And there it is:
https://www.eventbrite.com/e/houdini-18-launch-event-tickets-76433323127 [www.eventbrite.com]
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Houdini Lounge » Houdini 18 release date?
- anon_user_58123709
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Houdini Lounge » Houdini 18 release date?
- anon_user_58123709
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Houdini Lounge » Houdini 18 release date?
- anon_user_58123709
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Technical Discussion » Why is Houdini constantly making decisions for me?
- anon_user_58123709
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@eikonoklastes
No one is saying SideFX is tone deaf. Most people are saying that useful features are not getting implemented because of the way Houdini is used, that the majority of Houdini users do not care about certain things (ie. modeling, rigging, animation, and so on)
Keep submitting RFE does not cut it in some cases - looking at the guy who is asking for improvement to the Curve SOP for years now.
You can always see what the hardcore users of a software are usually doing by the stuff that is getting added/improved over time and with Houdini its almost exclusively VFX.
This is why i liked madrendermans post in the first place, because he has been using a software that is the absolute standard for animation since forever and more importantly he actually does some animation in Houdini so that he can point to several issues. One is that basic features are missing, but much more importantly that he presented those problems to a community of Houdini users that just didnt get the problem.
That the feature was then implemented quickly after Houdini users suggested CHOP and other workarounds kind of highlights this.
Its the same for something like modeling and i just find funny because when H18 comes around people will go out of their way to say how awesome Houdini/SideFX is because “Houdini does everything and has USD now”.
You can clearly tell that these people are not using Houdini for everything, or are not using it at all. Because if you try to model or animate in Houdini and compare it with softwares that are actually used for these things the problem is not RFEs that need to be submitted. And at this point it is still the community that needs to see this - and in case they do, RFEs will matter again. But since the majority will never use Houdini outside of its strengths that will likely never happen. This is why the Curve SOP issue is probably still unaddressed too.
No one is saying SideFX is tone deaf. Most people are saying that useful features are not getting implemented because of the way Houdini is used, that the majority of Houdini users do not care about certain things (ie. modeling, rigging, animation, and so on)
Keep submitting RFE does not cut it in some cases - looking at the guy who is asking for improvement to the Curve SOP for years now.
You can always see what the hardcore users of a software are usually doing by the stuff that is getting added/improved over time and with Houdini its almost exclusively VFX.
This is why i liked madrendermans post in the first place, because he has been using a software that is the absolute standard for animation since forever and more importantly he actually does some animation in Houdini so that he can point to several issues. One is that basic features are missing, but much more importantly that he presented those problems to a community of Houdini users that just didnt get the problem.
That the feature was then implemented quickly after Houdini users suggested CHOP and other workarounds kind of highlights this.
Its the same for something like modeling and i just find funny because when H18 comes around people will go out of their way to say how awesome Houdini/SideFX is because “Houdini does everything and has USD now”.
You can clearly tell that these people are not using Houdini for everything, or are not using it at all. Because if you try to model or animate in Houdini and compare it with softwares that are actually used for these things the problem is not RFEs that need to be submitted. And at this point it is still the community that needs to see this - and in case they do, RFEs will matter again. But since the majority will never use Houdini outside of its strengths that will likely never happen. This is why the Curve SOP issue is probably still unaddressed too.
Edited by anon_user_58123709 - Oct. 14, 2019 19:18:04
Technical Discussion » Why is Houdini constantly making decisions for me?
- anon_user_58123709
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Dont think Houdini went from niche TD/VFX to something more. Its just that niche TD/VFX area just became bigger/popular.
There are now not more people modeling, rigging, animating, texturing etc. in Houdini than there were 10 years ago i would guess. In my opinion SideFX does not even have to aim to conquer all the fields, but in case they do at this level it should not take someone like me to get them take a good look at something like modeling or animation and see what could they could in order to have Houdini be more used in those fields.
If you take something like modeling in Maya and just compare it to modeling in Houdini you cannot say that this is a similar experience and that this is something that can be improved by doing a few fixes here and there from a few RFEs.. its the overall approach and something that someone referred to as feeling before.
There are now not more people modeling, rigging, animating, texturing etc. in Houdini than there were 10 years ago i would guess. In my opinion SideFX does not even have to aim to conquer all the fields, but in case they do at this level it should not take someone like me to get them take a good look at something like modeling or animation and see what could they could in order to have Houdini be more used in those fields.
