Is it possible to control the group parameter with an expression?
What I have is a bunch of spheres that have been grouped, then made into a fractured rigid body. Right now they all fall down together, but I would like to randomise when they fall, so I thought if I could create an expression in the rigid body solvers group parameter to say “pick a random group over time.”
then it would have the desired effect, but I can't get it going.
Anyone have suggestions for this?
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Houdini Indie and Apprentice » Group expressions?
- stevecullum
- 112 posts
- Offline
Houdini Lounge » Wireframe
- Okkine
- 6 posts
- Offline
Hello,
I'm just starting to learn Houdini, Is there a way to set one object to always show the shaded view regardless of whether I switch to wireframe or not?
Thanks.
I'm just starting to learn Houdini, Is there a way to set one object to always show the shaded view regardless of whether I switch to wireframe or not?
Thanks.
Houdini Lounge » Academy of Art
- moncrief
- 3 posts
- Offline
I clearly understand that a degree means nothing in this business… It’s all about the quality of your work, and your dedication. So when I ask this question it is more directed at the quality of teaching, curriculum and the schools ability to get a students work in the right hands for consideration.
I was wondering if anyone has heard anything about the reputation of the Academy of Art’s VFX Masters program in San Francisco. How does the industry view the school? I would be very interested in chatting with any graduates of the MFA program that can lend me their ear? Are there better options?
I have researched the school pretty heavily, but personal opinions over internet research are golden.
Any advice would be appreciated. Thanks for your time.
I was wondering if anyone has heard anything about the reputation of the Academy of Art’s VFX Masters program in San Francisco. How does the industry view the school? I would be very interested in chatting with any graduates of the MFA program that can lend me their ear? Are there better options?
I have researched the school pretty heavily, but personal opinions over internet research are golden.
Any advice would be appreciated. Thanks for your time.
Houdini Indie and Apprentice » Issues With the Fur Tutorials
- RafeSacks
- 4 posts
- Offline
Technical Discussion » RFE: paste relative channel reference into copy buffer
- IsStuff
- 237 posts
- Offline
I love “paste relative channel reference” the only catch is when i
already have an expression half written it clears out what i had in
there. to work around this i use this work flow
1. copy parameter
2. on the node i have my half written expression i “paste relative
channel reference” in a parameter beside the one i am editing.
3. copy the ch() expression
4. set the value back to what it was in the parameter beside the one i
am editing
5. click else where to enter that value
6. right click on the parameter beside choose delete channel
7. paste in my ch() expression into the spot in the expression where i need it.
What if you could just
1. copy parameter
2. in my half written expression i right click and choose “relative
channel reference in buffer”
3. then i hit ctrl v and paste that ch() expression where i need it in
my expression.
As far as the interface goes it could be under the “paste relative
channel reference” or be a button to the right of it at the end of
the line. Ether way as i am making video tutorials it is a bit
embarrassing to watch myself do this drawn out step. Maybe i should
just write the ch() expression by hand each time, but why should i
behave like a computer when there is one in front of me.
Its not too hard to implement!
So Who thinks this is a good idea?
already have an expression half written it clears out what i had in
there. to work around this i use this work flow
1. copy parameter
2. on the node i have my half written expression i “paste relative
channel reference” in a parameter beside the one i am editing.
3. copy the ch() expression
4. set the value back to what it was in the parameter beside the one i
am editing
5. click else where to enter that value
6. right click on the parameter beside choose delete channel
7. paste in my ch() expression into the spot in the expression where i need it.
What if you could just
1. copy parameter
2. in my half written expression i right click and choose “relative
channel reference in buffer”
3. then i hit ctrl v and paste that ch() expression where i need it in
my expression.
As far as the interface goes it could be under the “paste relative
channel reference” or be a button to the right of it at the end of
the line. Ether way as i am making video tutorials it is a bit
embarrassing to watch myself do this drawn out step. Maybe i should
just write the ch() expression by hand each time, but why should i
behave like a computer when there is one in front of me.
Its not too hard to implement!
So Who thinks this is a good idea?
Technical Discussion » Lsystem story03...
- masterK
- 55 posts
- Offline
Today.. I post Lsystem story03..
It is next scene after I had posted the image..
