Scott Keating


About Me

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Scott Keating is a production specialist at SideFX specializing in the user experience needs of Houdini artists. He is also an award-winning commercial illustrator, designer, and comic-book artist and his work has been published worldwide, in magazines, books, comics, and commercial products.


My Talks

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Lighting and Rendering
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Rigging and Muscles
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Houdini 16 for Games
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Thinking Procedurally
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Intro to VFX
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Houdini for VR

My Tutorials

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Mantra User Guide
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PyroFX | Volcano
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Mantra Waterfall Render
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FLIP Fluid Waterfall

Recent Forum Posts

Point Weld - midpoint hotkey 2019年12月3日14:14

It probably should mention the hotkey next to the RMB menu entry, but to be clear the hotkey inverts the base operation, which is slightly different than enabling it there via RMB.

Having said that, there is a prompt that says, “Press or Hold the midpoint key (A) to switch between merging at the targets point position or merging at the midpoint.”

Nevertheless, good catch!

What's with the new fuse/snap SOPs? 2019年3月15日18:53

I understand the need to have the “group” and “target group” distinction and it does confer procedural power to the new SOP. I want that and I need it.
So in order to not give only flak, here's some constructive suggestions on how to not totally ignore the viewport functionality needed in direct modeling.
So, “group”(G) acts as both “target” and “source” when “target group”(TG) is disabled (default). So having points designated only to G (TG off) will produce something based on w/e is set by “output positions” (default - average value), like here:

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When the latter is enabled, w/e is in G it will snap/fuse to TG. This makes “output positions” rule obsolete, since G will snap/fuse to TG, for the case in which TG has only one point.

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For TG with multiple points, each G point will look for the nearest TG point and as the “snap distace” increases, they will ultimetely collapse into a single TG point. This is harder to show in images, but you can surely test it out.

With these in mind, perhaps having a selection prompt, as many other shelf tools have, is the best way to deal with these:
- select one or a few points, call Fuse SOP and auto-assign that to G
- press enter (i still don't know why Return is still used for these instead of shift+RMB, or any thing else that doesn't require moving the hand from one side of the kb to the other) to select TG, if any
- enter again to commit on G selection only
I might haven't thought this through very thoroughly, so issues could exist with this, but it's no excuse to be left with the current abysmal snap/fuse workflow in the viewport.

Yup, very reasonable. If you haven't created an RFE, please do.


Camera pan with a "look at" constraint 2018年10月29日12:21

Houdini 17 will have a new option to continuously export the view changes to the camera so you don't get that snapping back to your camera interest on mouse release. This option effectively just applies the constraint after each processed mouse motion to give a smooth motion. I don't know whether this specifically addresses your particular problem, but I thought I'd mention it.

Hello Ondrej,

did this ever make it into H17? If so, I have a hard time finding it.

Thank you


In the viewport, under the camera menu ( The icon which says ‘no cam’ by default ), there is an option near the bottom of the menu called ‘Export View Continuously’. This is the feature that Ondrej had mentioned previously.

Hope it helps!