Ok so sebastian should unblock you, but you'll have to subscribe again.
Le sam. 9 mai 2020 à 23:32, Olivier Jeannel a
écrit :
> Sent a msg to the administrator ;)
>
> Le sam. 9 mai 2020 à 23:28, Olivier Jeannel a
> écrit :
>
>> Uuuh weird to be blocked for that.
>>
Sent a msg to the administrator ;)
Le sam. 9 mai 2020 à 23:28, Olivier Jeannel a
écrit :
> Uuuh weird to be blocked for that.
> I myself posted meme once and never got annoyed.
>
> Le sam. 9 mai 2020 à 23:20, J R Sanchez a
> écrit :
>
>> I was on a facebook Houdini arti
Uuuh weird to be blocked for that.
I myself posted meme once and never got annoyed.
Le sam. 9 mai 2020 à 23:20, J R Sanchez a écrit :
> I was on a facebook Houdini artists group and got kicked out all of a
> sudden for posting "How do you Uninstall anxiety" meme as a joke. I was
> blocked. So
Yeah, well probably Softimage is laking a few things nowaday, but just try
importing a pointcloud from Houdini to Maya.
Here, we gave up, we ended up relying on Vray proxies ^^
Le mar. 21 avr. 2020 à 07:05, Mirko Jankovic
a écrit :
> And why not looking option for other way around, modeling and
Happy Birthdead !
Le mar. 24 mars 2020 à 11:45, Nuno Conceicao
a écrit :
> Unfortunately he got killed on an Autodesk accident. RIP XSI
>
> On Tue, Mar 17, 2020 at 2:46 PM Sven Constable
> wrote:
>
>> Hi,
>>
>>
>>
>> today I was reading in an old printed 3D-Magazine about the launch of XSI
>>
Hahaha these "limitations" are easily circumvented...
Le lun. 24 févr. 2020 à 19:09, Matt Lind a écrit :
> Meanwhile with Houdini the files get saved in a proprietary file format
> which are not compatible with other Houdini licenses. You only get a
> single
> opportunity (lifetime) to convert
Nobody of you tried Houdini ?
Le jeu. 20 févr. 2020 à 16:12, adrian wyer
a écrit :
> i second that, i'd be more inclined to dip into bifrost if i could watch
> Paul learning it on my behalf!
>
>
>
> a
>
>
>
> Adrian Wyer
> Fluid Pictures
> 4th Floor
> 4 Bath Place
> Rivington Street
> London
>
Hahaha
Le mar. 18 févr. 2020 à 12:02, Chris Marshall a
écrit :
> currently animating maggots.
>
> On Tue, 18 Feb 2020 at 10:44, Chris Marshall
> wrote:
>
>> Still here and still using it daily.
>>
>>
>> On Tue, 11 Feb 2020 at 16:54, Kris Rivel wrote:
>>
>>> Great thread, trying to catch up on
found this, just in case :
Although I rarely open SI nowadays, it remained alive through this list. If
the list moves somewhere else, just drop an address, would love to stay in
touch.
Le mar. 12 nov. 2019 à 08:51, Royston Michaels a
écrit :
> Thank you to you all in this awesome community. From every single post, I
>
@Chris, join the force, switch to H !
Le mar. 13 août 2019 à 14:17, Chris Marshall a
écrit :
> As I'm still on ICE this looks very interesting to me. One hurdle for
> switching to Houdini, for us as a very small all round shop, is the cost.
> Simple as that.
>
> On Tue, 13 Aug 2019 at 12:29,
Q-UqBL6nxPjg57otK-Cb54QP0tQ0ePveeLto=0mSjM2nEQHqRLJEsDuZ_kFiHsPtzBvrTfytR5wD0_18=>
>
> On Fri, Jul 20, 2018 at 2:30 PM, Graham D. Clark <
> mailgrahamdcl...@gmail.com> wrote:
>
>> It’s still going afaik as I still get them. Last one jul 5th. They are
>> just infrequent.
>>
>> On Fri, Jul
e email list was July 5th, which feels
> about right for the level of activity there.
