Its sad to miss the heat of the Houdini 17 Launch Event. How expensive it is to set up a live stream event now a days….?
Any way for the rest of the “participation-challenged-folks” around the globe the Launch event is “LIVE-FOR-EVER”!?!!! at Vimeo-GoProcedural may be on October 3rd…4th…5th depending upon when the SideFX-Vimeo-Loader guy wakes up from the pub@LaunchEvent :-)
Eagerly waiting@Vimeo-GoProcedural
(<:-(
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Houdini Lounge » will there be a live stream for H17 Launch Event
- hsolomon
- 15 posts
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Technical Discussion » Polydraw node discussion (based on sneak peek siggraph 2018)
- hsolomon
- 15 posts
- Offline
Houdini 17 - Modeling Feedback
The boolean based Workflow by Fiana is awesome. This is Houdini's key strength and please keep improving the complex model building by boolean Ops and think of every possible proceduralism to improve this workflow. Good
Now… Thanks for the sneakpeek of Polydraw 0.1 not a bad start.
I have been modeling for 25 years started with 3Dstudio 1.0 then to Alias and then Maya… then tried Modo for a while then gone back to Maya for my Box(Non-organic) Modeling workflows. But recently I stumbled with Zmodeler and blown away by its simplicity and power. Hands down… Zmodeler is the next generation Box(Non-organic) Modeling tool. I was amazed how some one like Mr.Alexey Vanzhula's could create some thing like the Zmodeler kind of UI in Houdini.
Don't copy Maya or other DCCS in this box modeling approach but please come with a typical “SideFX -Worflow”
Retopology workflow:
Please… Please…Please stop copying what Maya or other DCCs does for Polygon strip creation where we need to seed points after points by mouse click after click say on a sharpedge/groove in order to just lay an edge flow. Its the most slowest and dumbest way in today's world when you have a wonderful curve drawing tool where we can sketch curves directly on the model and then simply weave quadstrip along those curves. Houdini already has this Curve drawing functionality BUT its not implemented in the way it can be made useful for the modeling functionality. Please can you guys dust it off and give a fresh outlook to sketching based modeling which would be a real innovation.
Here is my dream retopo tool.
Either I bring in a hirez sculpt say from Zbrush or create a complex polygon model using Boolean and VDB workflow and then run edge, plane, curvature (Gaussian curvature, thereshold, fillets, radiuses rtc) detection on the model. In the end I expect curves procedurally laid out on the model along the creases, grooves etc which basically tells the edge feature flows on the model which in turn can be used to create Isoparms that would create the Quadmeshes. Further we, the users should have the option to draw our own user defined “feature” curves on the mesh that should be integrated in to the Quadmesh building as well. (Infact I was in the product development of a retopo software called Paraform - Stanford incubator project started around 1997 which did exactly this for which we were awarded Technical achievement award by the Academy in 2002. Paraform went into so many acquisitios and finally its with Dassault now - just a side note).
Retopolgy should be like Sculpting where drawing a stroke on the model should give the quaded mesh. When I see seeding point after point and create a Quad and then strip….. come on….. am I in 90's timeline?. This is 2018 Come on guys.. SideFx can really do better.
Also Man… I don't have time to figure out how I have to cut thru the N-gons and take the edge flows across the model to make a full Quad Mesh. This Quading - meaning breaking N-gons into Quads with Isoparms -edge flows solved to create Grided mesh MUST be automated. I would rather take my Mesh to Zbrush and do Zremesher to get the quaded mesh.
Quad Remeshing needs to be made even more smarter. Can I bing in a quad model and with a click of a button can I make it a quadmesh? I don't think so. CAD models has nice edges and boundaries… the only stupid thing with them is this sliver long skinny polygons. In Zbrush we can do polugrouping of the surfaces based on Orientation and use the edge boundaries for the Quad mesh boundaries and build Quaded Meshes nicely.
