Jonathan de Blok - JDBgraphics
Jonathan de Blok
About Me
Technical Artist with more then 20 years of experience in the CG industry.
EXPERTISE
Generalist
INDUSTRY
Advertising / Motion Graphics | Film/TV
Houdini Skills
ADVANCED
Procedural Modeling | Digital Assets | Motion Editing | Animation | PDG | VEX | Python
INTERMEDIATE
Environments | Character Rigging | Hair & Fur | Cloth | Mantra | Karma | Lighting | Pyro FX
BEGINNER
Crowds | Muscles | Solaris | Fluids | Destruction FX | Realtime FX
Availability
I am available for Freelance Work
Recent Forum Posts
R&D Panel at HIVE Horizon Sept. 5, 2024, 1:32 p.m.
Rendering..
Desired workflow:
1) Render using a fixed camera, lopnet and/or frame. All without dependancies on the presence of a viewports with lopnet and what not.
2) Render gallery not being tied to a single lopnet. (I know, internal database thing, but still).
3)/obj rendering in Karma technically works but everything hurts.
1 can be done using a render clone, would be nice if that could be done locally as well.
2 is not that critical but ran into this limitation a few times when having separate lopnets, or have lopnets that import other lopnets etc.
3 To fix this properly I guess things need some mayor refactoring, like /obj level nodes smartly injecting USD directly into the stage without 10 seconds recooks when changing a material color.
Did a quick prototype of this and it's lightning fast ;
And there is also lots of really great stuff in there, but these are my painpoints that make me drop down that redshift node once again
Thx!
Desired workflow:
1) Render using a fixed camera, lopnet and/or frame. All without dependancies on the presence of a viewports with lopnet and what not.
2) Render gallery not being tied to a single lopnet. (I know, internal database thing, but still).
3)/obj rendering in Karma technically works but everything hurts.
1 can be done using a render clone, would be nice if that could be done locally as well.
2 is not that critical but ran into this limitation a few times when having separate lopnets, or have lopnets that import other lopnets etc.
3 To fix this properly I guess things need some mayor refactoring, like /obj level nodes smartly injecting USD directly into the stage without 10 seconds recooks when changing a material color.
Did a quick prototype of this and it's lightning fast ;
And there is also lots of really great stuff in there, but these are my painpoints that make me drop down that redshift node once again
Thx!
Working with multiple shots like Unreal Engine's Sequencer? Aug. 16, 2024, 5:47 p.m.
FYI: https://jdbgraphics.nl/script/prosequencer-2-0-houdini/ [jdbgraphics.nl]
Its a general sequencer I wrote for Houdini, It's not specifically geared towards Solaris but it's easy to reference the in/out points of tracks and use them in Solaris.
It will help in editing and managing shots.
Its a general sequencer I wrote for Houdini, It's not specifically geared towards Solaris but it's easy to reference the in/out points of tracks and use them in Solaris.
It will help in editing and managing shots.
Callback Button Function for Display Flag Aug. 1, 2024, 11:18 a.m.
node is a method so you need to call it: node()
in the button callback entry it would be:
hou.pwd().setDisplayFlag(True)
The hou.pwd() is short for hou.node(".")
in the button callback entry it would be:
hou.pwd().setDisplayFlag(True)
The hou.pwd() is short for hou.node(".")