Our cuty “Lsystem plant” is blown, and expanding their stems
to bear fruits….
It is next scene after I had posted the image..
Our cuty “Lsystem plant” is blown, and expanding their stems
to bear fruits….
Technical Discussion » mental ray GI/FG
- drexel
- 41 posts
- Offline
A couple of issues with the GI/FG translation…
When adding GI photon emission to a light, exponent and photon count get correctly passed, but energy is passed as a single float value (true to the nature of the single slider in the parameter), but mr is expecting distinct r g b values for the energy.
Global scene controls for GI and FG seem to be missing, one can add mi_finalgather/mi_globillum and mi_finalgathermode/mi_globillum mode to the object and that gets parsed. But, if added to the ROP, it doesn't add anything to the scene option block, so no GI or FG takes place. (The same .mi rendered with -finalgather on -globillum on command line flags renders as expected.)
RFE: Along with the last point, it'd be nice to have GUI controls for setting GI accuracy and radius, as well as finalgather accuracy, there don't appear to be any rendering parameters for those.
Also, while poking through the generated mi file, it looks like the options in the material instance blocks are being passed twice.
All this happens with 9.1.264, mr 3.6.51, both x86_64
Chris
When adding GI photon emission to a light, exponent and photon count get correctly passed, but energy is passed as a single float value (true to the nature of the single slider in the parameter), but mr is expecting distinct r g b values for the energy.
Global scene controls for GI and FG seem to be missing, one can add mi_finalgather/mi_globillum and mi_finalgathermode/mi_globillum mode to the object and that gets parsed. But, if added to the ROP, it doesn't add anything to the scene option block, so no GI or FG takes place. (The same .mi rendered with -finalgather on -globillum on command line flags renders as expected.)
RFE: Along with the last point, it'd be nice to have GUI controls for setting GI accuracy and radius, as well as finalgather accuracy, there don't appear to be any rendering parameters for those.
Also, while poking through the generated mi file, it looks like the options in the material instance blocks are being passed twice.
All this happens with 9.1.264, mr 3.6.51, both x86_64
Chris
Technical Discussion » BUG:: Stamp ??
- AlexNardini1
- 37 posts
- Offline
Hi all,
I opened a new thread since I've found a weird behavior in the
preview scene I posted inside the “RBD impact data” threat related
to the “stamp” function.
Now, if you download the scene, you will see I'm trying to emit particles
at impact position, and I'm using “stamp” to pass the correct number
of group I'm using inside the DOPnet.
If you go inside the “forEach” node and look inside the “point”node (for example), inside position I'm fetching the "position“ data from the Impacts data and I'm using ”stamp" to correctly stamp the group number.
My expression is:
dopfield(“/obj/dopnet”, “shatter_” + padzero(2, stamp(“..”, “FORVALUE”, 0)), “Impacts”, “Impacts”, $PT, “positionx”)
Now, “stamp” should use “0” as <default> value if thvalue to use ise <token> does not existent.
During my test I noticed that there was something wrong in the result I was getting and seemed to me that something was not
taking into account, so, just for curiosity I changed the <default> value from “0” to “2”, and I start to get some different result, you can see this inside the field that get update every frames..
For example, if you go to frame 16, and you change from “0” to “2” you will se that
you get some value instead of ZERO….
Am I missing something?
Should be the <default> value used only if the <token> does not exist, so
no matter what the <default> value is as soon the <token> exist??
Many thank you,
AlexNardini
I opened a new thread since I've found a weird behavior in the
preview scene I posted inside the “RBD impact data” threat related
to the “stamp” function.
Now, if you download the scene, you will see I'm trying to emit particles
at impact position, and I'm using “stamp” to pass the correct number
of group I'm using inside the DOPnet.
If you go inside the “forEach” node and look inside the “point”node (for example), inside position I'm fetching the "position“ data from the Impacts data and I'm using ”stamp" to correctly stamp the group number.
My expression is:
dopfield(“/obj/dopnet”, “shatter_” + padzero(2, stamp(“..”, “FORVALUE”, 0)), “Impacts”, “Impacts”, $PT, “positionx”)
Now, “stamp” should use “0” as <default> value if thvalue to use ise <token> does not existent.
