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891102 No.891102 [Reply] [Original]

The other thread is too far down the page now.

Get started for free. Houdini is fun and easy:
https://www.sidefx.com/products/houdini-apprentice/

>> No.891111

> Can't even export you mesh
In the trash it goes

>> No.891220

So I've been getting into RBD lately and I have a question for more experienced users:
the material fracture node is relatively new and the fractures look pretty decent to me, but I'm not sure how much I should be leaning on it.

Do people mostly stick with the material fracture node now or are they still relying on their own fracturing set ups (for speed or quality reasons?). How much time should I invest learning about manual fracturing workflows?

>> No.891370

>>891220
Learn the manual way (using voronoi / boolean / etc.). It will help you understand the principles and techniques of doing fracturing / RBD, rather than knowing which button to press.

Once you understand how to build the basics from the ground up, it's perfectly fine to use material fracture as a shortcut.

Same goes for any of those huge complicated new nodes that SESI has added over the years (Vellum solver, SOP level pyro solver, etc.)

>> No.891400

>>891111
See if this works, it did the last time I used apprentice: Right click the sop you want to export from, choose save as.

>> No.891414
File: 183 KB, 2204x744, vellum.jpg [View same] [iqdb] [saucenao] [google]
891414

>>891370
yeah bro haha who doesn't roll their own xpbd solver? vellum? pssshh amateurs..

>> No.891416

>>891414
i think he was talking about preset dopnets that are in sops these days, not the solver itself.

>> No.891428

>>891414
I don't mean you need to rebuild the actual solver from scratch, but try to do the basics manually first. In case of vellum, use the vellum solver in DOPs instead of the SOP wrapper to understand what kind of geo & attributes are needed.

Problem with "only" knowing those giant SOP level wrappers is that once you run into an issue, you're basically fucked.

I guess it also depends on what your goal is. FX TD? Then knowing all the low-level stuff helps a lot or else you're gonna be a monkey pulling levers for a long time (at least in bigger studios).
I like to think of FX as creative problem solving. The better you know the simple building blocks, the more flexible you are in coming up with a solution.

>> No.891444

>>891370
>>891428
thenks men. don't know why i've avoided rbd for as long as i have, but just sucking it up and learning it now. i usually set up dopnets for vellum or pyro myself, so not worried about dopland. got any tips for setting up attributes early that make managing constraints etc easier down the line? is part_name and material_type usually enough?

>> No.891446

>>891102
Why doesn't Houdini have edge attributes? I've always found this omission very strange. You could use them for edge weights for bevels and subdiv.

>> No.891479

>>891446
Because edges aren't a building block of geometry. Every element in houdini is a building block. Points define the 'skeleton' for lack of a better word, vertices allow for UV representation of an object (why a single point can be at any number of places on the UV space), faces define how the points are woven together, and prims define the individual objects.
You don't need edges to represent the geometry at all.

Even in subdiv, for example OpenSubdiv doesn't use edges as far as I know. All the creasing values are stored on the vertices. The workflow where you select an edge loop and give it a creasing value for example in max with the crease set modifier, it's just a user friendly way of working, but you're setting the attributes to the vertices internally.

>> No.891480

>>891479
BTW I'm not against the idea of them adding edges. The problem is that they seem to be pretty much convinced they aren't needed. I get where they're coming from, but I'm not sure if they won't end up adding them somewhere down the road, especially if they want to make Houdini accessible to traditional modelers. It's a necessity vs user friendliness situation.

>> No.891529

>>891444
Not sure I understand what you mean. But in terms of how I manage my stuff, I like to keep a separate piece attrib for each fracture. So "piece_01" would be unique for each piece of my initial fracture. I then fracture each of those pieces, assigning a unique "piece_02" attrib and so on. Then depending on what you are doing, you can easily construct an attrib to iterate over. For example, wanna create constrains between the big pieces? Use
name = piece_01

Wanna add clustering to the second fracture? use
name = piece_01 + "_" + piece_02
while using piece_01 to iterate.

Not sure if that answers you question, I might have misunderstood it?

>> No.891535

>>891479
Does that mean the edge weight in Houdini is an average of its point weights? I haven't tried it in Houdini, but in Blender vertex and edge weights clearly have different effects, and you can't emulate the later using vertex weights.

>> No.891537

>>891535
In Houdini speak points and vertices are two different things. Crease weights set on edges are stored in vertices but not points. If a crease is created on a point group I bet it behaves exactly like Blender "vertex" creasing.

>> No.891639

>>891529
i was thinking more about setting material properties and constraint properties in big easy batches down the line. so tag material type early on as a point attrib and it flows through into constraints and proxy geo for easy adjustment pre-sim. t bh i'm still very early into rbd so it'll take me a few projects to just organise my thoughts and come up with a decent workflow. tyvm.

>> No.893030
File: 68 KB, 777x788, hi.jpg [View same] [iqdb] [saucenao] [google]
893030

Gentlemen, post more research and development.

>> No.893120
File: 189 KB, 620x501, aEM7sea.png [View same] [iqdb] [saucenao] [google]
893120

i want these big box things to be not colliding with anything and be constrained to the car. i added collisionignore attribute and that kinda worked without constraints, but as soon as i glue those boxes to the car, they start collide with everything (car, ground) again
any help?

>> No.893121

>>893120
Is it necessary for the boxes to be part of the sim? If not, I'd use the extract transform SOP to get the car's position and rotation and merge the boxes with the car's transform applied after the sim.

>> No.893122

>>893121
i'm using them as proxies to be able to open/close doors, so yes, they need to be the part of the simulation

>> No.893393

Does someone know if there is a "copy flipped keyframe" function? Doing it in the graph editor is taking a lot of time and I was wondering if there's something to help me animate faster

>> No.893674

has anyone downloaded that matrix project and looked at the hip files yet?

>> No.893778
File: 227 KB, 1659x1644, Houdini Pasta.jpg [View same] [iqdb] [saucenao] [google]
893778

>>891102
How long does it take to learn Houdini in order to make six figures?

>> No.893781

>>893778
Depends, how good are you at math?

>> No.893790

>>891102

Why would I pay for Houdini when Blender is free and better?

>> No.893792

>>893790
You'd need to have more than 70IQ to understand why

>> No.893799

>>893792

Blender is free and it has geometry nodes just like houdini. Don't act like you're the smartest asshole in here. If you were that smart you'd stop sending money to big corporations and you'd stick to FOSS.

>> No.893800
File: 838 KB, 440x330, 1648001530675.gif [View same] [iqdb] [saucenao] [google]
893800

>>893799

>> No.893802

>>893790
Efficiency and better simulations.

Until Geometry Nodes has something close to VEX, I feel like Blender procedural modelling is far behind.

>> No.893806

>>893802
>Efficiency and better simulations.

Bullshit. Blender is better at this too because it's free and it does a better job.

>> No.893812

don't reply to him.

>> No.893817
File: 5 KB, 350x245, cry.jpg [View same] [iqdb] [saucenao] [google]
893817

>>893802
>>893800
>>893792
b-but it's freeeeee!!!

>> No.893844

>>893817

Yes, rent free in your head. Keep paying for inferior software faggot. Blender is quickly becoming an industry standard in most studios. It was used in Man in the High castle. Ian Hubert uses it, Tangent Animation made Next Gen and it looked way better than Big Hero 6 made on Maya. Cope seethe and dilate.