>
> On Fri, Jul 20, 2018 at 5:27 AM, Olivier Jeannel
> wrote:
>
>> Yeah maybe, but this is not the same service imho.
>> Maybe I'm old fashion, but I really like the way private mailling l
ord>Think Procedural?
> That list is quite active.
>
>
>
> Rob
>
>
>
> \/-\/----\/
>
> On 20-7-2018 11:16, Olivier Jeannel wrote:
>
> Noo please no.
>
> I asked on FB, but nobody gave answer.
>
> John, could y
prised if SideFX had retired it.
>
> On Fri, 20 Jul 2018 at 08:06, Olivier Jeannel
> wrote:
>
>> Hi guys,
>>
>> A bit weird to ask this here, but since some of you are registred to the
>> sidefx-houdini-l...@sidefx.com
>> Is this list still working ? Al
Hi guys,
A bit weird to ask this here, but since some of you are registred to the
sidefx-houdini-l...@sidefx.com
Is this list still working ? All my mails are returned with an error
message.
Thank you :)
--
Softimage Mailing List.
To unsubscribe, send a mail to
I'm still in contact with Halim, Cyril and François who worked on Monster.
What do you need ?
2018-05-18 5:56 GMT+02:00 Jeremie Passerin :
> I worked on a Monster in a Paris, though I wasn't a facial rigger but I
> worked with them.
> I also do facial rigging at Blur. It's
Fossilization, fossilisation everywhere !
Joke asside, this list rocks, each time someone is lost in a migrating
software this place is still one of the best place to ask.
2018-05-14 19:41 GMT+02:00 Ponthieux, Joseph G. (LARC-E1A)[LITES II] <
j.ponthi...@nasa.gov>:
> Speaking of jurassic, I was
I'm from an old fine art degree. Proceduralism and other math / vector
thingy are the best creative things that happened to me :)
2018-05-10 21:32 GMT+02:00 Graham D. Clark :
>
> On Thu, May 10, 2018 at 4:54 AM, Alastair Hearsum <
> alast...@glassworks.co.uk> wrote:
>
is this better ?
https://urldefense.proofpoint.com/v2/url?u=https-3A__discord.gg_WeSFNAR=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=exUWHOX5ZN30hhAiFWdVhdcuYDSFa31L66r9OPK34ls=TijrNwfEo70KySWqPgFY2D_auNmmSARhsKYRIDigbBk=
2018-05-09 16:35
Eeeer actually there are a lot of guys working on H in Paris. Checkout some
french Houdini discord
Funny you found vex convenient and vops cumbersome :) I'm the opposite ;)
2018-05-06 19:28 GMT+02:00 Jordi Bares :
>
> On 5 May 2018, at 17:52, Laurence Dodd wrote:
>
> Hi Jordi,
> PS. I am thinking… would it be of interest for you guys if I talk to
>
For the motion work I believe Houdini is far superior to C4D. Last C4D user
I talked to told me the normals aren't exposed in Maxxon's software...
2018-05-03 15:17 GMT+02:00 Jordi Bares :
> Is it realistic assuming anyone at all (except someone with a brain the
> size of a
Paul is learning Maya ? What world are we living in ?
2018-04-30 14:55 GMT+02:00 Matt Morris :
>
> Commiserations :( Its why I'm girding myself to learn python finally.
>
> You can avoid set driven keys pretty much with utility nodes in maya,
> something like remap values
Dbiq9xjKeuKKdUEoDmBlGUHU=CoOXDIM8Eh19bcQ5px1W3GDdlV7ppIFavNMDwvQfaLU=>
>
>
> On 4 April 2018 at 19:58, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> Hey Ed, could you expand your answer a bit ? Just curious, Touch Designer
>> ?
>>
>> 2018-04-04 20:25 GMT+02:00
Hey Ed, could you expand your answer a bit ? Just curious, Touch Designer ?
2018-04-04 20:25 GMT+02:00 Ed Manning :
> On Wed, Apr 4, 2018 at 11:45 AM, Chris Marshall > wrote:
>
>> How does ICE get phased out?