During my test I noticed that there was something wrong in the result I was getting and seemed to me that something was not
taking into account, so, just for curiosity I changed the <default> value from “0” to “2”, and I start to get some different result, you can see this inside the field that get update every frames..
For example, if you go to frame 16, and you change from “0” to “2” you will se that
you get some value instead of ZERO….
Am I missing something?
Should be the <default> value used only if the <token> does not exist, so
no matter what the <default> value is as soon the <token> exist??
Many thank you,
AlexNardini
Houdini Lounge » Industry Giants 2008: Drawing on Ideas!
- ShortGuys
- 1 posts
- Offline
A BUNCH OF SHORT GUYS and
COLLIN’S APPLIED GRAPHIC DESIGN TECHNOLOGY DEPARTMENT
Host INDUSTRY GIANTS 2008: Drawing on Ideas!
Computer Graphics, Animation and Game Forum
DALLAS/FORT WORTH – Mike Anderson, supervising director for The Simpsons, joins professionals from Sony Pictures Imageworks, Digital Domain, Rhythm & Hues and Radar Cartoons for the Industry Giants 2008: Drawing on Ideas! Visual Effects, Animation and Game Forum. The event takes place Friday, June 6 and Saturday, June 7, 2008 on the Spring Creek Campus of Collin County Community College, 2800 Spring Creek Parkway in Plano, Texas. It’s open to the public, students and industry professionals.
Hosted annually by Collin’s Applied Graphic Design Technology department and the computer graphics, animation, game development non-profit, A Bunch of Short Guys, Industry Giants 2008 features MasterClasses and a one-day forum and panel discussion. The event features a distinctive lineup of speakers working in all areas of animation and visual effects for film, television and games. Schedules for the MasterClasses, forum and ticket information are available online at www.industrygiants.org.
Tickets can be purchased in advance or at the door. Advance combination tickets for both the MasterClasses AND the full day forum are $35 for students and $75 for the public and professionals. Advance tickets to the one-day forum only are $15 for students and $20 for the public and professionals. Combination tickets purchased at the door are $45 for students and $85 for the public and professionals. Forum tickets purchased at the door are $20 for students and $25 for the public and professionals. Questions? Please call 972-516-5089 or by email AGDT_TA@ccccd.edu.
Master classes will be held on campus in rooms C-103 and C-104 from 9:30 a.m. to 4:00 p.m. on Friday, June 6, 2008. With the purchase of a combination ticket, those attending the master classes will be able to choose their own schedule. Six different MasterClasses will be offered throughout the day. The morning sessions include a 2.5 hour session on “Pitching and Producing Your Animation Concept,” presented by Rita Street, president of Radar Cartoons. Digital Tutors will offer three 50-minute sessions on technical applications including Zbrush, Softimage XSI and MentalRay. The afternoon sessions take place from 1:30 p.m. to 4:00 p.m. and will include a session on “The Art and Science of Animating Expressive Eyes,” presented by David Schaub, animation director with Sony Pictures Imageworks and “Beowulf - State-of-the-Art Lighting, Rendering, Compositing,” presented by Alan Chan, senior technical director with Sony Pictures Imageworks.
The Industry Giants Forum takes place in the John Anthony Theater from 10:00 a.m. until 5:00 p.m. on Saturday, June 7, 2008. The lineup includes presentations by Johnny Gibson, digital effects supervisor with Digital Domain who will discuss “Speed Racer - VFX Pipeline Development”. David Schaub, animation director with Sony Pictures Imageworks joins the lineup to discuss “I Am Legend – Creature Animation”, Farhez Rayani, senior lighting technical director at Rhythm & Hues, will lead a presentation on “The Golden Compass – Look Development and Lighting” and Mike Anderson, supervising director with 20th Century Fox will discuss creation and production of the Emmy Award-winning television series The Simpsons: Creating a Television Legend. David Friedman with the Texas Motion Picture Alliance (TXMPA), Janis Burklund with the DFW Film Commission and Katy Daiger with the Texas Film Commission will speak afterwards and show the latest version of the TXMPA promotional reel of animation, visual effects and game artists working in Texas. A full panel discussion, lead by Rita Street, president of Radar Cartoons will conclude the event.
