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MJV

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Everything posted by MJV

  1. Haha yeah and the first time I watched was on a phone, so I see now it's available in 4K and it looks very clear now. 🙂 I have to say, Houdini being able to procedurally color points and use those colored points to shade a model procedurally is something I had sought in Cinema and found missing so it's great to see how point attributes can be used in still many other ways as well.
  2. I think that very unlikely to help. Dynamics changed in R26 so that could explain why it works for cbr.
  3. All the points were so small I couldn't really make out what you were trying to show, but I think I caught the jist of it. Thanks for showing and keep em coming. 👍
  4. I think the rolling could be convincingly achieved with xpresso as well.
  5. I would think photogrammetry to be more suited to terrain and other irregular and uneven surfaces, as all the smoothing in the world is not going to save this mesh.
  6. Don't you just drag the object from the am into the node network?
  7. Perhaps and It could also be that the names made sense at the time but not as much now. 🙂 (Remember how the SDS object in C4D was called "HyperNurbs" for like a dozen years before they fixed that?) Names have reasons when they're created that don't always survive convention. It's not something I'm going to get hung up about. I just wanted to make note of it for posterity, because we often forget the things that confused us early on if we don't make note of them at the time. Thanks for the node list. Looks like I have many to go but it's really fascinating working my way through them. 👍
  8. You could use a connect object to keep the cylinders separate, depending on your needs.
  9. Thank you both for your comments. I stumbled onto this cool Houdini training video which shows some nice stuff being done with normals which helped me understand that normals are built into the fabric of Houdini in surprising ways I had not considered, and that made me appreciate Igor's point about many things being based on them. It's probably the same with the other tools as well, but I do think the weird naming is detrimental to learning and web searching. Even if they are easy to remember once learned because the name is tangentially or linguistically related, the quirky names make them undiscoverable to first time users and also afaict suppress search engine results. When I search "Houdini 3D Weld" I see more results about other 3D software than I do about Houdini.
  10. It has struck me lately how many of the nodes in Houdini are not intuitively named. Recent examples I found are the Peak node, the Blast node, and the Fuse node. None of these nodes are named for what they do. ' Peak node is actually a Normal (as in poly normal) move node Blast node is actually a simple delete node Fuse node is actually a weld by distance node This would be kind of ok if not for the fact that they are undiscoverable in Houdini when searching using code words that should find them. For example, if you start typing "weld" into the tab menu, it only turns up nodes with those letters in them, not all nodes related to welding operations. So you can't find the Fuse node by typing weld into the tab menu. And if you search the Houdini help for weld, it too does not return anything about the Fuse node. Likewise, if you search for "delete" in the help file, it turns up no mention of the Blast node. Likewise searching for "normal" in the help file turns up nothing about the Peak node. So it seems like if you don't know the name of a specific node and what it does, there isn't much hope of finding it or anything about it without searching google instead and praying. Thoughts?
  11. Thanks. Pressing enter here does not put me in Camera state. Did you mean Escape key or Space Bar?
  12. Thank you Igor and Ei. I never heard of a 3D software that couldn't interactively change the camera's (virtual or real) field of view. I mean that's kind of astonishing to me. So, what I found from what you said is that if I create a real camera, one with its own node as apposed to the virtual camera used when no camera is selected, that I can change its aperture and focal length settings to change the field of view. Cinema cameras have this option too, but Cinema kindly tells you the fov result from those two values, like this: As you can see, Cinema also tells you what the equivalent focal length would be in a standard 35mm camera, which is also nice. In Houdini, non of this info is given and you simply have to calculate it all in your head if you can do that. The other odd thing is that without a shortcut to interactively change the camera's fov, I have to make a real camera in order change it, because only real cameras have that control. Also of concern: Cinema has a variety of navigation options that I don't know how to use in Houdini or are possibly missing in Houdini. In Cinema, these options can be found in preferences: Cinema users can also use their mouse and a modifier key to mark a pivot point around which the camera will always orbit until told not to anymore. This is very handy for modeling.
  13. If the goal is to composite this entirely in Cinema, use the Background object. It's the closest you can get to pixel perfect in Cinema. Background object only works with Standard and Physical. Also check the material sampling settings, though difference is probably negligible.
  14. Hi. I have many misc questions about Houdini and I don't know where to start so I just will start. Question 1: When navigating the Houdini viewport using Alt-Mousewheel, the camera moves in its z direction in 3d space. What key combination do I need to instead use to change the camera's field of view? Edit note: I changed the title of this thread because I realized that this one topic was going to consume more time and words than I anticipated.
  15. Peak That's actually just what i I was looking for. Thanks!
  16. Sorry I meant the last part as an unrelated request. Maybe I should start a new thread, but I just am currently, and maybe coincidentally trying to figure out how to translate a poly along its normal, unrelated to this discussion.
  17. Instead of arguing about this little thing could one of you please tell me what node allows me to translate a polygon along its normal. I thought the geometry node but I can't get it to translate along the normal.
  18. Because it has options to randomly scale and rotate the scattered objects, not having the third option of randomly translating the objects as well seems silly when looked at from a Cinema user's perspective, because the equivalent functions in Cinema would not be missing that option.
  19. That's how Igor did it in his video, but I see that as a workaround compared to being able to do it directly from the scatter node.
  20. Thank you. I feel like I also got a little introduction to Mograph like behavior with the copytopoints and the scatteralign nodes. Only thing that puzzled me a bit was why the scatteralign node has options for scale and rotation but no option for position translate.
  21. One thing I really like about Cinema is the ability to double click a referenced object and have that object selected for me in the OM. As a new Houdini user this is something I miss being able to do in Houdini. Please let me know if you are a Houdini user and there is something or some way similar to do this that I am overlooking.
  22. Good question. I thought it was something more straightforward but is it this?
  23. Does the new machine have a Redshift GPU license and is GPU activated in render settings?
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