for is being able to render at 1440p, but 4k? Wow, this is superb news.
Also, the addition of 2-year commitment is great as well. Will be getting that one when the current rent period is over.
Thanks SideFX! Superb news!
Edited by osong - 2018年2月9日 03:21:12
Houdini Lounge » Concept Art and Houdini
- osong
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Greetings.
I personally am trying to use H16.5 as a tool for concept art. The only thing I am currently struggling with right now is the actual rendering phase of it all. It does not strike me as an intuitive workflow, but I think I am getting there (or am I just delusional? haha)
For anyone who says “Houdini is not for this/that” - remember Steve Balmer? He infamously laughed at iPhone, dismissing it as garbage.
Houdini makes it super easy to create the sci-fi corridors, where you can by hand get the underlying point in a curve and change the whole structure (be it floors, or ceilings, or walls of the corridor) in 2 seconds. Everything will update and not break, and it will take you 2 seconds.
Or say you are more into Krakens, you are lucky again, since you can create tentacles with ease (theres youtube tutorial on that so to speak) and control the ‘fatness’ of the tentacle in question with a simple ramp.
Remember that ‘cable chamber’ in latest ghost in the shell movie (was also featured in the trailer)? Yeah, distribute some curves from an object, do the ‘Polywire’ node = there you go.
Heck, yesterday just for fun I loaded up the Squab test geo. Then I created a grid, 80x80 rows/columns. Copied a bunch of Lines onto the grid, then I projected them onto the Squab, and polywired those. It looked like a fusion of a spaceship and some naval ship from 1st world war. I could absolutely change how it looks by changing line lenght or tweaking one parameter in the Ray node.
For idea generation it is super tool. Wanna make a bridge to a castle longer? You can. Need a couple of thousand rocks more distributed along a road? Easy. Wanna sculpt an elven girl riding a giant tiger? 3D Coat or zBrush it is. But wanna have her ride it in a jungle/city/spaceship and render stuff out, also making everything explode? Yea, you get the point.
I have been using houdini for not so long personally, and it can do a lot of things. It can't do it ALL, but it's almost scary to see the pace SideFX is improving H.
PS - I mainly use it for geometry workflows right now. Still learning. The more I discover, the more I am convinced I made the right choice to make H my app of choice.
Also, have not seen such responsive and genuinely caring dev team before, not in this area.
I personally am trying to use H16.5 as a tool for concept art. The only thing I am currently struggling with right now is the actual rendering phase of it all. It does not strike me as an intuitive workflow, but I think I am getting there (or am I just delusional? haha)
For anyone who says “Houdini is not for this/that” - remember Steve Balmer? He infamously laughed at iPhone, dismissing it as garbage.
Houdini makes it super easy to create the sci-fi corridors, where you can by hand get the underlying point in a curve and change the whole structure (be it floors, or ceilings, or walls of the corridor) in 2 seconds. Everything will update and not break, and it will take you 2 seconds.
Or say you are more into Krakens, you are lucky again, since you can create tentacles with ease (theres youtube tutorial on that so to speak) and control the ‘fatness’ of the tentacle in question with a simple ramp.
Remember that ‘cable chamber’ in latest ghost in the shell movie (was also featured in the trailer)? Yeah, distribute some curves from an object, do the ‘Polywire’ node = there you go.
Heck, yesterday just for fun I loaded up the Squab test geo. Then I created a grid, 80x80 rows/columns. Copied a bunch of Lines onto the grid, then I projected them onto the Squab, and polywired those. It looked like a fusion of a spaceship and some naval ship from 1st world war. I could absolutely change how it looks by changing line lenght or tweaking one parameter in the Ray node.
For idea generation it is super tool. Wanna make a bridge to a castle longer? You can. Need a couple of thousand rocks more distributed along a road? Easy. Wanna sculpt an elven girl riding a giant tiger? 3D Coat or zBrush it is. But wanna have her ride it in a jungle/city/spaceship and render stuff out, also making everything explode? Yea, you get the point.
I have been using houdini for not so long personally, and it can do a lot of things. It can't do it ALL, but it's almost scary to see the pace SideFX is improving H.
PS - I mainly use it for geometry workflows right now. Still learning. The more I discover, the more I am convinced I made the right choice to make H my app of choice.
Also, have not seen such responsive and genuinely caring dev team before, not in this area.
Houdini Learning Materials » New Illume webinar: Houdini Pipeline Best Practices
- osong
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Houdini Indie and Apprentice » Question on Houdini Indie license
- osong
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Hey guys!
I have a question. I am interested in buying the Indie license, which will run for a year. But it's not exactly clear if I will get the updates of the app within this year. I imagine there might be a 16.5 release really soon, so should I wait a month or so till it's out or am I safe buying a license now, assuming I will have an free upgrade?
Thanks in advance.
I have a question. I am interested in buying the Indie license, which will run for a year. But it's not exactly clear if I will get the updates of the app within this year. I imagine there might be a 16.5 release really soon, so should I wait a month or so till it's out or am I safe buying a license now, assuming I will have an free upgrade?
Thanks in advance.
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