The Applied Graphic Design Technology department at Collin College is a graphic design and new media discipline within the Fine Arts division. Academic degree and certificate programs include: graphic design, 3D animation, digital video, web-interactive media and game art and animation. The fulltime faculty is joined by over eighteen associate faculty who bring current industry expertise into the classroom. For information contact AGDT Professor, Tom Ottinger, tottinger@ccccd.edu, 972-516-5089 or visit www.ccccd.edu.
A Bunch of Short Guys (ABOSG) is a non-profit organization that fosters education and career development for students and professionals in the animation, visual effects and game industries. The group hosts free monthly meetings on the third or fourth Saturday of the month. In addition, ABOSG presents Industry Insights, an ongoing series featuring industry artists, as well as various training workshops and the Industry Giants events. Meeting information, a members’ online forum, event information and more can be found at www.abunchofshortguys.org.
For additional information on Industry Giants 2008: Drawing on Ideas!, to schedule interviews, request photos or B-roll please contact Tom Ottinger, vice president of A Bunch of Short Guys and professor with Collin’s Applied Graphic Design department, 972-516-5089 or by email at tottinger@ccccd.edu.
COLLIN’S APPLIED GRAPHIC DESIGN TECHNOLOGY DEPARTMENT
Host INDUSTRY GIANTS 2008: Drawing on Ideas!
Computer Graphics, Animation and Game Forum
DALLAS/FORT WORTH – Mike Anderson, supervising director for The Simpsons, joins professionals from Sony Pictures Imageworks, Digital Domain, Rhythm & Hues and Radar Cartoons for the Industry Giants 2008: Drawing on Ideas! Visual Effects, Animation and Game Forum. The event takes place Friday, June 6 and Saturday, June 7, 2008 on the Spring Creek Campus of Collin County Community College, 2800 Spring Creek Parkway in Plano, Texas. It’s open to the public, students and industry professionals.
Hosted annually by Collin’s Applied Graphic Design Technology department and the computer graphics, animation, game development non-profit, A Bunch of Short Guys, Industry Giants 2008 features MasterClasses and a one-day forum and panel discussion. The event features a distinctive lineup of speakers working in all areas of animation and visual effects for film, television and games. Schedules for the MasterClasses, forum and ticket information are available online at www.industrygiants.org.
Tickets can be purchased in advance or at the door. Advance combination tickets for both the MasterClasses AND the full day forum are $35 for students and $75 for the public and professionals. Advance tickets to the one-day forum only are $15 for students and $20 for the public and professionals. Combination tickets purchased at the door are $45 for students and $85 for the public and professionals. Forum tickets purchased at the door are $20 for students and $25 for the public and professionals. Questions? Please call 972-516-5089 or by email AGDT_TA@ccccd.edu.
Master classes will be held on campus in rooms C-103 and C-104 from 9:30 a.m. to 4:00 p.m. on Friday, June 6, 2008. With the purchase of a combination ticket, those attending the master classes will be able to choose their own schedule. Six different MasterClasses will be offered throughout the day. The morning sessions include a 2.5 hour session on “Pitching and Producing Your Animation Concept,” presented by Rita Street, president of Radar Cartoons. Digital Tutors will offer three 50-minute sessions on technical applications including Zbrush, Softimage XSI and MentalRay. The afternoon sessions take place from 1:30 p.m. to 4:00 p.m. and will include a session on “The Art and Science of Animating Expressive Eyes,” presented by David Schaub, animation director with Sony Pictures Imageworks and “Beowulf - State-of-the-Art Lighting, Rendering, Compositing,” presented by Alan Chan, senior technical director with Sony Pictures Imageworks.
The Industry Giants Forum takes place in the John Anthony Theater from 10:00 a.m. until 5:00 p.m. on Saturday, June 7, 2008. The lineup includes presentations by Johnny Gibson, digital effects supervisor with Digital Domain who will discuss “Speed Racer - VFX Pipeline Development”. David Schaub, animation director with Sony Pictures Imageworks joins the lineup to discuss “I Am Legend – Creature Animation”, Farhez Rayani, senior lighting technical director at Rhythm & Hues, will lead a presentation on “The Golden Compass – Look Development and Lighting” and Mike Anderson, supervising director with 20th Century Fox will discuss creation and production of the Emmy Award-winning television series The Simpsons: Creating a Television Legend. David Friedman with the Texas Motion Picture Alliance (TXMPA), Janis Burklund with the DFW Film Commission and Katy Daiger with the Texas Film Commission will speak afterwards and show the latest version of the TXMPA promotional reel of animation, visual effects and game artists working in Texas. A full panel discussion, lead by Rita Street, president of Radar Cartoons will conclude the event.
