The other thread is too far down the page now.Get started for free. Houdini is fun and easy:https://www.sidefx.com/products/houdini-apprentice/
> Can't even export you meshIn the trash it goes
So I've been getting into RBD lately and I have a question for more experienced users:the material fracture node is relatively new and the fractures look pretty decent to me, but I'm not sure how much I should be leaning on it.Do people mostly stick with the material fracture node now or are they still relying on their own fracturing set ups (for speed or quality reasons?). How much time should I invest learning about manual fracturing workflows?
>>891220Learn the manual way (using voronoi / boolean / etc.). It will help you understand the principles and techniques of doing fracturing / RBD, rather than knowing which button to press.Once you understand how to build the basics from the ground up, it's perfectly fine to use material fracture as a shortcut.Same goes for any of those huge complicated new nodes that SESI has added over the years (Vellum solver, SOP level pyro solver, etc.)
>>891111See if this works, it did the last time I used apprentice: Right click the sop you want to export from, choose save as.
>>891370yeah bro haha who doesn't roll their own xpbd solver? vellum? pssshh amateurs..
>>891414i think he was talking about preset dopnets that are in sops these days, not the solver itself.
>>891414I don't mean you need to rebuild the actual solver from scratch, but try to do the basics manually first. In case of vellum, use the vellum solver in DOPs instead of the SOP wrapper to understand what kind of geo & attributes are needed. Problem with "only" knowing those giant SOP level wrappers is that once you run into an issue, you're basically fucked.I guess it also depends on what your goal is. FX TD? Then knowing all the low-level stuff helps a lot or else you're gonna be a monkey pulling levers for a long time (at least in bigger studios).I like to think of FX as creative problem solving. The better you know the simple building blocks, the more flexible you are in coming up with a solution.
>>891370>>891428thenks men. don't know why i've avoided rbd for as long as i have, but just sucking it up and learning it now. i usually set up dopnets for vellum or pyro myself, so not worried about dopland. got any tips for setting up attributes early that make managing constraints etc easier down the line? is part_name and material_type usually enough?
>>891102Why doesn't Houdini have edge attributes? I've always found this omission very strange. You could use them for edge weights for bevels and subdiv.
>>891446Because edges aren't a building block of geometry. Every element in houdini is a building block. Points define the 'skeleton' for lack of a better word, vertices allow for UV representation of an object (why a single point can be at any number of places on the UV space), faces define how the points are woven together, and prims define the individual objects.You don't need edges to represent the geometry at all.Even in subdiv, for example OpenSubdiv doesn't use edges as far as I know. All the creasing values are stored on the vertices. The workflow where you select an edge loop and give it a creasing value for example in max with the crease set modifier, it's just a user friendly way of working, but you're setting the attributes to the vertices internally.
>>891479BTW I'm not against the idea of them adding edges. The problem is that they seem to be pretty much convinced they aren't needed. I get where they're coming from, but I'm not sure if they won't end up adding them somewhere down the road, especially if they want to make Houdini accessible to traditional modelers. It's a necessity vs user friendliness situation.
>>891444Not sure I understand what you mean. But in terms of how I manage my stuff, I like to keep a separate piece attrib for each fracture. So "piece_01" would be unique for each piece of my initial fracture. I then fracture each of those pieces, assigning a unique "piece_02" attrib and so on. Then depending on what you are doing, you can easily construct an attrib to iterate over. For example, wanna create constrains between the big pieces? Use name = piece_01Wanna add clustering to the second fracture? use name = piece_01 + "_" + piece_02while using piece_01 to iterate.Not sure if that answers you question, I might have misunderstood it?
>>891479Does that mean the edge weight in Houdini is an average of its point weights? I haven't tried it in Houdini, but in Blender vertex and edge weights clearly have different effects, and you can't emulate the later using vertex weights.
>>891535In Houdini speak points and vertices are two different things. Crease weights set on edges are stored in vertices but not points. If a crease is created on a point group I bet it behaves exactly like Blender "vertex" creasing.
>>891529i was thinking more about setting material properties and constraint properties in big easy batches down the line. so tag material type early on as a point attrib and it flows through into constraints and proxy geo for easy adjustment pre-sim. t bh i'm still very early into rbd so it'll take me a few projects to just organise my thoughts and come up with a decent workflow. tyvm.
Gentlemen, post more research and development.
i want these big box things to be not colliding with anything and be constrained to the car. i added collisionignore attribute and that kinda worked without constraints, but as soon as i glue those boxes to the car, they start collide with everything (car, ground) againany help?
>>893120Is it necessary for the boxes to be part of the sim? If not, I'd use the extract transform SOP to get the car's position and rotation and merge the boxes with the car's transform applied after the sim.
>>893121i'm using them as proxies to be able to open/close doors, so yes, they need to be the part of the simulation
Does someone know if there is a "copy flipped keyframe" function? Doing it in the graph editor is taking a lot of time and I was wondering if there's something to help me animate faster
has anyone downloaded that matrix project and looked at the hip files yet?
>>891102How long does it take to learn Houdini in order to make six figures?
>>893778Depends, how good are you at math?
>>891102Why would I pay for Houdini when Blender is free and better?
>>893790You'd need to have more than 70IQ to understand why
>>893792Blender is free and it has geometry nodes just like houdini. Don't act like you're the smartest asshole in here. If you were that smart you'd stop sending money to big corporations and you'd stick to FOSS.
>>893790Efficiency and better simulations.Until Geometry Nodes has something close to VEX, I feel like Blender procedural modelling is far behind.
>>893802>Efficiency and better simulations.Bullshit. Blender is better at this too because it's free and it does a better job.
don't reply to him.
>>893802>>893800>>893792b-but it's freeeeee!!!