Here is my suggestion for Houdini's Modeling revamp:
For box modeling: - Go with ZModeler/Alexey Vanzhula' kind of approach. Tool behaviour and Target mode paradigm. Simple and straightforward. If you can do more.. its even better.
Houdini's current boolean based workflow is awesome: - Keep it up. Iterate and improve if you get a chance as still there are some bugs and failure cases thats annoying especially since I am in Procedural paradigm. This same failure cases dosn't bother us much say if we are in Maya because I can always delete it and move on by building fresh.
Retopolgy: - As I said it should be one click Quad-ReMeshing based on the features thats already in the mesh. Period. If I don't like the edgeflow done by the automation, then I sketch my intended “feature” curves and Houdini should figure out the way to integrate my intended edgeflow weaved into the Gridded/Quad mesh.
I am sure you guys can do it. I revere you guys.
God bless.
Thanks for your time.
Srinivasan Samuel.
The boolean based Workflow by Fiana is awesome. This is Houdini's key strength and please keep improving the complex model building by boolean Ops and think of every possible proceduralism to improve this workflow. Good
Now… Thanks for the sneakpeek of Polydraw 0.1 not a bad start.
I have been modeling for 25 years started with 3Dstudio 1.0 then to Alias and then Maya… then tried Modo for a while then gone back to Maya for my Box(Non-organic) Modeling workflows. But recently I stumbled with Zmodeler and blown away by its simplicity and power. Hands down… Zmodeler is the next generation Box(Non-organic) Modeling tool. I was amazed how some one like Mr.Alexey Vanzhula's could create some thing like the Zmodeler kind of UI in Houdini.
Don't copy Maya or other DCCS in this box modeling approach but please come with a typical “SideFX -Worflow”
Retopology workflow:
Please… Please…Please stop copying what Maya or other DCCs does for Polygon strip creation where we need to seed points after points by mouse click after click say on a sharpedge/groove in order to just lay an edge flow. Its the most slowest and dumbest way in today's world when you have a wonderful curve drawing tool where we can sketch curves directly on the model and then simply weave quadstrip along those curves. Houdini already has this Curve drawing functionality BUT its not implemented in the way it can be made useful for the modeling functionality. Please can you guys dust it off and give a fresh outlook to sketching based modeling which would be a real innovation.
Here is my dream retopo tool.
Either I bring in a hirez sculpt say from Zbrush or create a complex polygon model using Boolean and VDB workflow and then run edge, plane, curvature (Gaussian curvature, thereshold, fillets, radiuses rtc) detection on the model. In the end I expect curves procedurally laid out on the model along the creases, grooves etc which basically tells the edge feature flows on the model which in turn can be used to create Isoparms that would create the Quadmeshes. Further we, the users should have the option to draw our own user defined “feature” curves on the mesh that should be integrated in to the Quadmesh building as well. (Infact I was in the product development of a retopo software called Paraform - Stanford incubator project started around 1997 which did exactly this for which we were awarded Technical achievement award by the Academy in 2002. Paraform went into so many acquisitios and finally its with Dassault now - just a side note).
Retopolgy should be like Sculpting where drawing a stroke on the model should give the quaded mesh. When I see seeding point after point and create a Quad and then strip….. come on….. am I in 90's timeline?. This is 2018 Come on guys.. SideFx can really do better.
Also Man… I don't have time to figure out how I have to cut thru the N-gons and take the edge flows across the model to make a full Quad Mesh. This Quading - meaning breaking N-gons into Quads with Isoparms -edge flows solved to create Grided mesh MUST be automated. I would rather take my Mesh to Zbrush and do Zremesher to get the quaded mesh.
Quad Remeshing needs to be made even more smarter. Can I bing in a quad model and with a click of a button can I make it a quadmesh? I don't think so. CAD models has nice edges and boundaries… the only stupid thing with them is this sliver long skinny polygons. In Zbrush we can do polugrouping of the surfaces based on Orientation and use the edge boundaries for the Quad mesh boundaries and build Quaded Meshes nicely.