The Applied Graphic Design Technology department at Collin College is a graphic design and new media discipline within the Fine Arts division. Academic degree and certificate programs include: graphic design, 3D animation, digital video, web-interactive media and game art and animation. The fulltime faculty is joined by over eighteen associate faculty who bring current industry expertise into the classroom. For information contact AGDT Professor, Tom Ottinger, tottinger@ccccd.edu, 972-516-5089 or visit www.ccccd.edu.
A Bunch of Short Guys (ABOSG) is a non-profit organization that fosters education and career development for students and professionals in the animation, visual effects and game industries. The group hosts free monthly meetings on the third or fourth Saturday of the month. In addition, ABOSG presents Industry Insights, an ongoing series featuring industry artists, as well as various training workshops and the Industry Giants events. Meeting information, a members’ online forum, event information and more can be found at www.abunchofshortguys.org.
For additional information on Industry Giants 2008: Drawing on Ideas!, to schedule interviews, request photos or B-roll please contact Tom Ottinger, vice president of A Bunch of Short Guys and professor with Collin’s Applied Graphic Design department, 972-516-5089 or by email at tottinger@ccccd.edu.
Technical Discussion » Mental Ray Houdini Setup
- Alejandro Echeverry
- 691 posts
- Offline
Please can someone help me to setup corrrectly Mental Ray stand alone and houdini, i started to look at the setup tutorial in the oddforce wiki but that setup didnt work.
Thanks!!!.
Thanks!!!.
Technical Discussion » material override and openGL
- rdg
- 401 posts
- Offline
Hi,
is it possible to display an overridden diffuse map of an material in the viewport?
I tried overriding the opengl textur1 directly but it seemed not to work …
Georg
is it possible to display an overridden diffuse map of an material in the viewport?
I tried overriding the opengl textur1 directly but it seemed not to work …
Georg
Technical Discussion » Textures in mental ray shaders?
- sirpalee
- 8 posts
- Offline
So to contuinue my mental ray related questions (I think, it's the best, to open another topic for it), I have several mental ray shaders, to use, but I couldn't set the textures for them.
There's no simple connection like in vex, and I couldn't edit the parameters to somehow squeeze the textures into the shader.
There's no simple connection like in vex, and I couldn't edit the parameters to somehow squeeze the textures into the shader.
Technical Discussion » Move tool and characters
- lisux
- 581 posts
- Offline
Hi SESI.
çi have been playing around with bones and the move tool and I really missed a lot the pose tool in H8. I know the pose tool in H9 still exists but by default the s hotkey is now set to select instead of pose and I think that the pose tool regarding to bones is more useful that the move tool.
Will better to have a more intelligent move tool that when you select a bone or a null that is an affector goal autometically the pose tool for this bone chain is activated, in case you are using translation the goal translation handler appears, otherwise if you are using rotation the bones rotation handler appear.
Conceptually for an animator I think is much better because you can change between IK or FX almost using translation or rotation, which the correct way of thinking, animate with IK translating an affector or animate with FK rotating bones.
Also the tool should remember if fot that chain the blend or twist handler have been activated and keep them visible even if the user is using rotations instead of translating the affector.
I think this could be a really usefull RFE.
In the mean time is there any way using scripting to modify the move tool beheviour?
Thanks
çi have been playing around with bones and the move tool and I really missed a lot the pose tool in H8. I know the pose tool in H9 still exists but by default the s hotkey is now set to select instead of pose and I think that the pose tool regarding to bones is more useful that the move tool.
Will better to have a more intelligent move tool that when you select a bone or a null that is an affector goal autometically the pose tool for this bone chain is activated, in case you are using translation the goal translation handler appears, otherwise if you are using rotation the bones rotation handler appear.