>>893817Yes, rent free in your head. Keep paying for inferior software faggot. Blender is quickly becoming an industry standard in most studios. It was used in Man in the High castle. Ian Hubert uses it, Tangent Animation made Next Gen and it looked way better than Big Hero 6 made on Maya. Cope seethe and dilate.
>>893844Piss off to the Blender containment thread and leave the chads alone you dumb piece of trash. You're to retarded to even attempt a conversation in this thread.
Is it better than VEX? Can I brick my GPU if I play with it too carelessly?
>>893850Houdini users are just like Quora users: they're a bunch of fart sniffers who think they're smart. And I'm not going to the blender thread. I'm staying here as long as you won't admit that Blender is superior to your paid crap. Deal with it.
Is Modeler 2022 worth it?
>>893867>that Blender is superior to your paid craplmao
>>894153buy it and release it to us
>>893867what the fuck are you even trying to achieve here you retarded freegger? fuck off back to figuring out keyboard shortcuts
Do I need to learn VEX to do procedural modelling?
>>894210hot take: you need to learn vex to make houdini worth using, period. good thing it's very easy to pick up and a little goes a long way.
>>894219help me learn vex, senpai. I need tuts
>>894225pick your poison:https://www.youtube.com/watch?v=k4q1UQp4x6Uhttps://www.bilibili.com/video/BV13K4y1J7Fhhttps://www.tokeru.com/cgwiki/index.php?title=JoyOfVexhttps://www.youtube.com/playlist?list=PLzRzqTjuGIDhiXsP0hN3qBxAZ6lkVfGDI
>mfw COPSfix it you filthy canucks
How do I turn off this blue highlighting of unshared edges? Never noticed it before, must be a new feature.
>>894518it's not new, but now it can be toggled with the button in the middle of this pic. previously you had to use the viewport options
>>894608Thanks, I may have accidentally clicked that and forgot.
got tired of lookin at houdini so been doin sum p5js. it's good fun; would recommend if you're already used to vex.
It might be a stupid question but is there a valid usecase for making animations in Houdini for games instead of doing the traditional way in Maya or whatever?
>>894898Valid usecase = cleaning up mocap en masseWould only work with a really good pipeline.Wouldn't recommend for keyframed animation.. trust me.
>>891111>>891400Use a File SOP. Set mode to Write Files. Choose destination, file name and extension, check display flag on node to save the file. This is the simplest way for OBJs, but you can save FBX and Alembic with it too.For FBX or Alembic with more control, use a ROP FBX/Alembic node.
Does anyone here know how to assign textures with mtlx? Currently attempting to use several mtlx image nodes into a standard surface as my output (in a blender sort of fashion) but I can't seem to get it to stop tiling after trying several methods.If anyone knows a standard or good sort of way to make wrapping work I would appreciate it.I've saved a UV from the geo/mesh but I'm not sure how to properly apply this using mtlx
Houdini is for nasty chudcels who can't into 3d. Blender all the way.
>>895215Post work chud.
anyone know how vellum constraints are "attached" to their corresponding geo?i can't find anything like a name attribute.weirdly enough if i do a copy and transform on geo and constraints after creating them, it just werks. don't get me wrong, that's a nice surprise, but why does it work?
>>895850vellum constraints use the same points as your input geo, check point numbers. there is no attachment, it just werks because it's the same geo, all the constraint specific attributes are stored in primitives which are ofc different.
>>895855oh fug, that's very clever.
>>895217This board is dead with the influx of braindead conservatives. you guys dont deserve to see anything made by anyone ever.
keepin my bois fed:r'way - advanced magichttps://www.bilibili.com/video/BV1uT4y167eW
>>896166cool thankscan we follow along without assets?
>>896192I've only had a quick skim and the legit course itself doesn't seem to provide any assets at all - there's a video telling you to just buy props you need. The ship he's using is from turbosquid.Plus I think its missing half the course videos, but they'll show up in a week or two
>>896232>Plus I think its missing half the course videos, but they'll show up in a week or twoActually, I think I'm wrong about that
>>896166Many thanks, friend.Have a great one
>>896340> that gifThanks for the nostalgia
>mfw vellum sack full of other vellum objectsaaaaahhhh go faster
Any recommended webinars or shows where the tutor actually tries to teach something instead of flexing his skills like a faggot?
>>896427webinars are for flexing, tutorials are for teaching.
>oh boy a houdini thread, theres gonna be some cool WIPs to look at it in here.
>>896434nobody is going to post their hard work and node setups on 4chan of all places. Get a grip.
>>896435sir please post mesh developability implementation in opencl
>>896427houdini simon and official houdini youtube channel are pretty good. I don't think I've had to look elsewhere for anything in 2+ years of using houdini
>>891102Why are women such bosses in Houdini?https://youtu.be/9MEs4cezPGk?t=595Look at her vexing the fuck outta this battle. How can I learn this power?
Does this look right for a minimum viable manual convex decomposition set up with copies or am I complicating things?
>>897015You going to make Henry sad :(He swings by sometimes
Neato, Steve knipping did the new project titan tutorial. Basically a free applied Houdinihttps://youtube.com/playlist?list=PLXNFA1EysfYkQeOKNeETuaiR3zw7sFFLE
Is it a good idea to start making HDAs for Unreal Engine 5 yet or should I stick with UE4? I learned making them with UE4 but most of my HDAs are very basic procedural assets. Now that I'm tackling serious stuff and want to start making a prototype for my game, I was wondering if it was safe to start using UE5. Any experience someone can share?
How does it feel knowing SideFX and Houdini will inevitably be acquired by Autodesk?
>>897185SideFX is a private company. Fuck off.What is it with you faggot, shitting up this board? Kill yourself.