Here is my suggestion for Houdini's Modeling revamp:
For box modeling: - Go with ZModeler/Alexey Vanzhula' kind of approach. Tool behaviour and Target mode paradigm. Simple and straightforward. If you can do more.. its even better.
Houdini's current boolean based workflow is awesome: - Keep it up. Iterate and improve if you get a chance as still there are some bugs and failure cases thats annoying especially since I am in Procedural paradigm. This same failure cases dosn't bother us much say if we are in Maya because I can always delete it and move on by building fresh.
Retopolgy: - As I said it should be one click Quad-ReMeshing based on the features thats already in the mesh. Period. If I don't like the edgeflow done by the automation, then I sketch my intended “feature” curves and Houdini should figure out the way to integrate my intended edgeflow weaved into the Gridded/Quad mesh.
I am sure you guys can do it. I revere you guys.
God bless.
Thanks for your time.
Srinivasan Samuel.
Edited by hsolomon - Aug. 24, 2018 12:44:06
Technical Discussion » Kind of depressing to see "100x faster than Houdini's S
- hsolomon
- 15 posts
- Offline
Here is me(hsolomon) back who started this thread 2 years back and I happen to see my own thread accidentally while browsing. Its sometimes amazing/fun/sad how the time/history is progressing.
FabricEngine is closed(My heart goes out for those wonderful guys for the hard work they put especially the key demo guy who created the demos by burning his mid night oil). Good luck guys. I strongly recommend the FabricEngine team to join SideFx and be a part of creating the most advanced CG Tool man kind has ever created.
Houdini 16.5 preview - another tip of iceberg I see.
https://vimeo.com/239828144 [vimeo.com]
SESI, To whom I can compare you to now !!!!!!……..
Goodtimes SESI:
FabricEngine is closed(My heart goes out for those wonderful guys for the hard work they put especially the key demo guy who created the demos by burning his mid night oil). Good luck guys. I strongly recommend the FabricEngine team to join SideFx and be a part of creating the most advanced CG Tool man kind has ever created.
Houdini 16.5 preview - another tip of iceberg I see.
https://vimeo.com/239828144 [vimeo.com]
SESI, To whom I can compare you to now !!!!!!……..
Goodtimes SESI:
Edited by hsolomon - Oct. 30, 2017 03:43:32
Technical Discussion » Kind of depressing to see "100x faster than Houdini's S
- hsolomon
- 15 posts
- Offline
Thanks to every one for sharing your views.
I am seeing all your views after a week because my city was flooded in the recent rain and we were out of power, mobile & network communication. By God's grace we are up now
Well. There is no app out there which can save us like Houdini in terms of versatility to what we can create. Hats off to SESI. Period.
The reason I posted this is I want our Houdini to get better in terms of speed and no one from the battlefield can deny this. I want our developers to know whats going around them or What is coming. There is ALWAYS room for improvement. I would like them to take a look at BulletFX 3.0 and if there is anything that they can take and incorporate in to Houdini then we are all winners.
Thanks again to every one
I am seeing all your views after a week because my city was flooded in the recent rain and we were out of power, mobile & network communication. By God's grace we are up now
Well. There is no app out there which can save us like Houdini in terms of versatility to what we can create. Hats off to SESI. Period.
The reason I posted this is I want our Houdini to get better in terms of speed and no one from the battlefield can deny this. I want our developers to know whats going around them or What is coming. There is ALWAYS room for improvement. I would like them to take a look at BulletFX 3.0 and if there is anything that they can take and incorporate in to Houdini then we are all winners.
Thanks again to every one
Technical Discussion » Kind of depressing to see "100x faster than Houdini's S
- hsolomon
- 15 posts
- Offline
Hi SESI Tech team,
Greetings
In todays VFX pipeline - Time pressure and “too” much of client's expectation for peanut money has become the norm which makes us- the artists as starving artists and tired. But we don't give up, and we want to be THE BEST and to be on the cutting edge & to impress clients we are forced to look around for “faster design iteration”. BTW I quit Maya because I got tired of starting all over every time when the client asks for changes. Therefore we know Houdini's procedural paradigm is God sent to ease our pain. I remember the interview by our Founder KimDavidson above were the reason they wrote Prism>Houdini.