>>
>
> Slowly.
>
> But actually --
apologies :)
2018-02-22 14:14 GMT+01:00 Frederic Servant <frederic.serv...@gmail.com>:
> It's *kik* :)
>
> On Thu, Feb 22, 2018 at 11:16 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Vous êtes chics les gars, merci Kick !
>>
>> 2018-
Vous êtes chics les gars, merci Kick !
2018-02-22 11:51 GMT+01:00 Lee Hallett :
> Open source XSI... Oh... if only...
>
>
>
>
> On 21 February 2018 at 16:00, Gregor Punchatz wrote:
>
>> Amazing!!! Thanks!
>>
>> Now if they would just open source xsi
>>
Maya : File/Quit
Open Softimage
Reassign localy
Just kidding ;)
2018-02-12 18:17 GMT+01:00 David Saber :
> How can I select a bunch of vertex in Maya and tell him they should be
> assigned to one bone only?
>
> --
> Softimage Mailing List.
> To unsubscribe, send a
I think it's in that documentary, how Phil Tippet handled the transition :
Fascinating era ! Phil Tippet said it almost killed him to switch from hand
animated stop motion to CGI.
2018-02-09 20:34 GMT+01:00 Stephen Blair :
> Real Troopers, 1997
>
Hi there,
I'm trying to put all my personnal HDA into an external folder, something
like :
D:\otls
I tried to modify the HOUDINI_PATH in the houdini.env text file, but no
luck.
I already have
HOUDINI_DSO_ERROR = 2
PATH = "C:/ProgramData/Redshift/bin;$PATH"
HOUDINI_PATH =
Hell yeah !
2017-12-29 17:00 GMT+01:00 Stephen Blair :
> Dec 2003
> *3995 bucks says you're going to want to call your reseller*
>
Sorry late, Merry Christmas to all survivors !
2017-12-25 17:07 GMT+01:00 Pierre Schiller :
> Thank you!!!
> Cheers to all of the members!
> Happy hollidays.
>
>
> On Dec 24, 2017 4:41 PM, "Jason S" wrote:
>
>> Like the title says :D
>>
Yeah Thank you ! But please, come around say hello and give some new ;)
2017-12-22 17:07 GMT+01:00 Ed Manning :
> Wow, Eric. Thank-you! And Merry Christmas.
>
> On Fri, Dec 22, 2017 at 2:42 AM, Vincent Langer
> wrote:
>
>> Thank you, Eric!!!
>>
>> I
Hi,
For a Camera that renders with DOF, I'm using an expression in the "Focus
Distance" field of the camera object.
distance(ch("../null_focus/tx"),ch("../null_focus/ty"),ch("../null_focus/tz"),ch("../Real_DOF_cam/tx"),ch("../Real_DOF_cam/ty"),ch("../Real_DOF_cam/tz"))
Where "null_focus" is where
Ah cool, thank you !
2017-12-08 12:06 GMT+01:00 Cristobal Infante :
> A nice rigging introduction series created by sidefx.
> Hopefully we will start seeing more resources like this in the future!
>
>
Well that's a double flashback for a double EOL.
On Friday, November 24, 2017, Stephen Blair wrote:
> Even the best animation system is not complete without the extendible
> capabilities of a fully functional, high-quality rendering solution. With
> *mental
> ray*,
tal ray. It was also not documented very
>> well in the advanced areas. You had to really figure it out on your own.
>> While the documentation was accurate, a lot of it didn't make sense until
>> you already know how the renderer worked. But once you did, you had a lot
>>
MR wasn't heaven, but it's again another widely used abandonned software.
Of course the provider will never tell the user that he has stop its
development, no, instead the users finds out waiting months, then years,
that nothing happen or changed on the platform he thinks everything is fine.
So, I'm "friend" with Michael Arias on FB ! :)
I followed a link to his site, and found that cool bio :
ompare
> SRTs of two objects, if I'm correct) to get delta.
> Or, to constrain the parent.