>> No.893850

>>893844
Piss off to the Blender containment thread and leave the chads alone you dumb piece of trash.
You're to retarded to even attempt a conversation in this thread.

>> No.893851
File: 9 KB, 396x187, ocl.jpg [View same] [iqdb] [saucenao] [google]
893851

Is it better than VEX? Can I brick my GPU if I play with it too carelessly?

>> No.893867

>>893850

Houdini users are just like Quora users: they're a bunch of fart sniffers who think they're smart. And I'm not going to the blender thread. I'm staying here as long as you won't admit that Blender is superior to your paid crap. Deal with it.

>> No.894153

Is Modeler 2022 worth it?

>> No.894176

>>893867
>that Blender is superior to your paid crap
lmao

>> No.894196

>>894153
buy it and release it to us

>> No.894200

>>893867
what the fuck are you even trying to achieve here you retarded freegger? fuck off back to figuring out keyboard shortcuts

>> No.894210

Do I need to learn VEX to do procedural modelling?

>> No.894219

>>894210
hot take: you need to learn vex to make houdini worth using, period. good thing it's very easy to pick up and a little goes a long way.

>> No.894225

>>894219
help me learn vex, senpai. I need tuts

>> No.894232

>>894225
pick your poison:

https://www.youtube.com/watch?v=k4q1UQp4x6U

https://www.bilibili.com/video/BV13K4y1J7Fh

https://www.tokeru.com/cgwiki/index.php?title=JoyOfVex

https://www.youtube.com/playlist?list=PLzRzqTjuGIDhiXsP0hN3qBxAZ6lkVfGDI

>> No.894446
File: 135 KB, 2000x1333, Sleep-Concept.jpg [View same] [iqdb] [saucenao] [google]
894446

>mfw COPS
fix it you filthy canucks

>> No.894518
File: 47 KB, 575x413, bluedabadee.jpg [View same] [iqdb] [saucenao] [google]
894518

How do I turn off this blue highlighting of unshared edges? Never noticed it before, must be a new feature.

>> No.894608
File: 6 KB, 142x221, 1639423624110.png [View same] [iqdb] [saucenao] [google]
894608

>>894518
it's not new, but now it can be toggled with the button in the middle of this pic. previously you had to use the viewport options

>> No.894644

>>894608
Thanks, I may have accidentally clicked that and forgot.

>> No.894829

got tired of lookin at houdini so been doin sum p5js. it's good fun; would recommend if you're already used to vex.

>> No.894898

It might be a stupid question but is there a valid usecase for making animations in Houdini for games instead of doing the traditional way in Maya or whatever?

>> No.894905

>>894898
Valid usecase = cleaning up mocap en masse
Would only work with a really good pipeline.
Wouldn't recommend for keyframed animation.. trust me.

>> No.895156

>>891111
>>891400
Use a File SOP. Set mode to Write Files. Choose destination, file name and extension, check display flag on node to save the file. This is the simplest way for OBJs, but you can save FBX and Alembic with it too.

For FBX or Alembic with more control, use a ROP FBX/Alembic node.

>> No.895211

Does anyone here know how to assign textures with mtlx? Currently attempting to use several mtlx image nodes into a standard surface as my output (in a blender sort of fashion) but I can't seem to get it to stop tiling after trying several methods.
If anyone knows a standard or good sort of way to make wrapping work I would appreciate it.
I've saved a UV from the geo/mesh but I'm not sure how to properly apply this using mtlx

>> No.895214

Houdini is for nasty chudcels who can't into 3d. Blender all the way.

>> No.895217

>>895215
Post work chud.

>> No.895850

anyone know how vellum constraints are "attached" to their corresponding geo?
i can't find anything like a name attribute.

weirdly enough if i do a copy and transform on geo and constraints after creating them, it just werks. don't get me wrong, that's a nice surprise, but why does it work?

>> No.895855

>>895850
vellum constraints use the same points as your input geo, check point numbers. there is no attachment, it just werks because it's the same geo, all the constraint specific attributes are stored in primitives which are ofc different.

>> No.895857

>>895855
oh fug, that's very clever.

>> No.895859

>>895217
This board is dead with the influx of braindead conservatives. you guys dont deserve to see anything made by anyone ever.

>> No.896166

keepin my bois fed:

r'way - advanced magic
https://www.bilibili.com/video/BV1uT4y167eW

>> No.896192

>>896166
cool thanks
can we follow along without assets?

>> No.896232

>>896192
I've only had a quick skim and the legit course itself doesn't seem to provide any assets at all - there's a video telling you to just buy props you need. The ship he's using is from turbosquid.
Plus I think its missing half the course videos, but they'll show up in a week or two

>> No.896233

>>896232
>Plus I think its missing half the course videos, but they'll show up in a week or two
Actually, I think I'm wrong about that

>> No.896340
File: 699 KB, 160x120, 1649783703790.gif [View same] [iqdb] [saucenao] [google]
896340

>>896166
Many thanks, friend.
Have a great one

>> No.896341

>>896340
> that gif
Thanks for the nostalgia

>> No.896419
File: 128 KB, 540x360, file.png [View same] [iqdb] [saucenao] [google]
896419

>mfw vellum sack full of other vellum objects
aaaaahhhh go faster

>> No.896427

Any recommended webinars or shows where the tutor actually tries to teach something instead of flexing his skills like a faggot?

>> No.896428

>>896427
Applied Houdini.

>> No.896433

>>896427
webinars are for flexing, tutorials are for teaching.

>> No.896434

>oh boy a houdini thread, theres gonna be some cool WIPs to look at it in here.

>> No.896435

>>896434
nobody is going to post their hard work and node setups on 4chan of all places. Get a grip.

>> No.896439

>>896435
sir please post mesh developability implementation in opencl

>> No.896441
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896441

>>896439
no. :^)

>> No.896496

>>896427
houdini simon and official houdini youtube channel are pretty good. I don't think I've had to look elsewhere for anything in 2+ years of using houdini

>> No.896505

>>891102
Why are women such bosses in Houdini?
https://youtu.be/9MEs4cezPGk?t=595

Look at her vexing the fuck outta this battle. How can I learn this power?

>> No.896966
File: 95 KB, 682x790, 368991826478.jpg [View same] [iqdb] [saucenao] [google]
896966

Does this look right for a minimum viable manual convex decomposition set up with copies or am I complicating things?

>> No.897015

>>891102
anon, requesting
ODTOOLS
MOPS+
please

>> No.897021

>>897015
You going to make Henry sad :(
He swings by sometimes

>> No.897038

Neato, Steve knipping did the new project titan tutorial. Basically a free applied Houdini

https://youtube.com/playlist?list=PLXNFA1EysfYkQeOKNeETuaiR3zw7sFFLE

>> No.897162

Is it a good idea to start making HDAs for Unreal Engine 5 yet or should I stick with UE4? I learned making them with UE4 but most of my HDAs are very basic procedural assets. Now that I'm tackling serious stuff and want to start making a prototype for my game, I was wondering if it was safe to start using UE5. Any experience someone can share?

>> No.897185
File: 12 KB, 500x500, AutoDesk-0eb62486-d40d-4f3c-8068-aab229be34d8-1.png [View same] [iqdb] [saucenao] [google]
897185

How does it feel knowing SideFX and Houdini will inevitably be acquired by Autodesk?