To me Houdini 15 is amazing (from release 10 onwards speedup & funda change in POPS & DOPs - I salute you guys) sort of complete in terms of Bells and whistles EXCEPT easing our pain in above Scenario.
Its really kind of depressing when some one like Fabric engine or this guy who boasts he is doing - 100x faster than houdini's solver.
https://vimeo.com/146191683 [vimeo.com]
& the first comment & reply
————
Strob 1 week ago
Amazing list of features. Can't wait to try it. I finally just bought Houdini (indie version for only 199$) and still learning it but now I have even more to learn! First I want to try your grain solver in max! And see what bullet can do. So basically you're saying that you grain solver is faster than houdini's one?
Alpha VFX PLUS 1 week ago
Hehe faster doesn't even describe the speed difference our solver is about 100x faster than houdini's solver.
——————–
The saying goes in today's CG tools business is -
'If it is not real then its not real“.
If you ask me this is what we need for Houdini 16 - ”Zero New Features"
BUT all the development resources channelized to make every node on Steroids with GPU Flag - where we could interact, sculpt, sim and render Billions of data - REAL/Close-to-REAL TIME then Houdini would be complete. Am I spoiled and expecting too much like my clients :-( :-)+)
YOU GUYS CAN DO IT :-)
Cheers
Greetings
In todays VFX pipeline - Time pressure and “too” much of client's expectation for peanut money has become the norm which makes us- the artists as starving artists and tired. But we don't give up, and we want to be THE BEST and to be on the cutting edge & to impress clients we are forced to look around for “faster design iteration”. BTW I quit Maya because I got tired of starting all over every time when the client asks for changes. Therefore we know Houdini's procedural paradigm is God sent to ease our pain. I remember the interview by our Founder KimDavidson above were the reason they wrote Prism>Houdini.
To me Houdini 15 is amazing (from release 10 onwards speedup & funda change in POPS & DOPs - I salute you guys) sort of complete in terms of Bells and whistles EXCEPT easing our pain in above Scenario.
Its really kind of depressing when some one like Fabric engine or this guy who boasts he is doing - 100x faster than houdini's solver.
https://vimeo.com/146191683 [vimeo.com]
& the first comment & reply
————
Strob 1 week ago
Amazing list of features. Can't wait to try it. I finally just bought Houdini (indie version for only 199$) and still learning it but now I have even more to learn! First I want to try your grain solver in max! And see what bullet can do. So basically you're saying that you grain solver is faster than houdini's one?
Alpha VFX PLUS 1 week ago
Hehe faster doesn't even describe the speed difference our solver is about 100x faster than houdini's solver.
——————–
The saying goes in today's CG tools business is -
'If it is not real then its not real“.
If you ask me this is what we need for Houdini 16 - ”Zero New Features"
BUT all the development resources channelized to make every node on Steroids with GPU Flag - where we could interact, sculpt, sim and render Billions of data - REAL/Close-to-REAL TIME then Houdini would be complete. Am I spoiled and expecting too much like my clients :-( :-)+)
YOU GUYS CAN DO IT :-)
Cheers
Houdini Learning Materials » Hello SESI - I have a prayer request regarding new workfl :)
- hsolomon
- 15 posts
- Offline
Hello SESI - I have a prayer request regarding coping up with new workflows
I have posted this in the technical discussion. I have reposted it hear as I feel its also more relevant in this forum as well.
I see that a big overhauling is being done especially with the very Houdini's Guts is being revamped with better and faster nodes being implemented and this affects our conventional workflows and thinking about solving a problem. If I am not mistaken CVEX would be the future umbrella that would help us generalize/encompass any thing we can imagine. Very Good move, BUT Houdini aspirants like me when I work with earlier tutorials my journey gets abruptly stopped because a node is deprecated or the Guts(eg Attributes, variable mapping etc) is not working. If we read the forums this “attributes” usage bottleneck is a common problem I see.
