It's a good thing web page refreshes dont cost money….
I'll create free tutorial content if you let Indie on Beta SESI.
Probably not a great idea. If we all sit here and hit refresh on the SideFx.com website then this is essentially the same thing as a “denial of service” attack. This is what took down Sony and others recently by hackers.
I realize it's a stretch but I don't think any of us know how many people are anxiously awaiting for Houdini 16 or how robust the hosting services are at SideFX lol.
Patience is probably better than a broken SideFX website.
jsa4000 Hi all, I watched the live-stream yesterday and it was amazing! The new features makes this tool really awesome and it makes me think that in a couple of years, an entire workflow can be done entirelly inside Houdini, modeling, scultping, clothing, lighting, grooming, simulation, replicators (particles), rendering, terrain generation, compositing, etc…
I only miss one features in the stream of yesterday. In the Houdini Roadmap Presentation at SIGGRAPH 2016, at the end of the video he said something about having an output preview of each node inside the Shader building. However, in the presentation refers to a previwe indide the nodes of a COPs Network… It would be awesome to have some preview similar to Substance Designer.
Waiting to see the final version.
Best, Javier
Shader node previews were shown. They appear to work as described.
Tobias Steiner Forgive me if this was already stated somewhere but I'm not seeing it. When exactly is H16 Indie being released for download? I know the event is tomorrow but it's not clear when the update is being made available. Thank you.
T
On the Houdini Facebook site I asked, “Later this month? What day is the release date? Is Indie coming on that day too?”
Their answer, “The date will be announced on Monday. Indie and Apprentice will be available on that day.”
:-)
So that's kinda the same answer. Smells like it will be some date after the live stream.
malbrecht > When exactly is H16 Indie being released for download?
That information is not in our database. :-)
In other words: Houdini 16 is expected to be “released later this month”, no specific date has yet been given.
Marc
Crap. That's not great news. We're publishing a pretty big course this month and we're holding onto it because all of the Houdini aspects of it need to be current.
Forgive me if this was already stated somewhere but I'm not seeing it. When exactly is H16 Indie being released for download? I know the event is tomorrow but it's not clear when the update is being made available. Thank you.
I've been muckin' around in Houdini Indie 15.5 trying to get a very simple effect of pushing apart fractured geometry in all directions from the center (or any point of origin actually) and so far not very happy with the results.
I've used the suggested “Magnet Force” method but to be honest this doesn't yield an acceptable result for a true bomb force effect. The various force nodes in Houdini seem to merely generate singular directional forces which is also not desired. I am aware of the method to set up a network of points or a point cloud of sorts that then all have a point force on them to drive dynamics however this is a convoluted and inefficient method at best.
The desired result is very simple. If you are familiar with Maya which also uses Bullet dynamics, you may be familiar with the Volume Axis Force attribute which allows us to perform what I'm describing in one fell swoop. This is what I'd like to achieve in Houdini.
Any insight into successfully achieving a true and accurate dynamic behavior of a bomb force would be greatly appreciated. Thank you kindly for your time and thoughts!
I can't get this to work for the life of me. I've tried the shelf tool and also building it from scratch myself via help reference. Whenever I render my scene all I get are points where any instances are suppose to be. I also noted that much of the parameters as shown in the help manual for the Instance node do not actually show up on the node itself when adding it either via the shelf button or by inserting the node.
Help.
I've attached a clean mock up file showing the setup I've been trying. I have another project that is a bit more complicated where I need this same process to work. Didn't want to bog anyone down with all that though.
I'm creating an asset in Houdini Indie for use in C4D or whatever application supports Houdini Engine. My asset works perfectly in Houdini Indie but does not function at all in C4D. My asset involves having the user paint a selection on an incoming mesh for which an effect will be processed only in that painted area. I found some instruction in a related video for doing this process in Unity from Houdini that involves placing the paint node parameter into the asset export screen where the option to export a node exists. What I saw that should happen is that paint controls from Houdini are loaded into the target application so the user can make the desired selection. In my case, this does not work when opening the asset in C4D.
Also, the rest of my parameters in the asset are “stuck” at zero in C4D. When I change them, they revert back to zero instantly. My guess is that this may be due to the paint node not having any data to process before these parameters come into effect? Not sure.
I did do a quick test of a new asset that simply distorts a grid with some simple frequency controls. When loading this into C4D it does the same behavior where the parameters are stuck at zero. I am able to see the deformed mesh as well as drop in any other mesh but I just can't do anything to change the parameters. As in the previous asset, these controls (created on a control null in Houdini) are linked to the appropriate nodes and function perfectly inside of Houdini.
Ok, that was long winded but I hope someone can help me understand what I must be doing wrong. I'm about 90% certain it is user error.
**UPDATE:
I managed to get things organized a little differently and reinstalled the Houdini Engine License server. The asset now allows me to pipe in any object and adjust my ported parameters (they don't stick anymore). However, they still have no effect whatsoever on the object and there's still no paint interface that comes up for the user to select what they want effected by painting on the surface. I did try Noseman's “Groups” workaround where you port in a group selection box that is empty but let's the user drop in C4D selection tags. That part shows up but has no effect when I use that method for my asset.
I'm starting to think that perhaps there's some other limitation that I've not yet learned about regarding H Engine and C4D. My asset does rely on volume processes like volume vop and volume trails to generate my effect. Perhaps this doesn't actually work in C4D although I was under the impression that it's actually the H Engine that does all the processing under the hood and not C4D.
If anyone has any guidance, I'm all ears. Thank you kindly for your time and patience. I appreciate it.
I am interested in buying Houdini Indie but first want to validate that I am able to successfully export alembic files from Houdini into other packages such as Fusion and Maya. As the Apprentice version of Houdini does not allow exports I am unable to validate this. Can someone please help me validate this workflow by perhaps providing me with an example export from Houdini of exported particles and other elements in Alembic format so that I may test this? Alternatively, if you can perhaps post a video or screenshots showing that this works then that could suffice as well.