Nicolas Heluani

Nicolas Heluani

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VFX, Motion Graphics, fun in general. Freelance VFX Artist based in Reykjavik, Iceland. nicolasheluani@gmail.com

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My Tutorials

obj-image Advanced
Vellum Worms

Recent Forum Posts

How to properly manage KitBash .obj and .fbx files in Houdini May 17, 2019, 8:23 a.m.

matthew_h_k
Hi Midphase,
I have resorted to creating a setup with a couple of for loops that separate out each piece, adjust pivots and move to origin, rename and export as alembic. For this I favour the monolithic .obj instead of FBX.

This allows our company assets workflow to be maintained and we then use instanced, packed disk objects for a lot of our work.

For some kits a bit more work is required - fixing bad geo, tweaking UVs etc, and for that we push it through Maya first. It seems that often meshes we get from Max don't play nicely in Houdini for some reason and will have to be cleaned in Maya first.

Hope that is of some help!
Matt.
Matthew would you mind sharing if you had any problems fixing the inverted normals in some of the models? Also how did you go about creating the materials if you used the obj files?

Nicolas.

PDG Rendering and lot of questions... April 4, 2019, 5:30 p.m.

I will just jump right into it and hope one of you knows the answer…

1. It would be really cool if I can close Houdini once I start cooking a task…basically have a Cooking manager.

2. Related… can we have PDG “indie” at least to check out how it works?

3. When will be Flip Book output be supported, there were plans for it right?

4. Just confirming here, but when I set a frame range in a TOP-ROPfetch it overrides my mantra framerange right, so basically I can just ignore the mantra frame range.

5. You guys are amazing, this stuff is dark magic.

Thanks,
Nico.

PS: Any PDG Master Class coming up?

Vellum, substep and SOP solvers March 7, 2019, 5:33 a.m.

Midasssilver
Tried to resolve your situation and didn't have much luck, so I don't think I can be of much help, but I do think you are correct about the way dops is calculating the push force you have going on. As you increase the number of substeps, the push force increases exponentially. Hopefully some houdini guru can shed some more light on the math at play.
No worries man,
I am sharing the file because indeed I find it an interesting issue. I am not so sure if this is a bug or by design. I will leave this post a bit longer maybe until after 17.5 but if this is not “fixed” or properly explained I think I will contact SideFX, as scalable SOP solvers are quite important in any system I will guess.