yeah keep us all posted cheers!
On Tue, Oct 11, 2016 at 11:50 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:
> Thanks Jentzen, I´m planning pulling this entire thing on a video for a
> new rig setup. Let´s see how it comes.
> Cheers.
>
> On Tue, Oct 11, 2016 at 1:42 PM, jentzen
Thanks Jentzen, I´m planning pulling this entire thing on a video for a new
rig setup. Let´s see how it comes.
Cheers.
On Tue, Oct 11, 2016 at 1:42 PM, jentzen mooney
wrote:
> nice!!
>
> On Tue, Oct 11, 2016 at 11:33 AM, Pierre Schiller <
>
nice!!
On Tue, Oct 11, 2016 at 11:33 AM, Pierre Schiller <
activemotionpictu...@gmail.com> wrote:
> Hi, I picked up a lot of stuff from old tutos and sites and so I found
> this one a really interesting option to re-post. How to drive stuff via
> midi capture on softimage using Android?
> Here´s
Hi, I picked up a lot of stuff from old tutos and sites and so I found this
one a really interesting option to re-post. How to drive stuff via midi
capture on softimage using Android?
Here´s the blog:
http://wp.me/p4qGvb-31
Based from 3ds Max and Ipad:
OK Thanks
On 11 October 2016 at 12:40, Rob Wuijster wrote:
> Hi Chris,
>
> Often in Houdini, things are split up between multiple setups.
> A bit like two ICE trees, one exporting data that you import in the next
> one for additional handling.
> It's more or less the same with
yes, I use to rebuid my old ice velocity setup in Dopnet with POPVOP.
The nice thing in Dopnet is that houdini handles all the kind of existing
"simulable thing" in the same environment
Pop for particles
rbd
wire (and fem) for cloth
flip
Smoke
On Tue, Oct 11, 2016 at 1:40 PM, Rob Wuijster
Hi Chris,
Often in Houdini, things are split up between multiple setups.
A bit like two ICE trees, one exporting data that you import in the next
one for additional handling.
It's more or less the samewith the fireworks example, see the 'output'
and 'import_fireworks' nodes.
cheers!
Rob
The autodop network is where the simulation happen.
Once it is simulated, in Houdini, you can call the result of a simulation
and do whatever you want with it.
Render it, re use it in SOP and re distort it, etc..
Precisely in the fireworks example, the "fireworks_particles" node contains
a DOP
So I can VOPSOP the POP's with the POPVOP's!? :-D
On 11 October 2016 at 12:25, Cristobal Infante wrote:
> The only similarity you will find with ICE is the vector context called
> VOPSOP.
>
> Inside POPs (particles) you can also use them, they are called POPVOPs.
>
> But the
The only similarity you will find with ICE is the vector context called
VOPSOP.
Inside POPs (particles) you can also use them, they are called POPVOPs.
But the general framework is different. It won't take long to understand
them.
I can recommend you start with Adam Swabs tutorials at
Hi All,
There's the obvious visual similarities between ICE and Houdinis networks,
but in terms of particles, how similar are they? For instance if I start
with one of the built in Fireworks operators in Houdini, why are there two
nodes created, the AutoDOPNetwork and FireworksParticles?
Is there
So if I find the shaders in the Houdini installation I can put them on the
server and use that path in XSI!?
Apologies for the noobish question - I am not the Houdini guy here and I have
not used that option in Arnold yet.
Best
Morten
> Den 10. oktober 2016 klokken 19:31 skrev Steven Caron
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