If you take something like modeling in Maya and just compare it to modeling in Houdini you cannot say that this is a similar experience and that this is something that can be improved by doing a few fixes here and there from a few RFEs.. its the overall approach and something that someone referred to as feeling before.
Technical Discussion » Why is Houdini constantly making decisions for me?
- anon_user_58123709
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madrenderman
Few months ago I wrote to support to report a missing feature in the animation editor, it was not possible to select multiple keyframes and change their tangent type without affecting the entire curve. It was incredible for me that such a (very) basic feature was not present in the 17th edition of the software, and when I reported it to the support and to Houdini users Facebook group it was difficult to explain the problem, it was not understood, or it was not considered a problem, many suggested workarounds based on python/expressions/chops (!), but I just wanted to press a button and make some keyframes linear/spline/flat like in Maya.
The feature was implemented within few days, SideFX has really a great support, but it was clear that Houdini is the king for visual effects and motion graphics, but very few people (probably no one) is using it for animation and especially for character animation, and it's a shame because I'm sure that a SideFX programmer with the help of an experienced character animator coming from Maya could make those little adjustments in a week or two (ok, probably something more but not that much) and make Houdini number one in animation too.
And I think this applies to modeling / interface too
Ray
Nice to see someone actually using the software. I cant believe how many people are talking about how SideFX will conquer all really soon when they are lacking these basic things. Modeling (like the typical modeling people will want to do) is just not on a level of something like Maya. Yes, you can spend a fair amount of time to build an impressive procedural system that works and has its place, but how interesting is that to someone modeling in Maya? Do they care about it at all? If procedural modeling is so powerful where are all my mechs, characters and assets built in Houdini? Why is all we usually get another procedural fence/road asset (or some sort of variation of it)? Its annoying because SideFX is always kinda sorta going there with more and more viewport interaction when modeling. But then again things can break easily or another basic feature is not available thus you cant get into any sort of flow.
Some people act like Houdini is becoming so powerful that people modeling, rigging, animation, grooming in Maya (for example) are just dying to switch to Houdini. There is zero reason for them to do that and stories like the one you have just shared now further add to that.
Houdini for Realtime » Gametools - Building Generator
- anon_user_58123709
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Technical Discussion » Extract Pre-transform isn't changing any of the values, any ideas why?
- anon_user_58123709
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Happy i found this thread! I was wondering about the same things!
I finally got through the tutorial series a few days ago. I was not following along in Houdini but just focusing on the lectures to make sure i understand all.
I wrapped my head around World transform and pre-transform just to start up Houdini 17.5 and see the (newly?) added local transform added in the information of the node. Now the pre-transform stays empty most of the time and values are stored to the local transform.
@Mr. Goldfarb
Could you kindly explain how those changes affect the rigging principles that you taught us?
With world transform and pre transform i understood what was going on, but the newly added local transform kind of puts me back to zero.
It would be great to get a quick high level explanation on what the changes mean for the rigging series.
The series is superb btw! One of the best training out there! Outstanding job!
I finally got through the tutorial series a few days ago. I was not following along in Houdini but just focusing on the lectures to make sure i understand all.
I wrapped my head around World transform and pre-transform just to start up Houdini 17.5 and see the (newly?) added local transform added in the information of the node. Now the pre-transform stays empty most of the time and values are stored to the local transform.
@Mr. Goldfarb
Could you kindly explain how those changes affect the rigging principles that you taught us?
With world transform and pre transform i understood what was going on, but the newly added local transform kind of puts me back to zero.
It would be great to get a quick high level explanation on what the changes mean for the rigging series.
The series is superb btw! One of the best training out there! Outstanding job!
Houdini Lounge » 17.5 Announcement
- anon_user_58123709
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They also said this week - so i am also expecting it on Friday - should be good.
Plus we have GDC coming up where there will be some nice presentations.
Plus we have GDC coming up where there will be some nice presentations.
Houdini Lounge » H18 in May?
- anon_user_58123709
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H17 came in Fall and 17.5 in Winter/Early Spring.
H16 came in Winter/Early Spring and 16.5 came in Fall.
Its best to just wait
H16 came in Winter/Early Spring and 16.5 came in Fall.
Its best to just wait
Houdini Lounge » 17.5 Announcement
- anon_user_58123709
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Midphase
Smaller VFX houses and freelancers might not find as big of an advantage, depending on what type of work they're doing.