>
>
> --
> *From:* Olivier Jeannel <facialdel...@gmail.com>
> *To:* Official Softimage Users Mailing List.
> https://urldefense.pr
Example yes please ! ;)
For a "Look at", how do you set this up so that the rotation affects the
pivot at obj level ?
2017-11-11 22:12 GMT+01:00 Jordi Bares :
> Sorry I arrived so late to the conversation…
>
> Regarding the CHOPs implementation, I feel it is a great
g experience. The success of ICE was fuelled by the compounds
>>>>> that acted as a gateway drug to the inner workings. I thought maybe that
>>>>> Kraken would develop into that gateway drug, but after seeing experienced
>>>>> riggers feeling
_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=PYzfW3IPj66xA_eMIVqDWM23dj0QZfHa62cLHUWbJJ4=gHZGmBMLjoUFojxbv0S6mgmhf_4NxeS9jkwjUC-A_5o=>
>
> On Thu, Nov 2, 2017 at 2:57 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Hi there,
>>
>> I'm "discovering" the constraint beha
hings seem to
> change so much, and sometimes things do work.
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Olivier Jeannel <
> facialdel...@gmail.com>
> *Sent:* 02 Novemb
The worst beeing if I middle clic on the object constrained, I can read
some r(x,y,z) values that are the correct local rotation, I just don't know
how to copy them back to the rx ry rz at object level :/
2017-11-02 7:57 GMT+01:00 Olivier Jeannel <facialdel...@gmail.com>:
> Hi there
Hi there,
I'm "discovering" the constraint behaviour in Houdini (never used it before
whatever version).
So, I'm using that new "LookAt" in the Constraint shelf and it builds that
Chop constraint.
Where I'm confused, is that while the geometry is aligned at SOP level (ie
: faces prims are
https://urldefense.proofpoint.com/v2/url?u=http-3A__fabricengine.com=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NGIA25JXPveaf5MIyjSYphp-EdBdUfzUWDPJRUxHmAc=7kg20PfKIhjC7adrNpSQ_8q1HKu7LJUyPif5TKQJYh8=
--
Softimage Mailing List.
To
nt really need plugins with
> houdini since it's so modular and formulaic, so I guess that leaves it to
> like renderers?
>
> On Wed, Oct 25, 2017 at 11:49 AM, Jonathan Moore <
> jonathan.moo...@gmail.com> wrote:
>
> Love that Cryptomatte could only make the end credits! Sid
https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_239828144=DwIBaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=xtNOPMc7CIvsMRC12GasVDnF3DJgI5AoI-yF_BE8Brs=LMP7dObCPNc32YJCv8R-C0fv1DYOh-uAu7iP2TnTfhY=
--
Softimage Mailing List.
To
Go Houdini !
16.5 anounced btw
https://urldefense.proofpoint.com/v2/url?u=https-3A__vimeo.com_239828144=DwIFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=N2Vb-j_1yEG1T7iLmOyceqou2RUR5O3T-54diimY1bs=aqjODiL6tOfYklM1tlalzeu6S3ti1FGkrL2LYitI4-w=
Tekkon kinkreet was a shock !
2017-10-20 16:09 GMT+02:00 Jonathan Moore :
> Ta, really enjoyed that.
>
> On 20 October 2017 at 14:23, Stephen Blair
> wrote:
>
>> 2003 xsibase interview with Michael Arias
>>
Not sure I understand you well Jopseph, but here a little tutorial with som
"gem" about the tree view
It's been announced in the latest 2017 talk, by Michael Goldfarb I think,
is the autorig for quadruped out ?
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in the subject, and reply to confirm.
udini gestion of particles integrates perfectly swell in
> that management of audiences. Netflix also.
> Art is about Joy, inspiration, visionnary, invention.. Engeneering is
> about enslavement and vacuum. Apocalyptic.
>
> so in regards to this i d be entertained to know if there a
and wan't to learn rigging completely as well
> This one is a bit stopping point for me at the moment.
