so I guess the proper way to do it is to just run alembic caches
that won't ruin the timeline right? it's frame by frame?
On Tue, Mar 28, 2017 at 5:15 PM, Eric Turman wrote:
> We had some assets that were done in a different time format referenced in
> and blew up our playblast. I mean "crashing
We had some assets that were done in a different time format referenced in
and blew up our playblast. I mean "crashing Maya" blowing up the
playblasts. An impressive feat if you are into that sort of thing :P
Sometimes I feel like Marvin from Hitchhiker's guide:
"...and then there's Maya timelines
It's possessed!!!
Artur
2017-03-28 17:31 GMT+02:00 Steven Caron :
> It's like Will said, the plugin is sampling the scene at different times
> for motion blur. Exocortex crate does some weird stuff with the timeline
> too.
>
> *written with my thumbs
>
> On Mar 28, 2017 12:36 AM, "Artur W" wrot
as long as I don't open that scene it seems fine for now
maybe I'l just import it into a new scene
the houdini learning isn't fast enough..
On Tue, Mar 28, 2017 at 8:31 AM, Steven Caron wrote:
> It's like Will said, the plugin is sampling the scene at different times
> for motion blur. Exocorte
I'm a morron, but I'd love to have exclusive pure Ice minded HDA library.
2017-03-28 20:29 GMT+02:00 Rob Chapman :
> Thought I'd pipe in since tekano got invoked, also slowly attemting to
> transition and agree with most already said and thanks, is already a huge
> pointer to as yet unknown aspec
Thought I'd pipe in since tekano got invoked, also slowly attemting to
transition and agree with most already said and thanks, is already a huge
pointer to as yet unknown aspects and features of how complex houdini is.
also would be interested in a more 'compounded' way of learning Houdini
like ic
Personally I think it makes sense to do something independent of qLib but
at the same time I think it's worthwhile consulting with the qLib chaps.
Someone else I think is worth involving is Nick Taylor. He's UK based and
has already put a library together inspired by qLib.
https://github.com/Aeol
Haha! You're always the eternal optimist Jordi, to your credit :) Yep, I
totally see what you're getting at. There's definitely value in the
cross-pollenisation of experience, just as long as it doesn't become a
clash of ideologies. We all know how passionate people can get!
I guess I think of
> With regards to a Softimage library of tools. Great idea. Personally, I'd
> recommend doing it as a separate project to QLib as you'll no doubt want to
> introduce the Softimage "feel" to the tools that may or may not sit well with
> the other tools in QLib. Plus you'll want to have your own
Yep, totally agree with what's been said. Houdini tends to be a lot
slower to develop stuff. Even simple tools can be tricky when you
realise that you ideally need to take care of a lot of edge cases to
make your tool work. E.g. what happens if someone supplies packed
primitives instead of regu
IMHO adding onto qLib is a winner because you will have top support on their
side on how to do it correctly so if there is any initiative, these guys know
their stuff (I have contributed 2 tools myself and believe me, took me a while
to get approved which is great)
jb
> On 28 Mar 2017, at 16:2
It's like Will said, the plugin is sampling the scene at different times
for motion blur. Exocortex crate does some weird stuff with the timeline
too.
*written with my thumbs
On Mar 28, 2017 12:36 AM, "Artur W" wrote:
It's doing the same thing with arnold.
Artur
2017-03-28 2:39 GMT+02:00 Will
I don’t have the all-round programming experience for this but I’d be more than
happy to meet up with a few willing volunteers to explore how we can work
together as a team. qLib is a fantastic achievement and I’m sure something
similar could be achieved. Whether it would be part and parcel of t
Yes. I have spent most of my time in VOPs so far and I have to say. I don’t
find it as fun or fast as ICE to get stuff done and I don’t think its simply
because I’m unfamiliar with it. Although of course that’s true to an extent.
Not suggesting they have to replicate the ICE of doing things, but
I started translating some of the ICE compounds in VOPs, and by 'start', I made
3... But I plan to keep adding more. So far I have "get closest location",
"turbulize value by range", and "linear interperlate". For the stuff that's
basically maths you can go into the compounds and copy it one for
If there is one initiative I would love to see is those things you miss to be
shared via qLib (for example)
Anyone?
jb
> On 28 Mar 2017, at 16:08, Olivier Jeannel wrote:
>
> My guess is that maybe we can improve VOP a lot ourselves by bringing some
> ICE in it. There are a lot of ICE logic a
My guess is that maybe we can improve VOP a lot ourselves by bringing some
ICE in it. There are a lot of ICE logic and Ice compound that could be
translated. Of course, it would be a benefit for side SideFX to hire a
hardcore ICE guy.
2017-03-28 16:56 GMT+02:00 Andy Goehler :
> Very well put abou
Very well put about the ICE ‘macros’.