Actually i think those will benefit even more from this. When you only have one computer you needed to be a very good coder to setup something they showed off in the presentation (make a sim, wedge it, render, make video files, composite them next to each other etc. - at least if you wanted it to all be automatic - think how much time this would cost if you would set it up one by one… )
So i think someone like me who does not know anything about pipeline coding this is a blessing.
The wedging geometry stuff that entagma seems to be doing some tutorials about - i read this like you can basically model a thing or two and then wedge it 1000 times and then you can choose any model you like.
Think of this with something like L-System where you model a fern and then they next day you have a lot of different ferns - no speedtree, no coding etc.
You can probably build up your own asset libraries/gyms this way.
IIRC there also was an example in the presentation using a street barrier and getting a lot of different results.
Im actually most excited about the world building for games that indie pixel will have a tutorial about. Looked really great!
Houdini Lounge » AMD GPUs? Experiences?
- anon_user_58123709
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Hi Brian!
Thanks for the info!
Sorry for hijacking this thread but since we have a lot of people in one place - can i go ahead and buy a Radeon 7 tomorrow or are there any red flags with the card?
As far as i know its “Vega” based - and i have not read of any issues with Vega so far?
Would love if someone could offer some thoughts!
Thanks a bunch!
Thanks for the info!
Sorry for hijacking this thread but since we have a lot of people in one place - can i go ahead and buy a Radeon 7 tomorrow or are there any red flags with the card?
As far as i know its “Vega” based - and i have not read of any issues with Vega so far?
Would love if someone could offer some thoughts!
Thanks a bunch!
Houdini Lounge » Is the Shader building environment that was meant to be in 16 then 16.5 in 17?
- anon_user_58123709
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Houdini for Realtime » Game Tools: mapbox
- anon_user_58123709
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Hello,
i recently saw Mike Lyndons talk at Siggraph! Lots of nice stuff, but one thing that was new to me was the whole mapbox thing!
Is someone willing to share more information in regards to how it would be used with Houdini. I also checked their website but did not see Houdini mentioned anywhere as well as searching here on the SideFX website.
Would i need an mapbox account? Is a free one enough? Also it is not quite clear to me if it is an online web-browser thingy or if you can download an app. Sorry, i did not want to sign up just to check that.
Anyway - it looks extremely cool, so any information would be much appreciated!
All the best!
i recently saw Mike Lyndons talk at Siggraph! Lots of nice stuff, but one thing that was new to me was the whole mapbox thing!
Is someone willing to share more information in regards to how it would be used with Houdini. I also checked their website but did not see Houdini mentioned anywhere as well as searching here on the SideFX website.
Would i need an mapbox account? Is a free one enough? Also it is not quite clear to me if it is an online web-browser thingy or if you can download an app. Sorry, i did not want to sign up just to check that.
Anyway - it looks extremely cool, so any information would be much appreciated!
All the best!
Houdini Lounge » Turn Edges into Curve
- anon_user_58123709
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Oh my god, how dare SideFX?
So the Game-Dev team just went and built that tool? And in one of the videos Luiz even says, that he might change the tool defaults from “uv” to blank because “it might be useful for other places”..
So the Game-Dev team just went and built that tool? And in one of the videos Luiz even says, that he might change the tool defaults from “uv” to blank because “it might be useful for other places”..
Houdini for Realtime » Realtime/Game Shaders/Materials in Houdini
- anon_user_58123709
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Hi Luiz!
Thanks for your quick response - in my case it is definitely viewport
Hearing about examples for custom glsl shaders is great!
I saw a response from Jeff in another thread:
https://www.sidefx.com/forum/topic/41963/ [www.sidefx.com]
Since i am not very technical this (and the rest of the thread) confused me a little and i thought VEX is the way to go instead of glsl.
But when it comes to realtime i always only heard about glsl/hlsl.
If you simplify it a lot, could you say that VEX is for offline/mantra and glsl is for viewport?
I guess it is a little more complicated than that, i am just trying to break it down a lot for myself to understand.
It would be really cool to use Houdini like the Unreal Material editor or shader forge in unity. Do UV distortion and transforms, noise etc. and have it all there in the viewport running “live”
Thanks for your help! Really like what you guys put out all the time hopefully making Houdini a powerhouse/standard for games!
All the best!
Thanks for your quick response - in my case it is definitely viewport
Hearing about examples for custom glsl shaders is great!
I saw a response from Jeff in another thread:
https://www.sidefx.com/forum/topic/41963/ [www.sidefx.com]
No GLSL node network in H15. Although you can author your own GLSL shaders and use them in the viewport.