When I posted my complaints Houdini veterans like Jefflait, Oldschool, Thomas Slancik jump in and answer about the fixes. I thank them BUT it is not helping my foundation.
For example lets say I want to Polyextrude a grid where on each Primitive I store a number say the Primitive number it self and poly-extrude each quad based on that stored-number. How can I do this faster,easier,simpler with the new PrimitiveWrangle and PolyExtrude. This is just my case.
My Prayer request is this
- Aside from details about wrangle nodes manual is there is any one place or goto web pages that can help me strengthen the foundation in understanding the NEW way of working with Houdini's guts.
- Any pointers to whitepapers, Tutorials, master classes, why SESI decided to improve/revamp, the stumbling blocks in previous workflows etc
I request all the veterans out there to help us in how to think in the new way of workflow.
I know Houdini is not for lazy bums and we need to be mentally extremely agile in order to handle this app. Please show me the way.
Thanks a lot in Advance for your valuable time.
I have posted this in the technical discussion. I have reposted it hear as I feel its also more relevant in this forum as well.
I see that a big overhauling is being done especially with the very Houdini's Guts is being revamped with better and faster nodes being implemented and this affects our conventional workflows and thinking about solving a problem. If I am not mistaken CVEX would be the future umbrella that would help us generalize/encompass any thing we can imagine. Very Good move, BUT Houdini aspirants like me when I work with earlier tutorials my journey gets abruptly stopped because a node is deprecated or the Guts(eg Attributes, variable mapping etc) is not working. If we read the forums this “attributes” usage bottleneck is a common problem I see.
When I posted my complaints Houdini veterans like Jefflait, Oldschool, Thomas Slancik jump in and answer about the fixes. I thank them BUT it is not helping my foundation.
For example lets say I want to Polyextrude a grid where on each Primitive I store a number say the Primitive number it self and poly-extrude each quad based on that stored-number. How can I do this faster,easier,simpler with the new PrimitiveWrangle and PolyExtrude. This is just my case.
My Prayer request is this
- Aside from details about wrangle nodes manual is there is any one place or goto web pages that can help me strengthen the foundation in understanding the NEW way of working with Houdini's guts.
- Any pointers to whitepapers, Tutorials, master classes, why SESI decided to improve/revamp, the stumbling blocks in previous workflows etc
I request all the veterans out there to help us in how to think in the new way of workflow.
I know Houdini is not for lazy bums and we need to be mentally extremely agile in order to handle this app. Please show me the way.
Thanks a lot in Advance for your valuable time.
Technical Discussion » Need Help - Custom Variable Mapping -addvariablename notwork
- hsolomon
- 15 posts
- Offline
I was watching the wrangle-workshop tutorial
I tried to create a custom variable using the addvariablename VEX function in the pointwrangle node. The following works in Houdini 12.5, 13 BUT errors out in Houdini 14 & 15.
f@num = @P.x;
addvariablename(“num”,“NUM”);
Please can some one guide me.
Thanks
I tried to create a custom variable using the addvariablename VEX function in the pointwrangle node. The following works in Houdini 12.5, 13 BUT errors out in Houdini 14 & 15.
f@num = @P.x;
addvariablename(“num”,“NUM”);
Please can some one guide me.
Thanks
Technical Discussion » Local variables like $PR is not showing up in the PolyExtrud
- hsolomon
- 15 posts
- Offline
Any reason why local variables like $PR is removed in the new enhanced Polyextrude.(Houdini 15)
If there is a better work flow please let us know.
If there is a better work flow please let us know.
Technical Discussion » Renderman 20.3 with Houdini 15 - Need some more help
- hsolomon
- 15 posts
- Offline
Technical Discussion » Renderman 20.3 with Houdini 15 - Need some more help
- hsolomon
- 15 posts
- Offline
Non commercial Renderman 20.3 update if we have Renderman 20.0 is not a straight forward expected workflow where we look for an update button some where, and hitting it creates the magical update. Sorry I had to download their installer and “Repair” my existing installation. Hurray! Then the magic happened.