> ᐧ
>
> On Sat, Oct 7, 2017 at 4:03 PM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> I've moved to Houdini. If by far Softimage was easier or more friendly,
I've moved to Houdini. If by far Softimage was easier or more friendly, I
found that Houdini provides a never ending learning curve with unlimited
possibilities.
If you're not affraid to learn and want to give 3D some little sense, I
strongly suggest you (patiently) give Houdini a go.
2017-10-07
No time, everybody at AD is busy improving Maya.
...Just kidding, sorry :/
2017-10-02 10:11 GMT+02:00 Rob Wuijster :
>
>
> I just want to thank AD to have me work with resellers again regarding
> Arnold licenses.
> In this day and age, with automated web-stores and all, I just
ndeed pretty fast, 5.1s including scatter. Without the scatter is
>> 2.0s
>> Very nice Oliver.
>>
>> On Fri, Sep 29, 2017 at 1:44 PM, Olivier Jeannel <facialdel...@gmail.com>
>> wrote:
>>
>>> ok thank you, we have the same scene.
>>> On
B6v9M9ynYwgFwuhyA6Jag_3nGqmno=>
>
> I tried with 350,000 points and 10 packed primitives and took 13s from
> those 2.5s are from the scatter node.
>
> On Fri, Sep 29, 2017 at 12:35 PM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Can you send me a
ced that if you visualize any node inside the
> compiled block, the cooking time is longer. Also measuring the with
> compiled blocks on the performance editor should only show the compiled
> block nodes, it doesn't any node inside of them.
>
> On Fri, Sep 29, 2017 at 11:34 AM, Olivier J
very similar setups with compiled foreach
> block and found the performance to be fantastic.
>
>
>
> On Fri, Sep 29, 2017 at 10:19 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Have you tried his setup ?
>> I'm talking about that one :
>> https://urlde
n Fri, Sep 29, 2017 at 9:46 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>> Yes I did remember :D
>>
>> 2017-09-29 10:25 GMT+02:00 Dan Yargici <danyarg...@gmail.com>:
>>
>>> Did you remember to tick "Multihread when compiled" o
Yes I did remember :D
2017-09-29 10:25 GMT+02:00 Dan Yargici <danyarg...@gmail.com>:
> Did you remember to tick "Multihread when compiled" on your foreach_end?
>
>
> On Fri, Sep 29, 2017 at 8:38 AM, Olivier Jeannel <facialdel...@gmail.com>
> wrote:
>
>
Mmm, unless I made a mistake replicating his copy + switch + compile, I'm
getting a rough 33s to copy 10 object other 35 points.
2017-09-29 8:34 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
> Nice read. I'll try to replicate the last setup to compare specs.
> I really won
3A__www.toadstorm.com_blog_-3Fp-3D493=DwMFaQ=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA=NIPJF89o1z2Sf-yJSnls9v63QFl5b0y4nhmUBf8UWkg=h4hreQntQUMdMiO3LeMrJyHXHEyKLnKAKoxAMLdA0yo=>
>
> Enjoy.
>
>
> On 25 September 2017 at 16:22, Olivier Je
and here's the hip.
Please consider it's wip, but do test and give feedback :)
https://drive.google.com/open?id=0B1QqhXD7Y15qQXJUU1ZPanZTVzQ
2017-09-26 11:04 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
> @Anto, I think it's what I do :)
>
> 2017-09-26 10:34 GMT+02:0
umber for importing the point attributes from Scatter Sop
> or like.
> While it is a bit complicated, method is quite fast, easy to repeat, and
> it allows any kind of deformation on each "instance'', before-after
> spreading. With some playing by expressions and custom paramet
Kind of rooky question that I already asked but...
So I have that "problem" with the copy sop (copy to point, whatever) when I
have to do a copy with multiple input objects.
It was something really easy within ice with high performances.
I watched the sidefx tutorial, and so far I undertstood
Hi quiet list :)
I've made a super simple HDA where a group of point needs to be selected to
create a group.
In edit "parameter interface" I exposed the Base Group, but the little
arrow "BUTTONS_reselect", when is clicked, gives this error message :
Traceback (most recent call last):
File
Is it about their new rental thingy ?
