dont like autodesk and luckily at the moment i dont have to
as i mostly do my stuff in h12 and nuke
but i just want to second that animationa and a mocap would improve h12 even more!
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Houdini Lounge » Softimage development team swap
- arzo
- 99 posts
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Houdini Lounge » suggest good tutorial
- arzo
- 99 posts
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http://www.thegnomonworkshop.com/store/product/51/Houdini%3A-Rigid-Body-Dynamics [thegnomonworkshop.com]
this one had this in first
it is a bit outdated but it should work
this one had this in first
it is a bit outdated but it should work
Technical Discussion » how can i export simulation
- arzo
- 99 posts
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just use fbx it works fine
or to be sure export geometry and then import it with file to houdini and export this “clean”scene as fbx
or to be sure export geometry and then import it with file to houdini and export this “clean”scene as fbx
Technical Discussion » h11 env light, pbr workflow
- arzo
- 99 posts
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cant post hip
as it is not mine, it is clients
in fact i cant even post this pic
i had portals setup
but cant see big a diference
i switched all displ off and reflect objects when not necessary
as it is not mine, it is clients
in fact i cant even post this pic
i had portals setup
but cant see big a diference
i switched all displ off and reflect objects when not necessary
Technical Discussion » h11 env light, pbr workflow
- arzo
- 99 posts
- Offline
hi
I have been reading all the topics here about gi and pbr
tried jasons settings
but cant find a good way to get rid of noise in rendering a room like it is done for arch.visualization purposes
I gather from what I read this is the worst scenario
but still here are my questiones
1. env light on shelf with hdri pluged in is this new way of previous gilight?
2. gallery materials - peter asked and some people hinted that having displacement functionality in shader even if it not ticked on can have big impact on rtime
3. rat or not to rat , i have fairly low set og about 10 jpgs should this be a worry?
4. photons that jason mentiones in his settings , do they come from indirect/gi light node
if so I ahve on 11.1 build big problems if i enable disable gi light few times or jut work it stops writing photons???
i changed locations i just get console warnings unable to write pmap?
5. Is scale crucial in rendering room with outside env as my is not real life scale but much bigger
the scene in pic took about 10hrs on 24gb xeon machine win 7 in 2K
is this reasonable?
I have been reading all the topics here about gi and pbr
tried jasons settings
but cant find a good way to get rid of noise in rendering a room like it is done for arch.visualization purposes
I gather from what I read this is the worst scenario
but still here are my questiones
1. env light on shelf with hdri pluged in is this new way of previous gilight?
2. gallery materials - peter asked and some people hinted that having displacement functionality in shader even if it not ticked on can have big impact on rtime
3. rat or not to rat , i have fairly low set og about 10 jpgs should this be a worry?
4. photons that jason mentiones in his settings , do they come from indirect/gi light node
if so I ahve on 11.1 build big problems if i enable disable gi light few times or jut work it stops writing photons???
i changed locations i just get console warnings unable to write pmap?
5. Is scale crucial in rendering room with outside env as my is not real life scale but much bigger
the scene in pic took about 10hrs on 24gb xeon machine win 7 in 2K
is this reasonable?
Work in Progress » coffe break
- arzo
- 99 posts
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Work in Progress » coffe break
- arzo
- 99 posts
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Technical Discussion » packed circles
- arzo
- 99 posts
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Technical Discussion » getting impacts with dopnumobjects
- arzo
- 99 posts
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i instaled it but i get weird point configuration and its hard to limit them to hit and kill afterwards
I tried grouping at impulse value but cant get satisfactory results
any pointers on how to use it better guys?
I tried grouping at impulse value but cant get satisfactory results
any pointers on how to use it better guys?
Technical Discussion » getting impacts with dopnumobjects
- arzo
- 99 posts
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Technical Discussion » getting impacts with dopnumobjects
- arzo
- 99 posts
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what is the correct syntax for bellow expression
dopnumobjects(“/obj/AutoDopNetwork”, “X”) - 1
so i can use arbitrary number of fractured geometry?
$OBJNAME or piece*
I saw example with copied sheres but cant get it to work with pieces from voronoi fracture or dynamic fracture inside dops
dopnumobjects(“/obj/AutoDopNetwork”, “X”) - 1
so i can use arbitrary number of fractured geometry?
$OBJNAME or piece*
I saw example with copied sheres but cant get it to work with pieces from voronoi fracture or dynamic fracture inside dops
Houdini Lounge » spider rigg?
Work in Progress » current animation project
- arzo
- 99 posts
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hi
just to show off
this is some low tech stuff done in houdini that i am currently involved in
after some high profile demanding productions behind me this feels like new life
hope you like it
http://vimeo.com/20021820 [vimeo.com]
just to show off
this is some low tech stuff done in houdini that i am currently involved in
after some high profile demanding productions behind me this feels like new life
hope you like it
http://vimeo.com/20021820 [vimeo.com]
Houdini Lounge » WREN toon output
- arzo
- 99 posts
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Houdini Lounge » WREN toon output
- arzo
- 99 posts
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ah thats it then
it is fast and ok but for some more elaborate npr stuff its too strict
i got some toon shaders on odforce and they are quite nice
it is fast and ok but for some more elaborate npr stuff its too strict
i got some toon shaders on odforce and they are quite nice
Houdini Lounge » WREN toon output
- arzo
- 99 posts
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hi thanks for reply
i can render with it
i would love to modify it to look more hand drawn though
i can render with it
i would love to modify it to look more hand drawn though
Work in Progress » toon test
- arzo
- 99 posts
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hi this is first test
with sbarrick edgedetect in cop and ramp shader
i will do more with wren next
does someone have some idea how to get rough ink lines or modify line width in wren?
[img211.imageshack.us]
Uploaded with ImageShack.us [imageshack.us]
with sbarrick edgedetect in cop and ramp shader
i will do more with wren next
does someone have some idea how to get rough ink lines or modify line width in wren?
[img211.imageshack.us]
Uploaded with ImageShack.us [imageshack.us]
Houdini Lounge » WREN toon output
- arzo
- 99 posts
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hi
could someone please write more about wren rop
what does it do excactly and how to modify it?
could someone please write more about wren rop
what does it do excactly and how to modify it?
Houdini Indie and Apprentice » safe area aspect ratio
- arzo
- 99 posts
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Houdini Indie and Apprentice » safe area aspect ratio
- arzo
- 99 posts
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