>> No.897384

>>897185
SideFX is a private company. Fuck off.
What is it with you faggot, shitting up this board? Kill yourself.

>> No.898332

>>897384
>SideFX is a private company
So what you stupid idiot? You don't think private companies can be bought by larger corporations? How stupid are you exactly?

>> No.898333
File: 516 KB, 1544x1008, houdini34.jpg [View same] [iqdb] [saucenao] [google]
898333

Beginner here.

Can someone please explain to me why this subdivide node isn't working?

>> No.898337

>>898333
Check revolve is outputting polygons by checking surface and primitive type
https://www.sidefx.com/docs/houdini/nodes/sop/revolve.html

>> No.898349

>>898333
this >>898337
either your revolve is set to output "Bilinear Mesh" (or for some reason it does automatically) or there's a crease attribute (even though there shouldn't be, since the crease sop is set to bypass)
can't re-create the issue otherwise.
also reverse cross sections in the revolve so you get prims flipped the right way.

>> No.898352

What is the difference between a point and a vertice?

>> No.898361

>>898352
https://www.sidefx.com/docs/houdini/model/points.html

>> No.898369
File: 93 KB, 700x700, you lied to me you little shit.jpg [View same] [iqdb] [saucenao] [google]
898369

>>891102
how long does it take before I can understand and apply this to my work
https://www.youtube.com/watch?v=ysujwGvr2_8
https://www.youtube.com/watch?v=Xw6i9gFtsgo

>> No.898469

>>898369
3+ years
-1 year if experienced 3d before houdini
-1 year if some programming experience

>> No.898752
File: 199 KB, 569x567, 195725858470.jpg [View same] [iqdb] [saucenao] [google]
898752

https://mega.nz/file/svgggAoS#GMqn9oPszeGIqAwdyj9sgX3wMMzr8URxXGsNiAz2MPE

can someone have a look at this rbd emission set up and tell me where this weird offset is coming from?

i need precise collisions from the emission objects so there's a convex decomp step that might be causing the centroids to shift?

>> No.898756

>>898752
If the "center of mass" method gets the centroid by nonweighted averaging of point positions (docs say "like the bullet solver" which isn't helpful) then it is sensitive to topology.

Tried using the Bound SOP? If you calculate the centroid from the bounding box then topology doesn't affect anything. Extract transform and Match size probably have a slightly different idea where the centroid is so it's better to only use one method throughout.

>> No.898764

>>898756
lol, just tried a bunch of different things that didn't work.

turns out the problem was happening when i rotated the letters.
the centroids shifted off the origin.
fixed that and the standard dopimport points method works fine now.

ta for looking into it.

>> No.899162
File: 28 KB, 549x264, flat_n.jpg [View same] [iqdb] [saucenao] [google]
899162

How do you compute proper normals on meshes that have perfectly flat folds? This is what the standard normal sop gives on a flattened sphere.

I'm thinking an intermediate step is required, maybe spherically interpolating the normals of two adjacent faces before the final sum, but it's a coin toss if the interpolated normals point outward or inward so I dunno..

Any thoughts, papers or blogs on the topic would be great.

>> No.899356

Do you guys use Houdini's material system? Or is it generally better to outsource shading to a more dedicated software like Toolbag, Substance or Unreal?

>> No.899509

What are the main differences between Core and FX?

From what I can see on the comparison page, they look almost exactly the same for procedural modeling, except FX includes the pipelines for vfx and physics simulations.

Also, when it comes to Houdini files and digital asset formats, is there any downside to using the indie version's .hiplc and .hdalc format compared to .hip and .hda?

>> No.899523

>>899162
>meshes that have perfectly flat folds
what does this even mean
>what the standard normal sop gives on a flattened sphere
yeah, well, a flattened sphere "is still a sphere" as far as normals go, it will just have "up" or "down" normals for the "northern" and "southern" hemispheres along the scaling axis (assuming you scaled it down on an axis to flatten it) instead of a smooth gradient, which is exactly what you have there.

>>899356
if you plan to render in Toolbag or Unreal, you don't really have a choice. You don't really render in Substance.
if you mean assembling your scene in Houdini instead of, like, Maya, to render with a commercial renderer (V-Ray, Arnold, Redshift) then do your assembling in Houdini, all the way. Fuck Maya. Don't use Mantra. Fuck Mantra.

>>899509
With Core you don't have access to DOPs, but you can open a scene with DOPs in them and even run the simulation, you just can't edit the DOPs. At studios people like FX leads/seniors set up custom dopnets with exposed values in FX sessions so that all the mids and juniors have a modicum of control in their Core sessions.
Some shit like the new Pyro SOPs are just that, wrapped dopnets with exposed values for easy usage, but "less" control. Vellum SOPs are all wrapped dopnets and you can do 99% of Vellum work in SOPs.
For procedural modelling, Core is enough, though why don't you just get an Indie license which is just an FX license at a 95% discount?

hiplc and hdalc can't be used in a full commercial license like Core or FX (-lc is limited-commercial). They actually can, but the full commercial session will automatically turn into a limited commercial session.
Indie can open full commercial scenes and assets just fine.
Full commercial also means you're making more than 100k a year through your Houdini work. You aren't. People who are have licenses provided for them, even freelancers.

>> No.899536
File: 48 KB, 228x1143, flatn2.jpg [View same] [iqdb] [saucenao] [google]
899536

>>899523
>what does this even mean
I could have worded that better, I meant the surface is locally bent along an edge exactly 180 degrees so the triangles are coplanar.

The problem is evident in this picture. I can scale the sphere down on an axis to a tiny fraction and the normals along the rim behave well, once the scale hits 0 the normals flip out. There's got to be some way to avoid this degenerate case but I don't know what keywords to search, obviously no standard weighing scheme works.

>> No.899539

>>899536
>there's got to be some way to avoid this degenerate case
no, there isn't.
the closest you can have is have the Y scale be something like 0.00001 instead of 0 and the normal sop set to 180 degrees, depends on whether you absolutely need it to be 0 or you have some margin

if connected triangles are perfectly coplanar but face opposite directions then the angle between them is 180. it's either up or down.
it's in the name, coplanar. they're basically two flat planes pointing in opposite directions.

as long as the angle is something like 179.999, the normal vectors between faces define a single plane in space, however tight that is. you can easily compute an average of the two vectors that lies flat on that same plane between those two.
when they hit 180.00, they are exactly opposite one another in a straight line. a straight segment defines infinite planes. where do you place your average vector?

or, if you prefer points, imagine 1 point at the end of each vector and 1 at the origin of both.
only 3 non-aligned points define a single plane in space. 3 aligned points define infinite planes.

it's the geometric equivalent of dividing by zero. you can't avoid it, only come to a compromise.

>> No.899541
File: 174 KB, 500x500, untitled.webm [View same] [iqdb] [saucenao] [google]
899541

https://youtu.be/acVpyIVqmxM?t=1414

there's some neat VDB transitions / morphs happening here.

i'm currently looking mostly at the vdb morph sdf and a vdb advect based method for the shape morphing. are there any tools/approaches/talks/tuts i should be looking at?

is the growing stuff just vdb from particles with falloffs controlling pscale to create those streaks?

pic-related v.low rez advection test.