2017-09-05 13:48 GMT+02:00 Rob Wuijster :
> Do other people on this list get emails from AD regarding your Arnold
> contract?
>
> I got an account + login, but cannot anything related to my Arnold license
> when logged in.
> Also, the new
utomatically scale from the prim centroid (or an average centroid position
> if more than one poly is selected). I'm sure you know this already but a
> right click on the manipulation gizmo allows you to select the
> transformation space.
>
> On 15 July 2017 at 09:44, Olivier Jeannel <
Hi there,
I found myself trying to model something in H16 and I stumble on how to
scale each selected primitives around their own center ?
A bit like the when you scale with the Primitive SOP with $CEX, $CEY, $CEZ.
I'm looking for the same behavior, but while modeling (I don't want to drop
a node
Hi all,
In houdini, where can I get a list of all internal attributes (point and
prim) ?
I'm looking for something like the "point reference frame" (in xsi ice), a
matrix per poly attribute.
In fact, I'm trying to set some static attributes back on an animated
geometry.
I know there is a sop
https://xsisupport.files.wordpress.com/2016/08/xsi_6_brochure.jpg
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
"unsubscribe" in the subject, and reply to confirm.
Hi guys,
The work is very calm these days, I'm having a vague desire to have a look
at game engines.
I think I have this old fantasma of working on a video game is coming to
visit me again...
I have started a beautiful shooter space tutorial on unity, I'm starting to
see my limit with the
Hi,
I feel stuck (probably stupidly)
I'm in VOP
I have a geo with several primitives (lines / strands), each primitive has
a different number of points.
I can know how many points per primitive there is with @numvtx.
I've build an array of sub indices per primitive (with a for loop)
prim0
I'm glad someone shows what's really behind the scene !
2017-06-13 13:18 GMT+02:00 Ognjen Vukovic :
> he has some softimages stuff to. But the vex based pbr is insane.
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>
I saw some part of it (the Houdini) great event Probiner ! Loved the jazzy
piano in the background :)
I'm very fond of that type of inter software workflow, Ices to Houdini in
my case.
Btw, does your Houdini curve deformer have a "parallel transport frame"
matrix calculation ?
It's the method
while looking for a definition of non-manifold vertices, I found this.
http://3dprintingninja.blogspot.fr/2014/12/non-manifolds-automatic-fixing-methods.html
no idea if its worthy.
I would try the houdini way, I'm sure there's a sop somewhere that has a
function to solve this...
2017-06-09 1:59
I mean the* 840* could hold max 2gpus
2017-06-06 20:24 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
> I was told the 820 can hold max 2GPUs. Did you remove the "air tunnel" ?
> Someone on the RS forum couldn't fit 2 cards, he had to let the case
> open...
> My
for 2 GPU’s but three is a stretch).
>
> Both of the Z620 and Z840’s are reasonably old now but the litmus test for
> me is that they run Oculus/Vive apps at maximum quality settings so I
> believe I’ve still got a few more years in my investment.
>
> On 6 Jun 2017, at 19:00, Olivier Je
Forget the Z if you're going gpu
2017-06-06 19:57 GMT+02:00 Jonathan Moore :
> Agree with Rob. For a comparable budget, you’re far better going with a Z
> series workstation from HP. Even better get into a lease arrangement where
> you’re guaranteed the latest hardware
You may want to join a suicidal-group hotline, or maybe turn yourself to a
religion ?
Sorry, couldn't resist :
Good luck ;)
2017-05-31 15:19 GMT+02:00 Enter Reality <3dv...@gmail.com>:
> After 3 years here is my situation:
>
> - Modeling: Trying with Maya, fuck it, use Softimage
> -
intersect>.
> I'll keep the normals issue in mind, thanks.
>
> Anyway, is there a way of viewport debugging as in ICE (show properties)?
> I'm using print to show the values in the console atm, but that doesn't
> work really when you need to see which point has what value...
>
&
the intersect node in VOP ?