Not to forget to mention that until such ‘factory’ nodes are provided, there’s
always the option to do it yourself and save it as an asset (HDA).
Andy
> On Mar 28, 2017, at 4:49 PM, Jonathan Moore wrote:
>
> I think the thing that can cause frustration wh
I think the thing that can cause frustration when applying an ICE mindset to
Houdini is that ICE had quite a few macro helpers even when working at a micro
level. VEX and VOP functions in Houdini by comparison are often far more
granular. That means that functionality provided by a single node i
putting my little knowledge to action:
from what I understand about your question, you need to store your
calculated data as an attribute (per point, in this case). Then just refer
to it at other nodes on your tree. While at the object context there's no
such a thing as a generalized "get" node, b
thanks for the replies. much appreciated
What I really want to know is not so much how to do the maths to calculate a
PRF , as I have that working.
In ICE, when you ‘get pointreferenceframe’ it automatically calculates it on
the location and feeds you the result but its just a GET .. Is there a
Not exactly the Point Reference frame, but I used this method to get
"solid" rotation on a projetc. Not sure it's simple enough, as you have to
feed the orient attribute with something to start using it localy.
https://vimeo.com/207626604
2017-03-28 11:51 GMT+02:00 Fabricio Chamon :
> whaaat? tha
whaaat? that is do comforting. =)
nice job sidefx
2017-03-28 11:42 GMT+02:00 Jonathan Moore :
> Very impressive indeed.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
> listproc.autodesk.com] *On Behalf Of *Andy Nicholas
> *Sent:* 28 March 2017 09:47
> *To:* so
Packed Primitives are so ace that it's hard to put into words. Polysoups
are awesome also...
The only corner case niggle I've encountered with Packed Primitives so far
is that you if you simulate them with a Pop Solver you need to manually
update the primitive Transform intrinsic to reflect the c
Very impressive indeed.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Nicholas
Sent: 28 March 2017 09:47
To: softimage@listproc.autodesk.com
Subject: Re: Random Thoughts about H.
Hahahaha! That's amazing :) When I got an ema
thank you all. The packed prim route looks like exactly what I wanted.
cheers.
2017-03-28 0:24 GMT+02:00 Andy Nicholas :
> It’s actually a special seed that causes the rand() function to cycle its
> value every 100 frames ;)
>
>
> On 27 Mar 2017, at 22:50, Jonathan Moore
> wrote:
>
> I was waiti
> Firstly. I don’t see that you can store a matrix per-point attribute.
Is it possible?
Yes, it is possible. It works as an array of 16 (or 9) floats. Just make
a Point Wrangle with some points going in and put "matrix @mat;" in it
to see.
> How would an experienced Houdini person deal with
I haven't used Houdini in this context, but I do know a little math.
The point reference frame in Softimage not much more than an orthogonal
basis comprised of the U tangent, V tangent, and surface Normal (for
surfaces). For polygon meshes it follows some rules such as the winding of
the polyg
They fixed it quicker than it took me to make a video showing how annoying it
could be!
I have a question regarding attributes.. In ICE. I use ‘pointreferenceframe’
all the time for finding the orientation at a surface for making deformers.
In Houdini, there are not all these useful attributes t
Hahahaha! That's amazing :) When I got an email from SideFX changing the
status of the RFE to "Fixed", I just assumed that they had agreed that
it was a valid request that they'd look into, not that they'd actually
gone and bloody done it. Well done SideFX!
In case he's still reading this thre
I can tell you, that is not unusual.
jb
> On 28 Mar 2017, at 08:31, Andy Goehler wrote:
>
> Good morning,
>
> this is the awesome support at SideFX
>
> Available in the daily builds.
> yesterday
> Houdini 16.0.561Added a hotkey to temporary toggle the state of
> the "Allow Dro
What?? that’s mental !!
Its also extremely impressive. Thanks guys.
From: Andy Goehler
Sent: Tuesday, March 28, 2017 8:31 AM
To: Official Softimage Users Mailing
List.https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: Random Thoughts about H.
Good morning,
this is the awesome supp
It's doing the same thing with arnold.
Artur
2017-03-28 2:39 GMT+02:00 Will Sharkey :
> I believe this has to do with how your Render Engine is handling
> sampling/motion blur. Cant speak for Arnold but this is usually the case
> with Redshift.
>
> On Mon, Mar 27, 2017 at 7:14 PM, Artur W wrote
Good morning,
this is the awesome support at SideFX
Available in the daily builds.
yesterday
Houdini 16.0.561 Added a hotkey to temporary toggle the state of the "Allow
Dropping Nodes on Wires" preference while in the middle of dragging a node.
On Mon, 27 Mar 2017 at 12:22, Andy Nicholas wrote
34 matches
Mail list logo