>> No.899545

>>899541
what kinda of money can you earn if you're able to do this?

>> No.899556

>>899545
i pay my mortgage with exposure tb h

>> No.899988

>>899556
show your work then

>> No.900143

>>899988
look in the mirror cuz i fucked ur mum, son

>> No.900654
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900654

>>891102
What's the fastest way to learn Houdini effectively?

>> No.900683

>>900654
By not wasting time on 4chan and learning the damn thing.

>> No.900694

What are some good resources for character modeling in Houdini?

>> No.900703

>>900694
>character modeling in Houdini
don't

>> No.900827

does anyone want to audit my pigment mixing code and tell me why it breaks. it's a port from hlsl to vex.

: - (

>> No.900833

>>900683
smart boy strikes again

>> No.901006

>>893851
There's only 1 class on Houdini OpenCL I know of and he starts out by saying you should never use it and use VEX instead

Turns out vex is ridiculously well optimized and parallelized. 95% of the time you'll get a better result with vex.

However in 5% of use cases you can get a code to run literally 100000 times faster with OpenCL. Apparently it's better than Vex for volumes.

>> No.901008
File: 63 KB, 800x450, tyflow.jpg [View same] [iqdb] [saucenao] [google]
901008

I tried out the Tyflow plugin for 3DSMax and I gotta tell you guys

Vellum fucking sucks enormous stinky ass.

Tyflow uses a CUDA-accelerated algorithm that is not only LITERALLY a thousand times faster, it also has edge collision instead of only point collision, meaning you don't need a hugely detailed mesh to avoid intersections,

And while Vellum needs exponentially more substeps the more complex your simulation is, Tyflow caps at something like 10 substeps and you pretty much never need more than that. And even with 10 substeps it runs in realtime.

I spoke to the guy behind Tyflow and he told me the cloth solver is based on this paper: https://www.cs.columbia.edu/cg/pdfs/RTSC.pdf

I'm not smart enough to code this by myself, but boy I'd be willing to pay big bucks to have this inside Houdini

>> No.901027

>>901008
sounds 2good2be true so i'm choosing not to believe you. also not pirating and testing this myself because ignorance is bliss.

>> No.901033

>>901008
we only Houdini here

>> No.901190

Anyone here has a link to a UE 5 compatible Houdini version cracked? Thx in advance!

>> No.901202

>>901190
install this and crack it first:
https://cgpersia.com/2021/11/sidefx-houdini-fx-19-0-383-win-x64-181035.html
or here:
https://rutracker.org/forum/viewtopic.php?t=6182991


then download whatever release you want from the sidefx site and install that. just uncheck the option to install the license manager when you do this.

you need to do the first step (i.e. install the old version completely); you can't just get the new version and use the crack on that - it doesn't work.

>> No.901208

Our studio added 2 houdini guys and literally all they do is shit up the IT channel with error messages. They both log like 1 hour a day of actual work. Is this some secret agreement to maintain the secrecy of the software?

>> No.901256

>>901202
Thx bro, downloaded and it works!

>> No.901261

there's some neat-o stuff here:
http://www.deborahrfowler.com/index.html

>> No.901305

>>901208
My work day is 90% waiting for stuff to cache

>> No.901319

>>901208
>>901305
reading this makes me feel better about spending shitloads of time waiting for things to happen, no matter how much I try to leave caching for when I'm not at the computer

makes me wish I were more into something like sculpting or animation, which give you immediate feedback

>> No.901843

>>901006
>you should never use it and use VEX instead
Feeling this right now. I spent several hours wondering why a ridiculously simple OpenCL program was returning a corrupted mesh. Turns out when measuring the angle between two vectors the dot product may return 1.00000000000001 which silently breaks acos and makes it spit out NaNs. I'm going to see if atan2 fares better after I've cooled my head, what a retarded bug and a waste of time.

>> No.901968

>>901843
It's not even that OpenCL is a bad language, it's that it's very low level and Vex is just absurdly well optimized. Even other scripting languages like Lua don't do as much for you as Vex does

I'd say OpenCL is worth a try if you're a FXTD but definitely not a must

>> No.901970

>>901968
lmao. Just write in cuda optix. No need to switch..

>> No.901971

>>901970
I don't think Houdini supports either, does it? Without having to dive into the SDK?

>> No.902190
File: 69 KB, 330x331, file.png [View same] [iqdb] [saucenao] [google]
902190

>mfw use dot product for very basic thing

>> No.903200

>>891102
How are variations in Labs Building Generator Utility supposed to be used?

>> No.903214

>>902190
what's a dot product?
do I need to learn that in order to use Houdini?

>> No.903224

>>891102
For nodes with multiple outputs, is it possible to view the other than the first without hooking them up to a null node and viewing that?

>> No.904681

Pro tip: if you haven't yet, learn CHOPs. Literal lifesavers, and they are not nearly as hard as they look. Vellum is literally unusable without it

>> No.904691

>>904681
>Vellum is literally unusable without it
no really, but sure, chops is handy.
AElib has a nice CHOP HDA with the most useful stuff already set up

>> No.904933

Noob here.
How the heck do I use Deformation Blur with Mantra? I got a fast spinning wheel and if I use Velocity blur, it fucks all over the place, so as far as I understood from google, I should use Deformation blur, but there's literally no information on how to do that.
I disabled velocity blur and incresed Mantra's Geo Time Samples, but the motion blur won't show up. Any help please?

>> No.906211

ive been forced to use maya, i want to off myself

>> No.906233

>>906211
marking menus are fun
pretend like you're playing black & white

>> No.906297

>>904933
you can use v velocity
to recalculate drop a trail/point velocity sop on your geo, visualize the point trails on the viewport via middle menu to sanity check

>> No.906302

>>899356
studios use renderman or redshift in houdini

>> No.906325

>redshift is getting randomwalk SSS in the next build
Fuck yesssss

>> No.906326

>>906325
pfft V-ray and Arnold had this for ages
Redshift is really way overrated

>> No.906328

>>906326
Redshift is faster for most things and looks good enough most of the time - with random walk it'll look good enough for more cases while still being the fastest option.
Arnold is much nicer looking, I'll grant you. Their SSS is the only one that does skin right.

>> No.906329

>>906328
not him but dealing with redshift hair is soul crushing

>> No.906372

>>903214
vector math is very useful for 3D stuff. also look into cross products
tl;dr
>dot product evaluates the "similarity" of two vectors. outputs 1 if they are pointing in the exact same direction, 0 if they are perpendicular, and -1 if they point in exact opposite directions.

>cross product outputs a vector that is perpendicular to both input vectors. there are always two possible solutions, and the order of argument vectors dictates which solution it outputs. say for example vector x = (1,0,0) and y = (0,1,0). then z = cross(x,y) = (0,0,1), or z = cross(y,x) = (0,0,-1)

i would recommend looking into the equations involved so you understand what's happening under the hood. it's ez linear algebra.

>> No.906412
File: 147 KB, 1413x940, 97bD0Hcj707Jd1.jpg [View same] [iqdb] [saucenao] [google]
906412

>leaving your product's license server exposed to the open internet

at least the details are encrypted. sloppy work, matt.

>> No.906745

Does anyone know of any good tutorials or .hip files for running water simulations?

I'm looking for something specific: high water pressure blasting into a room from a doorway or pipe, which results in the room being filled up.
Most tutorials related to water seem to be ocean sims or creating splashes. What I want is the FILLING of a space.