If I remember correctly, beware of the length of your normals, they had to
be long enough to "hit" the surface. ie don't normalize them.
Yeah, Houdini is deep, not always easy..
2017-05-19 8:53 GMT+02:00 Thomas Volkmann :
> Thanks guys!
>
>
And here's a full vop version, using MakeSpaceTransform and picking the
object from there.
The Gif compression ate the violet color, but MakeSpaceTransform outputs a
matrix4 ;)
[image: Images intégrées 1]
2017-05-18 20:33 GMT+02:00 Olivier Jeannel <facialdel...@gmail.com>:
> Again for t
Again for the Matrix from obj level :
In a Wrangle :
matrix m = optransform('/obj/null1');
@P *=m;
Found the solution at tokeru :
http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex#Get_transform_of_objects_with_optransform
2017-05-18 20:26 GMT+02:00 Olivier Jeannel <facialdel...@gmail.
For the Matrix from Obj level
http://forums.odforce.net/topic/15262-how-to-get-world-coordinates-at-the-geometry-level/
There's an opxform_vops.hip to download.
$out1 = optransform($next);
The autor uses an "inline" vop, which is new to me, and it has a fat
documentation :/
2017-05-18 19:58
Not a specialist of these geo to sop manipulations here.
But, if you "object merge" the null (/obj/null1/point1), with Transform
"Into this object" you can have access to its "P" position.
Surely there's a good way to have the full matrix...
2017-05-18 18:58 GMT+02:00 Thomas Volkmann
Hi,
I rarely use CHOP.
The only use I found (that was explained to me by my friend Jerome
Pastorello) is to use a CHOP network to add some Jiggle on the Position and
on the Orient of some already animated points.
Basicly the CHOP nicely overshoots the P and Orient, resulting in a
pleasant
Agree Christopher @primnum ;)
2017-04-27 12:17 GMT+02:00 Christopher Crouzet <
christopher.crou...@gmail.com>:
> I've just tried what you said and in fact the unified noise doesn't even
> seem to use the full [0, 1] range as one would expect from reading the doc.
> At least not in H13. Or maybe
I found the Unified noise slower than the other noises. No ?
2017-04-27 11:42 GMT+02:00 Andy Nicholas :
> The `Unified Noise VOP`, which is a fairly useful node that outputs all
> the noise values in the [0, 1] range, takes pretty much all of its logic
> from the
w
>>> how I manage to misread emails that well but I'm pretty good at it!
>>> Anyways, the function `pcfind` returns point numbers, so then you can just
>>> loop over them and use the usual methods, such as for example `point
>>> <http://www.sidefx.com/docs
loop over
> them and use the usual methods, such as for example `point
> <http://www.sidefx.com/docs/houdini/vex/functions/point>` to retrieve
> other attributes.
>
>
> On 27 April 2017 at 12:33, Olivier Jeannel <facialdel...@gmail.com> wrote:
>
>> Still
Still in the VOP band wagon here :/
2017-04-27 7:22 GMT+02:00 Christopher Crouzet :
> The `Unified Noise VOP`, which is a fairly useful node that outputs all
> the noise values in the [0, 1] range, takes pretty much all of its logic
> from the `pyro_noise.h`
Hi,
I doodled around the idea of strands and came with a setup that is similar
enough (I believe) to what we have in Ice Strands.
25min long though :/
Average English :/
https://vimeo.com/214095798
2017-03-04 14:26 GMT+01:00 Anto Matkovic :
> Hello,
>
> Thanks for linking.
Hi guys,
Does someone has an example of how addprim VOP should be connected ?
Let's say I have 10 points and want to add on big open polygon (line) to
them.
The internet is empty... (and oddforce is closed)
Thank you !
--
Softimage Mailing List.
To unsubscribe, send a mail to
I'm not a big fan of Dalvi's tutorials. They are nice, but going to the
more "fundamental" learning is the only way imho.
First it unties you from the tool
Second the execution speed. (Wich mean vex and or vop)
If I'm able to explode and rotate 20 primitives, making them go from
state to state
1 - 100 of 947 matches
Mail list logo