Conceptually for an animator I think is much better because you can change between IK or FX almost using translation or rotation, which the correct way of thinking, animate with IK translating an affector or animate with FK rotating bones.
Also the tool should remember if fot that chain the blend or twist handler have been activated and keep them visible even if the user is using rotations instead of translating the affector.
I think this could be a really usefull RFE.
In the mean time is there any way using scripting to modify the move tool beheviour?
Thanks
Houdini Lounge » SSS Single VOP produces artefacts
- vinz
- 113 posts
- Offline
Hi,
It seems the SSS single vop does not work correctly, I'm using 9.1.200.
Do some more recent builds fix this ?
SSS multi works great, but I get flickering for a growing L-system because of the point cloud changing
Not sure what SSS single is supposed to do.
Thanks a lot.
It seems the SSS single vop does not work correctly, I'm using 9.1.200.
Do some more recent builds fix this ?
SSS multi works great, but I get flickering for a growing L-system because of the point cloud changing
Not sure what SSS single is supposed to do.
Thanks a lot.
Houdini Indie and Apprentice » particles generated from collision
- bubs
- 10 posts
- Offline
Hi
This a test showing particles generated from collision data
http://rapidshare.com/files/116305328/untitled1.avi.AVI.html [rapidshare.com]
cheers
This a test showing particles generated from collision data
http://rapidshare.com/files/116305328/untitled1.avi.AVI.html [rapidshare.com]
cheers
Technical Discussion » Instances and linear memory usage
- rdg
- 401 posts
- Offline
I have a question about instancing.
I'd expect instances to be instanced into memory - maybe this is a wrong presumption.
But the memory usage for my crowd scene is linear increasing.
100 chars -> 500mb
500 chars -> 2,5 gig
1000 chars -> 5gig
I guessed there might be some error in my material overrides so I hardcoded the crowd to use the same bgeo on every point.
but the memory usage is the same like before.
I guessed there might be some issues with my bounding box settings, but no matter how tight I set the bounding box it still uses the same amount of memory. Exeption: Setting it to “no bounds increases” the amount.
So is this the way instancing is supposed to work?
Thank you for your time
Georg
I'd expect instances to be instanced into memory - maybe this is a wrong presumption.
But the memory usage for my crowd scene is linear increasing.
100 chars -> 500mb
500 chars -> 2,5 gig
1000 chars -> 5gig
I guessed there might be some error in my material overrides so I hardcoded the crowd to use the same bgeo on every point.
but the memory usage is the same like before.
I guessed there might be some issues with my bounding box settings, but no matter how tight I set the bounding box it still uses the same amount of memory. Exeption: Setting it to “no bounds increases” the amount.
So is this the way instancing is supposed to work?
Thank you for your time
Georg
Technical Discussion » Glue to Object
- ColinCohen
- 28 posts
- Offline
I'm having a problem getting Glue to Object to work in an RBD simulation. What exactly is the Glue to Object parameter expecting – a path, the Object Name parameter, or something else?
Could someone point me to an example that uses Glue to Object to hold seperate objects together (as opposed to Internal Glue which I'm getting to work without problems)?
Thanks.
Could someone point me to an example that uses Glue to Object to hold seperate objects together (as opposed to Internal Glue which I'm getting to work without problems)?
Thanks.
Houdini Indie and Apprentice » Rendering lot of gras
- blindcat
- 28 posts
- Offline
Hi,
I am not sure if I should ask here or in the Fur Tutorial thread.
While I make progress with modelling my scene, I think I have to take rendertime into account. During some simple tests, I created a scene that has fur for gras, and I had really long rendertimes. My scene has 744 Frames in the animation. When one image e.g. takes 4 hours for the final rendering, it would take 120 days to do the complete rendering. I work uncommercial, but that is even too much for uncommercial needs. And there are 4 more scenes I have to do for my little movie. So I need to think forward when modeling, shading and lighting for the rendertime in the end. The basic geometry seems to be okay, but there is an issue in this first scene, that is complicated.
I have ground grind of around 400x400 meters (different units, but meters are importent here just to know the dimensions). That should be covered with gras. The camera will fly over that gras very close. So just using a texture seems not to be the best. I tried it with fur, what seems to look good, but because of the large area, I would need so many strands that I am afraid regarding the render time. The same with polys that are scattered over the surface. At last I think of displacement shading, but haven't tried that yet.