Renderman works fine in Maya straight out of the box with shader presets and Renderman menus etc. In Houdini …. he …. he its TDs tool right as usual we need to pull our hairs.
Above all, to my surprise Pixar and lot of folks have rolled out tutorials to the already easy Maya.
For Houdini - Pixar's help is their consoling statement as “Renderman comes built in Houdini 15 and works Straight out of the box” ?!?!
Some one in the web said there is a Houdini15 masterclass on Shading talks about Renderman….. It was a very useful demo but Sorry there is 0-info on Renderman.
Yes Tomas, I added your 3 lines in the Houdini.env. That is the only progress and nothing else its still dead
There is a path to the integrator shown in Pixar's screen capture. I mimicked that in to the integrator field. Again no use.
Is there any “Renderman-Houdini” wizards could donate your few tips(workflow would be awesome) to lilliputians like us to render that amazing teapot in our computers.
THanks in advance.
PS Note:
I had the experience of installing Maxwell Renderer. You guys should check it out in terms of ease of use. 1-2-3-Bam-You get the beautiful render.
Renderman works fine in Maya straight out of the box with shader presets and Renderman menus etc. In Houdini …. he …. he its TDs tool right as usual we need to pull our hairs.
Above all, to my surprise Pixar and lot of folks have rolled out tutorials to the already easy Maya.
For Houdini - Pixar's help is their consoling statement as “Renderman comes built in Houdini 15 and works Straight out of the box” ?!?!
Some one in the web said there is a Houdini15 masterclass on Shading talks about Renderman….. It was a very useful demo but Sorry there is 0-info on Renderman.
Yes Tomas, I added your 3 lines in the Houdini.env. That is the only progress and nothing else its still dead
There is a path to the integrator shown in Pixar's screen capture. I mimicked that in to the integrator field. Again no use.
Is there any “Renderman-Houdini” wizards could donate your few tips(workflow would be awesome) to lilliputians like us to render that amazing teapot in our computers.
THanks in advance.
PS Note:
I had the experience of installing Maxwell Renderer. You guys should check it out in terms of ease of use. 1-2-3-Bam-You get the beautiful render.
Technical Discussion » POP Shape Match DOP is missing - Is this deprecated.
- hsolomon
- 15 posts
- Offline
Hi Tomas & Jeff
I never expected you guys would jump in and reply. I take this opportunity to thankyou guys for inspiration.
Tomas - Yes your opunhide helped me. I have not entered the command correctly. Did you upload your SIGGRAPH presentation?
Jeff I have a suggestion. My hats off to you and you are genius. Unlike other apps, Houdini is indeed a kind of Dark Art app. I learned Maya in few months. I have learned SOPs, CHOPs easily but not DOPs. There is always a mystery lurking in there plus its slow due to the nature of data complexity. I appreciate your effort in multithreading & OpenCL-ing.
I was going thru some old sideFx tuts on DOPs and I had to watch 2-3 times just to understand how the nodes are put together to achieve an effect. There are zillion nodes in DOPs and there could be so many ways they can be wired. I come across this node and you say its deprecated two versions earlier and you are suggesting Grain tools as a better workflow. How on earth would any one know this? This is like 10 steps advance. Can we prepare a spreadsheet of the nodes that detail what is currently available and what are deprecated and alternate better workflows/nodes one should go for. Without through node vocabulary I don't think one can take the work beyond the world can imagine.
I think we need more help on DOPs. The Houdini veterans can decipher easily but for newbies we need help man. Documentation update is the only basic help. You should take off a day or two and on each node just scribble your gems as whether the node is ok or you are planning to deprecate and alternate node that we should start using it and so on.
Thanks a lot.
I never expected you guys would jump in and reply. I take this opportunity to thankyou guys for inspiration.
