Neville Adams


About Me

South Africa


My Tutorials

obj-image Beginner
Tips and Tricks - Episode 4
obj-image Beginner
Tips and Tricks - Episode 3
obj-image Beginner
Tips and Tricks - Episode 2
obj-image Beginner
Tips and Tricks | Episode 1

Recent Forum Posts

3D cursor from Blender June 7, 2018, 6:07 a.m.

Log an RFE with your suggestion, else they might not notice your request.


Direct Modeling HDA June 7, 2018, 5:58 a.m.

SideFX should shower you with money and include all of these into Houdini 17!


I think they should hire this guy.

One thing I miss from Modo is the falloffs toolset, so I'm glad at least someone's working on that.

Also, I wonder if VUX can look into the dynamic ‘Action Centre’ in Modo, which allows you to position and orient tool handles based on the setting you have active. This makes modeling much faster and easier once you get used to it (this and the ability to combine the action centre settings with other tools, such as falloffs, to build your own tools, something I'd also like to see and which is possible in Modo). The dynamic workplane and interactive primitive creation in Modo is also something that I miss - this allows you to ‘draw’ out geometry on the workplane, say, after you have oriented the workplane to your geometry. This feels like a much more artistic way of working. (You can also look at 3DCoat for the cool features they have when it comes to interactive creation of 3D primitives - and the handles in 3DCoat are amazing, both for mouse and pen).

Funny how one developer builds this many awesome tools in such a short amount of time. I look forward to how this tool evolves - I might just be able to switch over to Houdini completely at some point thanks to this. The devs should thank this guy in that case - because it won't just be me. Lots of people are watching and waiting for the Houdini modeling tools to mature.

Round Edge Shader April 25, 2017, 4:25 p.m.

I think the point of this thread is see how game artist would be interested in a native round edge shader. I also log a RFE for a round edge shader, the feedback I got back was basically thank you for the request not quite as negative as what “OutOfShadow” encounter. It also make sense to have a native round edge shader since SideFX is targeting game dev more than ever. Most game artist aren't programmers, most aren't even technical.

My ideal round edge shader is abit more advance, since it works on edge selections for starter - something that I haven't seen done with any round edge shader, probably because its not trivial to implement?

I logged another RFE today, they said I'm added to the request list, so I think a few people have made this request already.

For those who may be interested, you may want to check out these videos on what we are talking about: [] [] []

I do believe it is difficult to implement properly - you can get weird results at times in Modo, and that effect has been around for a while. I've had various degrees of success, but still, the results are not as good or you have some kind of issue on corners, for example. Bevelling in Houdini helps (the node is great - check out the presentation on vimeo: []
..and this one for fun… []
You could also try using render as subdivision in obj level(using a creasing node set to around 4 or 5) - but these are not ideal solutions.

For those of you who would like to see this feature in Houdini, go ahead and log an RFE. Basically what happens when you submit an RFE is that you are kind of voting for something to get fixed or implemented - so the more the merrier (if more people ask for things, at least you can hope that it will eventually get done).