Additional facts All scenes will be composed with (video)filmed material, so they should be rendered near fotorealistic for a good match. I think of AO, GI and PBR. But I have to keep rendertime low … -)
Has someone an idea how to set up the gras and the scene for this purposes?
greetings,
- Frankie
PS I am new to houdini and I do my first project. With the help of ‘magic of houdini’ and several video tutorials I solved a lot of problems until now. But some questions are left, where I cant find the answer at the moment.
I am not sure if I should ask here or in the Fur Tutorial thread.
While I make progress with modelling my scene, I think I have to take rendertime into account. During some simple tests, I created a scene that has fur for gras, and I had really long rendertimes. My scene has 744 Frames in the animation. When one image e.g. takes 4 hours for the final rendering, it would take 120 days to do the complete rendering. I work uncommercial, but that is even too much for uncommercial needs. And there are 4 more scenes I have to do for my little movie. So I need to think forward when modeling, shading and lighting for the rendertime in the end. The basic geometry seems to be okay, but there is an issue in this first scene, that is complicated.
I have ground grind of around 400x400 meters (different units, but meters are importent here just to know the dimensions). That should be covered with gras. The camera will fly over that gras very close. So just using a texture seems not to be the best. I tried it with fur, what seems to look good, but because of the large area, I would need so many strands that I am afraid regarding the render time. The same with polys that are scattered over the surface. At last I think of displacement shading, but haven't tried that yet.
Additional facts All scenes will be composed with (video)filmed material, so they should be rendered near fotorealistic for a good match. I think of AO, GI and PBR. But I have to keep rendertime low … -)
Has someone an idea how to set up the gras and the scene for this purposes?
greetings,
- Frankie
PS I am new to houdini and I do my first project. With the help of ‘magic of houdini’ and several video tutorials I solved a lot of problems until now. But some questions are left, where I cant find the answer at the moment.
Technical Discussion » Ubuntu : hython and Eclipse/PyDev problem
- nicholas_yue
- 301 posts
- Offline
Hi,
I am having difficulty registering hython as a valid Python interpreter with PyDev in Eclipse.
It works fine on Windows Vista but not on Linux.
I posted the problem to the PyDev developer and this is their respond. As I don't know the details of hython the following information might be useful to hython developer/maintainer at SESI
For now, I will go with the suggested work around.
Regards
I am having difficulty registering hython as a valid Python interpreter with PyDev in Eclipse.
It works fine on Windows Vista but not on Linux.
I posted the problem to the PyDev developer and this is their respond. As I don't know the details of hython the following information might be useful to hython developer/maintainer at SESI
That seems like a hython bug… probably sys.executable is not returning the path correctly to hython-bin (the script that gathers this info is org.python.pydev/pysrc/interpreterInfo.py – you can change that script to return your interpreter correctly if sys.executable is not correct – probably checking specifically for hython, although the right thing would be making the interpreter return the correct sys.executable).
For now, I will go with the suggested work around.
Regards
Houdini Lounge » LAIKA Houdini jobs
- tstex
- 454 posts
- Offline
Head Of Effects:
http://tinyurl.com/3j5gq3 [tinyurl.com]
Senior FX TD:
http://tinyurl.com/48zhoy [tinyurl.com]
Character FX TD:
http://tinyurl.com/4uyfmw [tinyurl.com]
General Information:
http://recruiting.laika.com/ [recruiting.laika.com]
LAIKA uses Houdini for surfacing, lighting and effects. I've only posted effects jobs, but do a search to get all positions. Most openings are only in R&D at present, but production jobs in those areas are coming….
Cheers
http://tinyurl.com/3j5gq3 [tinyurl.com]
Senior FX TD:
http://tinyurl.com/48zhoy [tinyurl.com]
Character FX TD:
http://tinyurl.com/4uyfmw [tinyurl.com]
General Information:
http://recruiting.laika.com/ [recruiting.laika.com]
LAIKA uses Houdini for surfacing, lighting and effects. I've only posted effects jobs, but do a search to get all positions. Most openings are only in R&D at present, but production jobs in those areas are coming….
Cheers
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