>> No.906794

>>906745
what problem are you running into?
a high velocity flip source should just werk no?

>> No.906798

>>906794
>what problem are you running into?
I have a basic idea on how to create the simulation in Houdini.
How should I bake it and import the simulation to a different software like Unreal Engine?
Also while I found some tutorials on how to set up the emitters and particles, I am still looking for ones that actually make the particles look like water. Is this part even something I should be doing in Houdini? Or the software I plan to export to?

>> No.906799

>>906798
you need to use the flip fluids toolset:
https://www.bilibili.com/video/BV1EJ411w7Xx

>> No.906800

>>906799
This course does not look like it covers the baking/exporting process. I do not simply want to render this in Houdini, I want to use it in Unreal.

>> No.906801

>>906800
alright buddy, fuck off. this houdini thing isn't for you.

>> No.906802

>>906801
Thank you for proving you're a complete idiot.

>> No.906804

>>906802
yeah you have a great day too, asshat.

>> No.906806

>>906804
It's not my problem you were too stupid to answer a simple question without losing your temper and hurling insults. It's also not my problem you were too stupid to recognize that it's very normal for a program like Houdini to be just one part of a larger pipeline.

>> No.906807

>>906806
open your mouth baby, here comes the airplane.

>> No.906839

Why are you blendlets arguing in a Houdini Thread?

>> No.906906 [DELETED] 
File: 91 KB, 1032x552, whyy.jpg [View same] [iqdb] [saucenao] [google]
906906

Guys, I'm summing ~1 million random 0...1 floats and VEX doesn't agree with Attribute Promote. Which one is right?

>> No.906908

>>906906
well, which one was it?

>> No.906914

>>906908
attribute promote works with double precision and was correct, Vex in 64-bit mode solved it.

>> No.907007

>>906914
>Vex in 64-bit mode
TIL

>> No.907201

Who has the best course on procedural modeling with Houdini?

>> No.907206

>>907201
no one, procedural modeling is a meme

>> No.907217

>>907206
Everything is a meme according to you fags

>> No.907223
File: 304 KB, 942x2048, media_FW7sKntXEAE2PPH.jpg [View same] [iqdb] [saucenao] [google]
907223

TWO

WEEKS

>> No.907259
File: 8 KB, 217x145, Er2hER6WMAcug4m.jpg [View same] [iqdb] [saucenao] [google]
907259

>>907223
I'm so tired of learning new features

>> No.907330

>>907201
rohan dalvi got the goods

>> No.907482

did you guys take notes when you learn/learned Houdini?

>> No.907483

>>907223
Wake me up in 2069 when they can replace maya entirely

>> No.907490
File: 30 KB, 656x679, b0e.jpg [View same] [iqdb] [saucenao] [google]
907490

>>907259
Don't care about USD.
Never learning Solaris.

>> No.907524
File: 129 KB, 500x500, file.png [View same] [iqdb] [saucenao] [google]
907524

>>907490
haha yeah you can just use the Karma ROP. it's definitely not more trouble than its worth.

>> No.907911
File: 118 KB, 1100x794, StendhalNara-1541730736637710337-img1.jpg [View same] [iqdb] [saucenao] [google]
907911

I'm going through a tutorial, and he set up an attribute VOP to set up normals dynamically with a parameter, which works great. However every time he needs it he copy/pastes it.
Is that correct? Is there any way to copy a reference to the attribute VOP so if I need to updated it I don't have to update all the other copies?

>> No.907916

>>907911
right click > actions > create reference copy

iirc this is a relative reference copy, so if you cut and paste the node into a different sop, it'll break all the referencing.

i think there's some python floating around that create copies with absolute references somewhere

>> No.907917

>>907916
Thanks! Damn, duh, I checked the right click menu but didn't think it would be under Actions

>> No.907919

>>907917
oh also, iirc you have to be careful when doing this with attribute wrangles, i think something wonky happens in the bindings. i might be misremembering tho, but if something's being weird hopefully you half-remember this.

>> No.908168

>no teaser
>no hints in any of the talks about new features

getting nervous

>> No.908256
File: 187 KB, 1024x792, 1557904709106.jpg [View same] [iqdb] [saucenao] [google]
908256

new quad remesher plz now Sfx sirs

>> No.908259

>>908256
ngl if the new quadremesher is fast and stable I'm going to give modeling in houdini a second chance and put up with it's retard-isms

>> No.908264

this question has been on my mind - what would you rather have :
>cycles with many many nodes for free but no solaris
>extremely limited amount of paid karma nodes but with solaris

>> No.908344

>>908264
the thing that we really need is a overhaul of COPs

>> No.908360

>>908344
>>COPS
>>CHOPS

that would end every other software, including blender

>> No.908452

19.5 Sneak Peak.
https://youtu.be/rhcaKSB_Dvo

>> No.908459
File: 812 KB, 1280x720, 519.png [View same] [iqdb] [saucenao] [google]
908459

>>908452
>quad remesher

>> No.908463

>>908459
in the scrolling text at the end
>SideFX Labs
>Fast remesher
maybe the mean that one?

>> No.908464

>>908463
I'm pretty sure that isn't it, a forum user was working on a "fast remesh" tool that is just the regular remesh tool wrapped in a foreach compile block. Since it's listed under Labs I imagine they included it as a community contribution.

>> No.908467

>>908464
Oh, I see. Pity.
What do you think of the new update?

>> No.908468

>>908467
Lukewarm at the moment, I'm not a sim/vfx guy so it's a given 50% of every update is irrelevant to me but I might change my tune after the full length presentation, this feels a bit more substantial than the previous update.
Labs keeps getting more prominent each update which is good, seems like they're in charge of driving improvements in modeling. I'm also curious to see what the new "spectral feature transfer" is all about, sounds like some AI powered artist killer tool!

>> No.908502

Karma XPU is coming along nicely it seems. Might even use it for something now.

>> No.908503

>>908502
it costs way too much for real work. Its a nothingburger.

>> No.908617

>>908503
What do you mean it costs too much?

>> No.908663
File: 57 KB, 1254x439, 1654947655317.jpg [View same] [iqdb] [saucenao] [google]
908663

>>908617
The amount of tokens you get is way too expensive compared to other free options like cycles

>> No.908694

>>908663
Thanks for the clarification, yes that makes sense for now. We'll see how it goes in the future, when Mantra gets phased out.

>> No.909079

https://www.youtube.com/watch?v=rUPDVHL2YCo
Soon

>> No.909186

>>909079
so, are we happy with this release?

>> No.909189

>>909186
I am. The keyframe animation + ragdoll mix seems cool.

>> No.909220

>vulkan viewport + real time renderer
Yes please.

I'm actually glad this isn't a huge update. I want to spend some time with those muscle and groom tools

>> No.909234

>>909220
dont bother with vanilla groom brushes, use groombear instead until sidefx catches up

>> No.909418
File: 666 KB, 1457x886, file.png [View same] [iqdb] [saucenao] [google]
909418

rev em up

>> No.909491

What are some good resources on environment creation?

