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- 105 participants
- 153 discussions
Is SUMATRA going to be something like HOUDINI? 15 years, 4 months
Is SUMATRA going to be something like HOUDINI? SUMATRA Sumatra (codename) is Softimage's next-generation 3D system, introducing the first application of Non-Linear Animation (NLA). Sumatra is based on a new,fully-threaded architecture that for the first time integrates modeling, animation,rendering, and compositing into a single seamless environment. Sumatra's fully scalable controls allow artists to work freely at any level of detail, from low-level function curve editing to multi-character choreography This is something from SOFTIMAGES WEB Site _________________________________________________________ DO YOU YAHOO!? Get your free @yahoo.com address at http://mail.yahoo.com
sticky mouse problem - any solutions? 16 years, 6 months
Does it ever happen that as you tweak channels through a slider, or drag a keyframe in the channel editor, your mouse has to move a certain number of pixels before Houdini 'reacts' - at which point the keyframe/value snaps to your mouse position and from then on it moves smoothly? This is MOST annoying of course, because to get tiny movements you need to first move the mouse too far just to get some reaction from Houdini, then you have to backtrack close to the original position and go from there. This doesn't always happen though, sometimes things just work... so I'm wondering if anyone out there has had the same experience, and has found a solution for this aggravating behavior. Thanks! dani
- 5 participants
- 4 comments
converting gdp ref? 16 years, 7 months
Hi, I've spent a lot of today staring at houdini's spinning wheel wondering just what: "converting gdp" really means? Is there a good reference on what's going on here that someone could recommend, and in particular what I might do to speed things up? I'm working with an 18K polygon model on an sgi O2, 256MB, houdini 4.0, IRIX 6.5.4. regards, ben. __________________________________________________________ Ben Simons Physics Building, A28, VisLab Systems Manager The University of Sydney. Phone +61-2-9351-5900 NSW. STRAYA! 2006. Fax +61-2-9351-1880 http://www.vislab.usyd.edu.au/
- 3 participants
- 3 comments
View port rotation 16 years, 11 months
> > I'm Curious to know how everyone finds Houdini's viewport rotation > > tools. I have come from packages like Maya where the viewport > > rotation never let's the camera roll unless you really need it to. > > But in Houdini every time you change angle you get some degree of > > roll and I find myself always spending unnecessary time > > By holding down ctrl while tumbling that actually locks rolling on so that > you can only roll the camera. This is not what I want at all. If you have > used Maya ,max or SoftImage xsi you will notice that the camera will be very > different and much more stable. let me give you a better example of what I > am talking about. Let's say you were looking through a camera that was above > the ground grid and targeted on an object on the ground grid. Now you want > to rotate around to the other side of the object but maintain the same > height in the camera. As far as I know this cannot be done in Houdini in > only 1 step. you have to do at least 2 rotates one to get around to the back > of the object and below the ground grid and another to get back to the > height you want. In Maya, SoftImage etc the camera is much more stable and > this can be done in just one step. I was wondering why Houdini rotates the > way it does and not like Maya/soft and if there is a way to achieve rotation > like Maya/soft? Ah. I think I know what you mean. Select the object you want to rotate about (by clicking on it with LMB - The selected object will have a yellow border). Then hit the "g" key on the keyboard. I think the rotations will then be as you'd expect... Your rotations will centre around the selected object(s). Having pressed "g", you can change this "home position" from a menu that appears under the "house" pictured button, below the viewport. RMB to get the menu. There's a few options in the menu there, such as look along X-Axis, Y-Axis, From Above, etc. Note: this is just a "reset" starting position, not a restriction in any way. regards, ben. __________________________________________________________ Ben Simons Physics Building, A28, VisLab Systems Manager The University of Sydney. Phone +61-2-9351-5900 NSW. AUSTRALIA. 2006. Fax +61-2-9351-1880 http://www.vislab.usyd.edu.au/ ``At the end of 1969, the Arpanet ... consisted of four host computers. At its current growth rate (69 new hosts added each minute), the internet will comprise a billion hosts by 2005.'' -- IEEE Spectrum, Jan 2001, p.31
camera viewport params. 16 years, 11 months
I hope im not the only one with this problem, but it seems that I cannot get the camera parameters in the viewport to change. the only thing that works is the save view to camera button. the target camera,Source of Pivot,Pivot Point,Pivot Object none of these respond. Am I missing something on how this works. Houdini 4.1 on NT4 Thanks Justin reeves
- 8 participants
- 20 comments
Off-Houdini Topic: More Art or Science 16 years, 11 months