Tomas - Yes your opunhide helped me. I have not entered the command correctly. Did you upload your SIGGRAPH presentation?
Jeff I have a suggestion. My hats off to you and you are genius. Unlike other apps, Houdini is indeed a kind of Dark Art app. I learned Maya in few months. I have learned SOPs, CHOPs easily but not DOPs. There is always a mystery lurking in there plus its slow due to the nature of data complexity. I appreciate your effort in multithreading & OpenCL-ing.
I was going thru some old sideFx tuts on DOPs and I had to watch 2-3 times just to understand how the nodes are put together to achieve an effect. There are zillion nodes in DOPs and there could be so many ways they can be wired. I come across this node and you say its deprecated two versions earlier and you are suggesting Grain tools as a better workflow. How on earth would any one know this? This is like 10 steps advance. Can we prepare a spreadsheet of the nodes that detail what is currently available and what are deprecated and alternate better workflows/nodes one should go for. Without through node vocabulary I don't think one can take the work beyond the world can imagine.
I think we need more help on DOPs. The Houdini veterans can decipher easily but for newbies we need help man. Documentation update is the only basic help. You should take off a day or two and on each node just scribble your gems as whether the node is ok or you are planning to deprecate and alternate node that we should start using it and so on.
Thanks a lot.
Technical Discussion » Renderman & Houdini 15 - Any REAL Success ???? :(
- hsolomon
- 15 posts
- Offline
Hi Dev Team & QA team
I just posted the following in Pixar - Renderman for Houdini forum.
If you guys are missing any thing in your part in any updates please do so or of anything that I am missing please let me know.
Thanks.
————————————
Pixar says in their website
RenderMan for Houdini (RfH) is a robust plugin that now ships out-of-box with Houdini 15 (and beyond).
and also
Side Effect's Houdini® - Compatible with 15 or higher - Is Houdini 16, 17, 18… Beta has been in test with Pixar?
Also
Pixar says Houdini needs Renderman 20.3
Houdini -Preferences - Rendering says Renderman 20.0 and NOT 20.3 (Out of the box ???!!!)
I broke my head in trying to find a link to Renderman 20.3
How can I download Renderman 20.3 and add “truth” to your marketing statement.
Thanks for your time & effort in fixing this ASAP.
———–
I just posted the following in Pixar - Renderman for Houdini forum.
If you guys are missing any thing in your part in any updates please do so or of anything that I am missing please let me know.
Thanks.
————————————
Pixar says in their website
RenderMan for Houdini (RfH) is a robust plugin that now ships out-of-box with Houdini 15 (and beyond).
and also
Side Effect's Houdini® - Compatible with 15 or higher - Is Houdini 16, 17, 18… Beta has been in test with Pixar?
Also
Pixar says Houdini needs Renderman 20.3
Houdini -Preferences - Rendering says Renderman 20.0 and NOT 20.3 (Out of the box ???!!!)
I broke my head in trying to find a link to Renderman 20.3
How can I download Renderman 20.3 and add “truth” to your marketing statement.
Thanks for your time & effort in fixing this ASAP.
———–
Technical Discussion » POP Shape Match DOP is missing - Is this deprecated.
- hsolomon
- 15 posts
- Offline
POP Shape Match DOP is missing - Is this deprecated.
Moreover this is not getting listed when I tried listing it using opunhide. This is really frustrating.
How to get it ? Any help.
Moreover this is not getting listed when I tried listing it using opunhide. This is really frustrating.
How to get it ? Any help.
Houdini Lounge » sprite animation - parameters in Houdini - NEEDs BIGOverhaul
- hsolomon
- 15 posts
- Offline
Hi Developers,
I see that the sprite animation related parameters are not viewport friendly and art-direct-able realtime. I know Houdini's guts have great POWER than any other apps out in the world BUT I get tired when I tried to iterate my artistic design when started using them.