>> No.909507

>>909491
https://www.bilibili.com/video/BV1kB4y1c7pW?p=1&vd_source=620954a016186d54280ece2b1d36514c

>> No.909514

>>909507
not the anon you're replying to, and i think that's a decent course that gets you a good result at the end, but his section looking at the terrain tools themselves is a little half-baked imo.

i would say he should definitely do that one, but then quickly go through these as well:
https://www.youtube.com/playlist?list=PLXNFA1EysfYmi-MJs3VOsozBr9LI299R1

because it explores more types of terrain generation pretty quickly. the terrain prop dressing on these is shit though, so that part can be skipped.

there are also some decent insights on this channel, if he wants to spend even more time with terrain:
https://www.youtube.com/channel/UCqxxNX4vVOEjBZHjTk6C2yw/videos

>> No.909523
File: 105 KB, 751x1024, 1655491694730m.jpg [View same] [iqdb] [saucenao] [google]
909523

>>909507
>>909514
Hey guys, many thanks for posting those videos. I've just started learning the program and this is super helpful.

>> No.912043

What do you guys think about these courses (I got for free from cgpeers). I like them but I don't know any better

https://anopara.gumroad.com/
https://rart.gumroad.com/l/ProceduralCastle

>> No.912075
File: 15 KB, 732x76, HAYAI.jpg [View same] [iqdb] [saucenao] [google]
912075

>1% speed improvement
amazing, thanks

>> No.912153

>>893790
blendlet here, I'm getting houdini because it's also free
if you are paying for houdini it's because you are making money off it, right? so who cares?
the fluid simulations are insane.

>> No.912190

Is anyone using Houdini for normal 3D stuff?

>> No.912518

i'm installing 19.5
i WILL learn solaris
i WILL become a USD snob
i WILL use Karma

and there's NOTHING any of you can do to stop me

>>912190
what's 'normal' stuff?
but even without knowing that, the answer is mostly no.

>> No.912557

>>912518
keyframe animation
non procedural stuff

>> No.912584

I'm doing a sim of a bottle pouring and filling a glass but the client keeps telling me that by the time the bottle stops pouring, the glass isn't full enough, but he doesn't want to leave the bottle pouring for longer, he just wants more liquid

I'm not having volume loss issues, I just need to artificially increase the height of the liquid after pouring. How would you approach this?

>> No.912586

>>912584
can you see the entirety of the glass for the full shot? the bottom in particular.

>> No.912589

>>912586
Yes, the full glass. And there's also some ice cubes from an RBD sim so it's not as simple as scaling the VDB

>> No.912591

>>912589
tried hiding an additional emitter at the bottle opening / near the bottom of the glass? keyframe activate once there's liquid there already.

never done it, so just guessing. i'd probably try the bottom of the glass thing first and have some downward + outward velocity on emission.

>> No.912757

Is there a shortcut to add a node from your history in the tab menu?

>> No.912974
File: 22 KB, 385x244, houdini.png [View same] [iqdb] [saucenao] [google]
912974

am i fucking retarded? why isn't this working
i'm installing 18.5 because i have an old redshift license which only works up to a certain version of houdini

>> No.912988

>>912974
before you spend more time on this:
third party renderers don't work with apprentice

>> No.912992

>>912988
ah, thanks. i guess i am retarded but in ways beyond my own comprehension

>> No.913074

Should I learn Houdini or Blender for future job proofing?
More and more job posting are looking for Blender skills

>> No.913135

>>913074
both
blender for modeling, texturing, rigging and animation
houdini for everything else

>> No.913136

>>912584
i only did flip once lol, but the issue i remember i had of the cup not filling up was wrong pscale, not sure if youre having same problem

>> No.913142

why does houdini insist on melting your CPU instead of using the GPU by default and having built-in GPU rendering??

also, newfag here, anyone got a GOOD houdini tutorial video I can use?

>> No.913209
File: 239 KB, 2880x746, 1660064556051396.jpg [View same] [iqdb] [saucenao] [google]
913209

>our new format drastically reduces memory footprint for the exact same results
>results are completely different
i want to be excited about this, but this video is just to impress investors

>> No.913211
File: 8 KB, 299x293, 1638387947801.jpg [View same] [iqdb] [saucenao] [google]
913211

>>913135
>blender for texturing, rigging and animation

>> No.913221

>>913209
It could be great for background stuff desu, the quality loss isn't really that absurd

>> No.913223

>>913221
yeah not knocking the technique, it looks really promising. just trying to pass these off as exactly the same is a little bit annoying. i'd be no less impressed if the memory footprint was 3x larger but the results were closer.

>> No.913255

>>913135
get out of this thread, immediately

>> No.913389

>>913211
>>913255
gee wiz I love houdini's capacity for texturing my characters and animating them
>rigging
goldfarb go to bed

>> No.913397

>>913389
Stop being a clueless faggot and fuck off, chud.
>texturing, rigging, animation
>blender
you are the dumbest motherfucker on this board.

>> No.913399
File: 125 KB, 960x458, haha.png [View same] [iqdb] [saucenao] [google]
913399

>>913397
forgive me i forgot i need to use subscription based software

>> No.913406

>>913399
You need to fuck off is what you need.

>> No.913408

>>913406
how are you doing any of those in houdini?
perhaps and hopefully kinefx is an improvement to the original rigging system, texturing does not have any solution, and animation while possible is not feasible without going through the rig process in the same software, hence why everyone always rigs and animates in maya and outputs an alembic instead

>> No.913409

>>913408
Simple, you throw blender into the trash where it belongs and use, oooh, substance painter or mari to texture.
The rest can be done in houdini.
You're too much of a bitch to rig and animate in houdini.
Now animate yourself away at 9fps.

>> No.913410

>>913409
>mari or substance
you can do the same without paying a cent for stagnant software, but enjoy your premium product
>rig and animate in houdini
you used the previous system? how do you find character animation?
>9fps
you optimize the setup in blender with proxy geo as is with standard procedure

>> No.913420

>>913410
>stagnating software
>what is performance?

Sorry, previous system? Are you retarded? Literally retarded? You want to compare what exactly now? Previous versions? Doesn't even matter. Blender is still stuck to 2.49 levels of performance anyways.
And don't make me laugh. I didn't forget about proxies.
Blender has the worst performance of all and shits the bed even with your precious "optimizations". (hurr durr, proxy for environment, characters, hide all but one character. Set 10 keyframes. fps is below 10)
Now off you go, this is not blentard thread.

>> No.913440

>>913420
so houdiniggers are snooty AND sensitive, huh?
I'm still gonna learn it but damn

>> No.913441

>>913409
>Now animate yourself away at 9fps
daaaaaamn gottem

>> No.913455

>>913420
anon asked if it was worth it because there are more blender job postings recently according to him, using blender where houdini is weaker at is nice with this in mind
blender will continue copying off and improving the existing software like substance and mari, for no cost for the user. Doubt most studios will switch but this concept seems to activate your almonds.
houdini is not perfect for everything nor is blender, but not having to migrate your file at every step of the pipeline is an a improvement when iterating, i can’t talk about yourself but I certainly don’t enjoy beginning modeling in zbrush/maya, moving over to substance/mari, then going back to maya for rigging and animation and ultimately taking that shit to houdini and then back to maya for rendering again as is the case for some
>this is a houdini thread
yet you refuse elaborating how to tackle these issues all within houdini without jumping over to other software

>> No.913456

>>913440
those that have used it long enough to notice it’s shortcomings are open minded, usually juniors hobbyists students or system maintainers get this triggered

>> No.913508

>>913440
racist people have usually been raped as kids, I'm so sorry that happen to you, I hope you can heal and become a better person. Best of luck.