We don't see VOPs authoring GLSL at this time. VEX is way too flexible to shove in to GLSL.
We are writing the GLSL to try to match what the shaders are doing in Mantra though.
Since i am not very technical this (and the rest of the thread) confused me a little and i thought VEX is the way to go instead of glsl.
But when it comes to realtime i always only heard about glsl/hlsl.
If you simplify it a lot, could you say that VEX is for offline/mantra and glsl is for viewport?
I guess it is a little more complicated than that, i am just trying to break it down a lot for myself to understand.
It would be really cool to use Houdini like the Unreal Material editor or shader forge in unity. Do UV distortion and transforms, noise etc. and have it all there in the viewport running “live”
Thanks for your help! Really like what you guys put out all the time hopefully making Houdini a powerhouse/standard for games!
All the best!
Edited by anon_user_58123709 - July 24, 2018 23:48:02
Houdini for Realtime » Realtime/Game Shaders/Materials in Houdini
- anon_user_58123709
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Hi all,
right off the bat - i did take a lot of time searching into this on forums and online. I figured it might as well be best to just ask here.
What is the current state of doing your own game shaders and materials in Houdini (think Unreal Material Editor, Shader Forge, Shader FX and so on)
With the game tools constantly improving i am wondering if this is something that could be done in Houdini!
The first thing that came to my mind where some UV animated/distorted Shaders that drive VFX. Will post example at the bottom.
I know 90% of the nodes (math and such) are already there but i think there is nothing like a panner or rotate node if i am not mistaken.
I have pretty much found nothing in regards to that online - but i figure it would be a great combo with Houdinis existing toolset!
Would some of the devs be so kind and maybe give a little overview, maybe even on what is to come?
A broad overview of what i had in mind - especially in terms of material building:
https://youtu.be/wFakil7JGq0 [youtu.be]
I hope i got across what i mean
All the best!
right off the bat - i did take a lot of time searching into this on forums and online. I figured it might as well be best to just ask here.
What is the current state of doing your own game shaders and materials in Houdini (think Unreal Material Editor, Shader Forge, Shader FX and so on)
With the game tools constantly improving i am wondering if this is something that could be done in Houdini!
The first thing that came to my mind where some UV animated/distorted Shaders that drive VFX. Will post example at the bottom.
I know 90% of the nodes (math and such) are already there but i think there is nothing like a panner or rotate node if i am not mistaken.
I have pretty much found nothing in regards to that online - but i figure it would be a great combo with Houdinis existing toolset!
Would some of the devs be so kind and maybe give a little overview, maybe even on what is to come?
A broad overview of what i had in mind - especially in terms of material building:
https://youtu.be/wFakil7JGq0 [youtu.be]
I hope i got across what i mean
All the best!
Houdini for Realtime » Hair/fur for GameDev Toolset?
- anon_user_58123709
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I would like to know this as well! Especially since the hair/fur improvements where talked about a lot in the Houdini 16 release.
Hopefully this can be addressed
The tool from the SideFX intern looks great indeed!
Hopefully this can be addressed
The tool from the SideFX intern looks great indeed!
Houdini Lounge » The baffling attitude of some Houdini users toward MOPs and other 3rd party tools.
- anon_user_58123709
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Regarding the “too easy”, “cheat”:
This reminds me of the people - often your unsuccessful musician friend - that used to say how bands like Bon Jovi wrote “easy” and “cheap” songs, distortion/heavy effects on guitars were cheating and how all the members had no “real” skill - while those bands were drowning in women.
Other than that:
If grown men argue about free and optional things - it is best to just walk away.
This reminds me of the people - often your unsuccessful musician friend - that used to say how bands like Bon Jovi wrote “easy” and “cheap” songs, distortion/heavy effects on guitars were cheating and how all the members had no “real” skill - while those bands were drowning in women.
Other than that:
If grown men argue about free and optional things - it is best to just walk away.
Houdini for Realtime » Waterfall from Houdini to Game-Engine
- anon_user_58123709
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Hi Luiz and thank you for addressing this.
Happy to her that flowmaps would be a method since there is some info on them out there.
I just needed make sure there are no other preferred methods i did not know about.
I might follow up on this with my own results after some experimentation.
Happy to her that flowmaps would be a method since there is some info on them out there.
I just needed make sure there are no other preferred methods i did not know about.
I might follow up on this with my own results after some experimentation.
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