background preloader

Houdini

Facebook Twitter

Orbolt

Why Houdini « Technical Repository. I get a lot of Cinema 4D users coming to my blog who don’t know much about Houdini and ask me how it compares to Cinema 4D.

Why Houdini « Technical Repository

So, I thought it might make a nice blog post to talk about Houdini – and to mention why I am doing more and more work in Houdini these days whenever possible. First, the general question is “What is Houdini?” Well, Houdini is a 3D package. It does everything you would expect from a 3D package – modeling, rendering, animation… It also has a fairly basic compositor in it. Impacts. Houdini-infos. Pipeline. Jack Daniels 'Tennessee Honey' Dan Wills’s Videos. Building computer for houdini need help and advices. Just last September I built a duel processor system based around a super micro board.

Building computer for houdini need help and advices.

It runs like a dream on linux mint and Windows 7 professional. If you do your research you will see that supermicro boards require some special considerations . Ram :- 64 Gig ? Unless you have a money tree 64gig will cost you a fortune as you will need registered / quad ranked ram. Upto 48gigs you don't. CPU:- x2 Xeon E5645 2.4 GHz 6 core . Mobo:- Supermicro X8DAI EATX form factor. CPU:- Heatsinks. Graphics Card:- This was a difficult decision / game card or quadro. PSU :- Duel xeons means the PSU you pick needs 2 x 8 pin power leads most have one, also something else that needs to be considered is where the psu is mounted in your case, top or bottom.

HD :- SSD or Raid, SSD or raid that went round in circles. Houdini. Google Translate. Collapse BreakDown. Naming conventions and guidelines for Houdini scenes/nodes. Is there a resource that talks about this?

Naming conventions and guidelines for Houdini scenes/nodes

My biggest curiosity is whether to name every node you create, etc? Most files I have downloaded from here or ones I have seen in video tutorials do not name the majority of nodes. So the majority of things look like: box1 sphere1 xform1 delete1 xform2 merge1 color1 color2 switch1 etc This makes sense to me because since Houdini is much lower level than other 3d software, I feel like if I did rename every node, it would be akin to renaming each operation in your history stack in Maya or renaming every modifier in the modifier stack in Max (although this is much higher level), or commenting every line of code you write. What do you guys think about this? It seems it's easier and far more descriptive for me to see the type of the operator used so I can make assumptions on how the network works, instead of trying to understand it from a custom name like "get center", "color all points", etc.

This is my biggest question about naming. Thanks guys.

The awesome

L-systems. Flowersos Difussos. Cracks. Light instancing... Hey mansorry i missed this artzor, on Jan 20 2009, 10:51 AM, said: duplicating that object and using light linking i can get the geometry to render with a constant as well, but is there a way for one node to read geometry within another?

light instancing...

So i don't have to adjust both objects every single time... u can use an object merge SOP, which allows u to fetch data from another object, i think that might be what u looking for then the instance should face down the z-axis, so the way ur normals are facing, should influence ur lights. thats if u have normals, so either add a facet sop and post compute normals, or a point SOP and add normals, just the default settings should be fine. if u look at the example i submitted, theres a point sop, change the random expressionon the TX to 2 , and u'll see how the lights shift.

Fluids

Volumes. *OPS. " H " has taken over all Effects Jobs, almost all of it. is it good or bad ? Hi Vik, Learn Houdini.

" H " has taken over all Effects Jobs, almost all of it. is it good or bad ?

It will take a while and to be truly great at it you will need to dig deep. You will need to understand computer graphics on a deep level to get the most out of it. There are starting to be some shelf tools and some presets, but they are meant as starting points that you can then open up, learn from and modify further. Eventually to create really custom effects and handle huge datasets you will need to go low level and design your own tools. I am talking about vectors, matrices, ray intersection, ray marching, clipping algorithms, fluid microsolvers, sampling algorithms, pointcloud filtering operations, ...

Houdini. Houdini.

Resources

Foundation. Lighting & Rendering. Shading. Scripting. PTCs. Digital Assets. Project "Houdini, a great modeler" Sorry but there are plenty of other modeling solutions.

project "Houdini, a great modeler"

That improvement list seems a little bit shortsighted to me. Please do not try to remake xsi from houdini, that will not works. I see some points, but I see also some terrible misconceptions like removing tools or renaming Primitive. Try to understand how houdini works in first place. Then ask what you are missing there. 1.01 Better would be - add possibility to remap this to different shortcut. 1.02 I like that you can see what is under actual stroke. 1.02 2) How you would visualise brush radius then?

1.02 3) Realtime selection update only if there would be no speed penalty.

CVEX

Attributes.