>> No.913533 [DELETED] 

(((>>913508)))

>> No.913545
File: 793 KB, 1098x625, file.png [View same] [iqdb] [saucenao] [google]
913545

here's that escalator tutorial on bili for ez streaming:
https://www.bilibili.com/video/BV1st4y1G7Bj?vd_source=188bd959bd9920917f5f60b3f5fbbeff

>> No.913571

>>913440
Welcome to the club, faget.
>>913455
It's not important that you don't like working in pipelines.
As if studios give a fuck, especially when we are talking about actual studios that don't employ just generalist dipshits.
Besides that, blender's texturing is barely enough for basic stylized lowpoly shit, since the fucking
>PERFORMANCE
is trash. Get it? Fucking performance! If my 5k$ machine starts choking on drawing across a character, there is something fucking wrong.
Same goes for "animation". Having 6fps on playback with 2 proxyshit characters when reaching more than 50 keyframes should be fucking illegal.
>>913456
Of course there are shortcomings, you dumb nigger, but no one in the right mind would adopt fucking blender in a studio. It's just asking for trouble.
Also, about shortcomings, when it comes to modelling, rigging, animation and vfx, if you can't do it in houdini, you can't do it in any other software. I bet you anything.
>>913508
Shut up, you dumb pedophile. You gay faggots only project what happened to you and then you call it arguing.
I'm glad that everybody hates your guts.

>> No.913583

>>913571
I agree one is resigned to the studios pipeline as soon as you sign that contract, performance wise I’ve encountered same staggering in substance
>when it comes to modelling, rigging, animation and vfx, if you can't do it in houdini, you can't do it in any other software
You can’t model anything organic efficiently in houdini without wanting to shoot yourself, even procedural modeling can be limited depending how complex the object or character is and the trade off is having the ability to iterate or generate assets through hdas or game engine. You talk about pipeline but no one uses houdini for animation and rigging aside from few studios that are partnered to sidefx, Id expect most in supervision and production would want to lynch you for mentioning animating and rigging in houdini same as they would for bringing up blender kek

>> No.913584

>>913571
you should tell your faggot father about your little racist online escapades, he didn't do you any favours of continually raping you
did your whore of a mother know and didn't stop him?

>> No.913586

knock it off, dipshits

>> No.913591

>>913545
the only quality post since a week, thank you

>> No.913613

>>913584
I told you to stop projecting, fag and fuck you.
>>913583
I didn't think about organic modelling, I'll give you that.
But big studios do rig and animate in houdini, especially when it comes to technical animation. Don't bring up maya for animation, because we all know that it's nr1.
Just tell the retard to stfu and that he doesn't even have a chance if he pretends to be a helpless idiot who can't google an easy question like that.
>>913584
Also fuck you, one more time, because you deserve to be hated for being a retard faggot who can't even bait.

>> No.913616

Lol there's so much salt in this thread. Are you guys usually like this?

>> No.913637

>>913616
It's usually starts when the chud guy shows up.

>> No.913640

>>912584
When the bottle gets 1/4 full, add a emitter at the bottom of the bottle.keyframe the activation till you get the desired amount in combination with the pour emitter

>> No.913649

So is Houdini dead because not even Autocrap wants it anymore ?

>> No.913650

>>913649
there's no real replacement for what it does right now. wouldn't be surprised if epic try to buy it.

>> No.913651

let's improve the thread some more:

talk about road networks from the guy who built the new polyscalpel tool:
https://www.youtube.com/watch?v=wxsymcHLAr4

his channel seems cool t bh. has a pretty comprehensive looking intro to houdini type thing too.

>> No.913652

2d triangle voronoi:
https://twitter.com/fujitarium/status/1231406664919576576

manhattan voronoi:
https://twitter.com/fujitarium/status/1227088948486270976

>> No.913653

this madness by jake rice:
https://twitter.com/TearsOfJake/status/1545950939294535680

>> No.913654

>>913650
they have stated time and time again that they wont sell

>> No.913657

>>913654
They will sell when the founders want to retire, like pixologic.

>> No.913658

>>913657
they wont sell, especially not to china (epic) who is about to invade taiwan and bring down the wrath of the entire world

>> No.913660

>>913658
>china is gonna invade itself
Are all westerns this stupid?

>> No.913661

>>913654
>>913657
>>913658
>>913660
stop shitting up the thread.

>> No.913830
File: 316 KB, 540x304, Baby Hippler.webm [View same] [iqdb] [saucenao] [google]
913830

>>Where's my government assigned super qt houdini genius from japan?
https://www.youtube.com/watch?v=nIht5xmsTtw&list=PLAsWwUHApt3P92c3R1VjJrPJQNIfEijrT

>> No.913837
File: 7 KB, 271x186, 60532e93875f94.61848993.jpg [View same] [iqdb] [saucenao] [google]
913837

>>913409
This niger doesn't know how to use the simplify checkbox for animation

Worst of all belives he knows shit on 3d and blender

Oh please continue making a clown of yourself at least is entertaining

>> No.913849

For those of you who use solaris and /stage/, is it worth it? Can you see yourself going back to other software that doesnt have it built in, like a maya?

>> No.913852

>>891102
https://discord com/invite/beTwDNgv2P

>> No.913876 [DELETED] 

>>913837
Rajesh...

>> No.913877

what's better for unreal engine houdini or maya?

>> No.913915

>>912584
you can add divergence, enable it in the solver and just add it across the entire volume from the simulated points thesmelves,

>> No.913916

>>913849
anyone?

>> No.913948

>>912043
Any feedback on these courses?
I like them but I have a feeling I'm learning bad habits from them

>> No.913953

>>913948
i haven't seen all of the lakehouses one, but i remember a couple of idiosyncrasies about it.
i think it mostly involved not using some vex functions in favour of others. i have vague memory of her using pcopen and that method of finding points instead of nearpoints which is much simpler. no idea if nearpoints function didn't exist at the time or if she just didn't know.
reminded me of some of junichiro horikawa's earlier videos he was basically writing functions that already existed.
then there were some other things which could have been made more efficient but t bh if you don't know better already, it's worth understanding what she's doing.

that said, there was nothing 'wrong' and the core ideas were fine i think. i'm not seriously into procedural modelling mind you, but the lakehouses courses are well regarded. i'm guessing there have been advances (shape grammers and hte like), but it's always worth learning stuff you don't know.

>> No.914413
File: 455 KB, 1200x1800, Nani?.jpg [View same] [iqdb] [saucenao] [google]
914413

Siggraph Presentations
https://www.sidefx.com/houdini-hive/siggraph-2022/

weird they didn't put them up on youtube

>> No.914428

>>914413
they need to stop treating youtube as their secondary platform.
vimeo's bitrate is great, but the site is borderline unusable.

>> No.914736
File: 44 KB, 657x657, e07b20ffd67e495e5f6325dd395d0ac7.png [View same] [iqdb] [saucenao] [google]
914736

"its fun and easy" I started to learn Houdini 2 weeks ago, followed some beginner tutorials. I am so overwhelmed and barely understand anything dunno where to go from here am I just to retarded

>> No.914796

Anyone using Houdini on Linux?
I heard it's much faster than Windows.