Or "The Dilemma of Education in Computer Graphics". I hear so much emphasis on traditional art training in this field, but 1. Is it even possible to learn Art? I believe that one either has it or doesn't, and that you can't acquire it. Learning a few principles doesn't even begin to scratch at the mystery of it all. 2. Even if you could learn it, what kind of art? How much allowance is in the computer mechanism for non-Western sensibilities? Compare it with Dance, Painting, even Film. It's not merely about rendering a particular cultural icon; it's the whole thinking process behind the creative work. I've had students who went on to study computer animation in US, and in the end lost all the indigenous vision that they grew up with. 3. How much do software engineers influence the creative process? Again compare with the roles of the tool-makers in traditional arts. How much "art" is involved in using a piece of plug-in that automatically balances a character according to the footsteps that you place on the ground? Or in any intelligent character rigging for that matter. 4. In my computer animation career so far, most of the time I was called upon to solve technical problems, not artistic ones. Some sense of aesthetics is needed, of course, but it's usually not a major point - and futile to insist on :) And is it really true that armed with enough art, learning to operate a 3D software is a breeze? I've taught many students, but only a handful of them ever learned to use softwares like Houdini and Renderman effectively. Software operation involves *a lot* of logical thinking and know-how that's outside the realm of "art", and I feel most schools just don't spend enough time teaching the subject properly (including mine, unfortunately). Ultimately, I think a computer artist should learn to create his/her own tools. There's just not enough Karl Sims and Gavin Millers in the industry. _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com.
- 17 participants
- 35 comments
Off-Houdini Topic: More Art or Science 16 years, 11 months
Hi John and Mario, I've never worked in America, but my god aren't we working in the same industry! And facing the same reality :) Whenever I take stock of the last ten years of my CG career, I don't know whether to laugh or cry. Yes, 90% of my time were spent realizing other people's artistic vision - and what visions they were! I've lost count of the number of requests to create a cosmic dolly from outer space to an apartment on earth, all voiced with the utter conviction that it's the most original idea in history. Such requests came so thickly at one time that I began building a parameterized, generic cosmic-dolly scene in Houdini. _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com.
- 6 participants
- 5 comments
CHOP, POP, and RBD Questions 16 years, 11 months
1. Could someone explain the use of the feedback CHOP to me? Maybe describe a short application example as well? 2. What are the input objects (called context objects in the pop- up help) in a popnet for? What about those in the POP SOP? In what situations are they really necessary? I've tried specifying a transformed object in one of those fields, but there's no visible effect anywhere. 3. Am I the only one to feel the RBD engine needs some serious overhaul? It generates different motions in different playback runs, makes inaccurate collisions (especially with deforming objects), has extreme difficulty in handling even a moderately crowded scene, and generates dislocated rotation channels (hellish for motion blur). Thanks in advance for any answer. _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com.
houdini 5 wishlist 16 years, 11 months
hi all, it's come around to that time again where we (odforce) would like to build a poll for the houdini 5.0 wishlist. so lets hear it: what do people really want to see in h5? if it's vague, please explain how you'd see the implentation. you can either post here, mail me directly or post to the odforce forum at: http://odforce.net/cgi-bin/ikonboard/topic.cgi?forum=6&topic;=21 from these items, we will build a poll that'll be hosted at http://www.odforce.net and i'll take it that custom panels are a given item to add to the poll :) thanks, jason ps. we've added a user and password "wishlist" for all those who dont want to go the trouble of registering with the forum software. -- jason iversen odforce [ does it bother you that being vegetarian means that you can't eat spam? ] -darin grant data+[ w(310)314-2800x2305 http://odforce.net h(310)314-6337 ]data-
- 23 participants
- 52 comments
GUI vs typing it all out 16 years, 11 months
The artist/programmer identity tension is reaching an all-time high in this community :) IMHO, stuffs like make files and dialog generation should, and can easily be automated. But shader-writing is a different matter altogether. Having a fancy GUI doesn't make shader-writing any easier; in fact typing it out is often clearer and faster. Consider Katsuaki Hiramitsu's experiment with surface shader as a scene description format (an extreme example), can you imagine the mess of constructing a graph network for that? :( The issue of mouse-pointing or keyboard-typing is really beside the point - if one can't conceptualize the logical makeup of an appearance, one can't write a shader, period. I would only regret seeing Houdini copying the one-trick features of other packages, and limiting the power of its tools. _________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com.