Remember Da Vinci's - “Simplicity is the ultimate sophistication”
I would like you guys to take a look at an application called Particle Illusion from Wondertouch. You can see how simple it is and realtime user friendly. Since Houdini's Particle engine is powerful all I need is to make the Sprite engine to adapt to this ease of use in implementing simple alphaed-cels into a conglomeration of visual eye candy.
You can do it!
Thanks
Solomon.
I see that the sprite animation related parameters are not viewport friendly and art-direct-able realtime. I know Houdini's guts have great POWER than any other apps out in the world BUT I get tired when I tried to iterate my artistic design when started using them.
Remember Da Vinci's - “Simplicity is the ultimate sophistication”
I would like you guys to take a look at an application called Particle Illusion from Wondertouch. You can see how simple it is and realtime user friendly. Since Houdini's Particle engine is powerful all I need is to make the Sprite engine to adapt to this ease of use in implementing simple alphaed-cels into a conglomeration of visual eye candy.
You can do it!
Thanks
Solomon.
Houdini Lounge » Autodesk acquiring Softimage - Great time for Houdini
- hsolomon
- 15 posts
- Offline
In recent years Autodesk seems to be slipping from innovation and focuses on acquisition. The elephant is now becoming mammoth, would surely struggle to juggle its inertia and would be managing three mustangs now .
In this deal, one key step that Autodesk is taking against Houdini is the ICE environment. This can be thought of as Apple's Motion against Adobe's Swiss Army Knife AfterEffects. Now Apple's interactive Motion is giving a hard time for Aftereffects. This deal SHOULD not be underestimated. SideFX MUST wake up and still maintain its leadership as the most advanced 3D app.
I must point out what Houdini has to spend its most resources:
1. Character Animation tools: Now that Softimage's Face robot is under Autodesk's belt, Sidefx should address its Character Animation tools with a powerful interface and procedural tools at “neuron” level to render hi-fidelity skins efficiently.
2.Blazing Interactivity especially with Hardware shading: Yes, currently Houdini sucks in this in terms of Hardware shading and realtime interactivity compared to the benchmark apps. With today's project deadline, creative iterations needed, Houdini should seriously add boosters.
NOte:
Houdini DOES NOT need any more features, we uesrs can always develope it.
WHAT IS MOST NEEDED AT THIS TIME IS HOUDINI SHOULD STRENGTHEN ITS GUTS BY TAKING ADVANTAGE OF MODERN CPUS(MULITCORE, MULTITHREADING, PARALLEL PAROCESSING) AND GPUS BETTER THAN WHAT IT IS NOW.
Ofcourse, don't forget Character tools
Let Autodesk always have something before it to catch up.
Good luck Sidefx. We love you.
Solomon.
In this deal, one key step that Autodesk is taking against Houdini is the ICE environment. This can be thought of as Apple's Motion against Adobe's Swiss Army Knife AfterEffects. Now Apple's interactive Motion is giving a hard time for Aftereffects. This deal SHOULD not be underestimated. SideFX MUST wake up and still maintain its leadership as the most advanced 3D app.
I must point out what Houdini has to spend its most resources:
1. Character Animation tools: Now that Softimage's Face robot is under Autodesk's belt, Sidefx should address its Character Animation tools with a powerful interface and procedural tools at “neuron” level to render hi-fidelity skins efficiently.
2.Blazing Interactivity especially with Hardware shading: Yes, currently Houdini sucks in this in terms of Hardware shading and realtime interactivity compared to the benchmark apps. With today's project deadline, creative iterations needed, Houdini should seriously add boosters.
NOte:
Houdini DOES NOT need any more features, we uesrs can always develope it.
WHAT IS MOST NEEDED AT THIS TIME IS HOUDINI SHOULD STRENGTHEN ITS GUTS BY TAKING ADVANTAGE OF MODERN CPUS(MULITCORE, MULTITHREADING, PARALLEL PAROCESSING) AND GPUS BETTER THAN WHAT IT IS NOW.
Ofcourse, don't forget Character tools
Let Autodesk always have something before it to catch up.
Good luck Sidefx. We love you.
Solomon.
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