>> No.914816
File: 104 KB, 1375x438, file.png [View same] [iqdb] [saucenao] [google]
914816

>>914413
I thought this was something they made in Houdini and got excited

>> No.914818

>>914816
>Beehives
What

>> No.914823

>>914818
Is Houdini doing so bad they can only rent a space across beehives where their visitors get stunk by bees?

>> No.914835

>>914736
don't worry, anon, it can be pretty overwhelming.
just stay consistent with it. it can take a very long time to 'click' but it will at some point. take notes or better yet, leave lots of notes behind in basic 'reference' set ups. you will forget stuff and you will need refreshers.
learning and using vex is very helpful as well since it forces you to look at and work with the underlying data.

>> No.914853

Is there a way to make a global VEX functions I can use everywhere in my project?

>> No.914872

>>914853
Your write a function library and import it in when you need it

https://www.sidefx.com/forum/topic/46562/?page=1#post-208874

>> No.914907

Is there a project-wide find & replace tool? I made a HDA and marked private attributes with double underscores but realized too late *everyone* uses double underscores.

Or is this a job for python? Like gather all nodes, check every text field, if find "__" then replace with "_xxx_"

>> No.914923

>>914818
its a grass lawn with some literal beehives on it

>> No.914985
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914985

>mfw entagma dudes still do the "inside a solver, switch to input 1 on the first frame and prev frame for the rest"

is it just me or has there been no need to this for the longest time?

>> No.915090

>>891102
Do I just use this software for effects in vidya?

>> No.915159

>Open RBD example file from documentation
>have to fix the dop setup to even see what it's trying to demonstrate.
Many such cases

>> No.916870

>>891111
yes retard. thats whats the appretience limitation is.
congratulations, now go back to your Blender donut tutorial.

>> No.916872

>>893844
living rent free is every other software that ppl use, you faggots need to mention "BLENDER IS FREE AND WHEN SOMETHING IS FREE ITS BETTER!" on any thread that isnt blender.

>> No.916876

this is a PSA to anyone wanting to learn stuff in Houdini:

There are supplied "Example files" on every feature they introduce/any major node" in help section.

You can use those to see and reverse engineer some stuff, or play around with it to understand it better.

>> No.916877

>>916876
PSA: that doesnt help you. If you want to improve fast, you need to pay for and follow CG Circuit tutorials. If you dont pay, you wont take it seriously.

>> No.916886

>>916877
fuck off shill, and eat your cow shit.

>> No.916890

>arnold supports materialx
>arnold has materialx nodes
>arnold is a hydra render delegate
>build a materialx subnet in solaris
>basic materialx standard surface
>just werks in karma
>time for solaris magic
>switch to arnold
>ND_standard_surface not installed
>check online
>solution is to copy and paste the material x network into an arnold material subnet

thanks autodesk
just wonderful

>> No.916892
File: 884 KB, 1370x762, sd to c4d.png [View same] [iqdb] [saucenao] [google]
916892

#Houdini × #stablediffusion

https://twitter.com/phantom_owl/status/1566249250492919809

shit's about to get very real

>> No.916894
File: 999 KB, 1180x1110, houdini stable diffusion.png [View same] [iqdb] [saucenao] [google]
916894

>>916892
wrong image

https://www.reddit.com/r/StableDiffusion/comments/x6cbwp/wrote_a_plugin_that_renders_the_cinema_4d_scene/

>> No.916895
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916895

>>916892
>>916894

>> No.916905

>>916892
>>916894
>>916895
*yawns*

>> No.916909

>>916892
>>916894
>>916895

ofc C4D user is excited about software generating shit for him instead of doing work.

>> No.917034

So is Karma prime time ready?
Can we ditch redshift?

>> No.917036

>>917034
>can we ditch redshift
already did for more superior renderers.

when it comes to karma, its not yet stable.
try looking at something that works.

>> No.917047

>>917036
What superior renderer, anon? Surely you dont mean that piece of feces, V-Ray, do you?

Do you?

>> No.917048

>>917047
V-ray would still be better than redshit, if it wasnt for the fact that their GPU implementation is slower than hourly paid construction worker.

Depends on what task You require and what Style You want to do stuff in.
I own pretty much all of the renderers I need for the job. except redshift which i ditched cause it sucked cock.

>> No.917121

gifts:

r'way - avanced magic complete
https://www.bilibili.com/video/BV1fe411g7sK

hou221 + 222 solaris
https://www.bilibili.com/video/BV1dS4y147wj
https://www.bilibili.com/video/BV1gN4y1F7tc

some korean shit with. mograph focused beg course from the looks of it:
https://www.bilibili.com/video/BV13g411S7NF

john kunz is streaming again as well so there's some new vods over on his twitch. some particle stuff, some solaris. his stuff always has some nice tips.

bless

>> No.917354

New C4D 26 just BTFO Houdini

Y'all wasted time learning complicated setups only for C4D to bring soft body simulations on easy mode.

>> No.917381
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917381

that's the good stuff

>> No.917384

>>917381
Does this mean you can design plywood stitch and glue boats in Houdini now?

>> No.917399

>Houdini is fun and easy
you're retarded

>> No.917400

>>917399
>That r word again when houdini has solvers that dont even exist in other programs

>> No.917419

>>917121
awesome

here another one
Magical Effects in Houdini by Coloso
https://www.bilibili.com/video/BV1kd4y1G7Lt?vd_source=620954a016186d54280ece2b1d36514c
no eng subs though

>>917354
weakest bait of them all, be gone c4diddlet

>> No.917426

>>917354
>C4D

why would i consider something that has Blender UI a threat?

>> No.917696

Anyone know why vellum completely shits itself of you try to turn an object inside out?

Eg take a short tube and take one end and pass it through to the other side. Once it's through, the whole thing just becomes this stiff, broken mess

>> No.917700

>>917696
collisions

>> No.917701

>>917700
with what tho. u can do a totally clean inside-out thing, by just making one end of the tube much bigger than the other, but it still completely shits itself.
almost like the bend constraints flip out

>> No.917717
File: 32 KB, 575x505, vlm.jpg [View same] [iqdb] [saucenao] [google]
917717

>>917701
Post your nodes, what you're doing should work out of the box

>> No.917720

>>917717
i can't right now. group the points around one of the openings (make that opening smaller to make it easier for yourself, and animate them to go through and flip the tybe inside out

animated pin constraint in the cloth and it should do it.

>> No.917721

>>917720
If you pin points to follow an animation vellum can't guarantee the cloth won't self-intersect, PBD cloth solvers cannot recover from a self-intersected state.
Try using a soft pin constraint or disable collisions.

>> No.917722

>>917721
there are no visible intersections, the constrains completely stiffen up well beyond the pinned area
it's something else. i'll post a webm tomorrow if i get a chance.

>> No.917770
File: 96 KB, 574x450, 603P1Cak4q639l.webm [View same] [iqdb] [saucenao] [google]
917770

>>917722
ignore me; turns out i'm a schizo.
i still think that it looks weird and stiff during that transition

>> No.918034

https://vimeo.com/748324699

any ideas on how xk are shading their fluid sims here?

>> No.918043

>>918034
can't see it without a vimeo account

>> No.918058

>>918043
Does the embed work here?
https://xk.studio/XKR_002-PROTECT

Vimeo is a disaster