matsnyman I hope we can get a camera composition grid overlay for rule of thirds, Fibonacci spirals and diagonal lines. C4D has this and it makes scene block outs so much easier.
You have Video safe areas and Field guides in the display options. Maybe there's already an easy hack to modify those?
matsnyman I hope we can get a camera composition grid overlay for rule of thirds, Fibonacci spirals and diagonal lines. C4D has this and it makes scene block outs so much easier.
You have Video safe areas and Field guides in the display options. Maybe there's already an easy hack to modify those?
I don't know a lot about nodeless states but from what I know about regular python states I can't imagine it would be that difficult to throw something together
OBJ Cameras have this functionality already implemented. You can use any SOP as a view mask overlay. Go to the Camera "Parameter Interface" and add from the "Render Properties" the "View Mask" Folder.
Then you can define the SOP to use. Set the aspect to ch("resx")/ch("resy") to automate it. Create your SOP View Mask in the X/Y 0 to 1 Space. You can even put that SOP Network inside the camera for a cleaner setup.
Very important to enable the "Camera View Mask" in the Display Options - Guides.
Waiting for the LOP Camera implementation in H20...
matsnyman I hope we can get a camera composition grid overlay for rule of thirds, Fibonacci spirals and diagonal lines. C4D has this and it makes scene block outs so much easier.
Hi !! You can setup this in houdini if you want.Or There is a HDA by Dyna studio "Houdini HDA | dy Composition Guides" Cheers
I tried these HDAs and they all have the same problem of lagging behind the camera when moving it. This is super annoying to work with. It also sometimes messes with the camera move speed where your camera will all of the sudden move really slow in the middle of adjusting the location of it.
matsnyman I hope we can get a camera composition grid overlay for rule of thirds, Fibonacci spirals and diagonal lines. C4D has this and it makes scene block outs so much easier.
You have Video safe areas and Field guides in the display options. Maybe there's already an easy hack to modify those?
Yeah we need the same implementation that the Video safe areas and Field guides have just with the composition grids I mentioned. If you try to do a node-based solution it is always going to have the issue of lagging after the camera when you move it.
Maybe this is the dumbest idea ever: Why not integrating VSCode inside Houdini, instead of implementing new features from scratch for the Houdini editors?
I have no idea if it's even possible (technically and commercially), but I've seen some web apps for coding that seem to be using VSCode engine, so I was wondering..
Also I'd like the idea that such integration could open up the possibility for further customization by the community, thanks to VSCode extensions.
Unfortunately I've never managed to make the external editor work with Houdini. (it doesn't always launch from shortcut, and when it does, it won't save the code back to Houdini.)
matsnyman I tried these HDAs and they all have the same problem of lagging behind the camera when moving it. This is super annoying to work with. It also sometimes messes with the camera move speed where your camera will all of the sudden move really slow in the middle of adjusting the location of it.
There is "Export view Continuously" in the viewport cam menu to improve the lag.
d3dworld Greetings, Everything said in this thread did a great job of pushing me away and killed what motivations left in me to start learning.
Kind regards.
I have been in the 3D graphic biz for more years that I care to remember, starting off with 3D Studio to 3DStudio Max to Maya to Softimage then back to Maya and along the way using Blender, Lightwave even Bryce along with their multiple plugins and add-ons and now I am with Houdini which I will never leave, it is a truly spectacular software which can do anything the others can do, but better, sure, it may have a sharper learning curve, but once you understand it's logic the learning gets easier. What you have to understand is that the others mainly use pre-configured tools/buttons/scripts/shortcuts to do the things they do, Houdini also has this but more importantly you can create your own as you want, you don't have to learn this, but it is there for you. Learning Houdini to do the same functionality as say Maya doesn't take any more effort that what you put in to learn Maya, it's the deeper functionalities which take more effort, but the rewards are great. Learning and using Houdini is the best decision that I could of made, it's a pity I was seduced by the others first. T.
@Tser @asorgejr thanks a lot for your replies i appreciete it , i,m 34 now and having a job burnout since years because my job experience only is just Data Entry and nothing else , my whole mind is consumed with the idea that if i start learning will i get a real job ? or will my learnin efforts be in vain ? i hate coding but i love artistics only fields
d3dworld @Tser @asorgejr thanks a lot for your replies i appreciete it , i,m 34 now and having a job burnout since years because my job experience only is just Data Entry and nothing else , my whole mind is consumed with the idea that if i start learning will i get a real job ? or will my learnin efforts be in vain ? i hate coding but i love artistics only fields
You really don't need to code if you don't want to, as you can play around with that area later on, just use the available nodes and plug them together for an outcome. T.
d3dworld Greetings, Everything said in this thread did a great job of pushing me away and killed what motivations left in me to start learning.
Kind regards.
Houdini isn't hard to learn. Even I can produce great images, sims and renders. And I'm just a simple photographer. Just take your time and have fun. That's it.
Houdini 20 Feather Preview | FMX HIVE 2023 Posted by SideFX - May 5, 2023 Get a sneak peek at some of the feather design, grooming & generation workflows coming in the next release of Houdini - presented by SideFX's Kai Stavginski, the main developer of the toolset. Built with high performance and GPU acceleration in mind, the feather toolset in Houdini 20 will be a powerful, natural extension of the production proven grooming tools already in the software. Learn how productions requiring hair & fur will also benefit greatly from the enhancements brought about by this new system.
Kai Stavginski is a Senior Technical Director working as a consultant for SideFX Software since 2014. Based in northern Germany, he is the designer & main developer of the hair & fur grooming tools within houdini. Prior to his work at SideFX he spent many years with Double Negative, London where he contributed to VFX feature films as a VFX artist and developed VFX software such as a GPU-accelerated granular materials solver used for John Carter of Mars among others, well before such solvers were available in VFX packages.