has this been posted in here before? wordpress.discretization.de/houdini/
some really good stuff in here
has this been posted in here before? wordpress.discretization.de/houdini/
some really good stuff in here
Little tip that I have found useful when playing with the new bake tools: I really have been struggling to get an actually acceptable low poly out of Houdini’s auto tools like instant meshes or polyreduce. They get you halfway there but nothing I would consider super clean/shippable. One thing that is helping is the new game dev measure curvature, I throw one of those in after a remesh down to 50k or so to get overall curvature, take concave range to 10 and contrast/intensity to 3, blur a bit, convex to 0, single color value. Then polyreduce can use the color to guide the reduction while retaining detail across areas of high curvature. Starts to assist the silhouette preservation…
I still get holes, jagged polys, and artifacts quite a bit once the resolution gets down to game ready though. Definitely trying to find a great pipeline there.
Perhaps “LOD create” holds some tricks…
Exaggerated for effect but you get the idea
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194304/02/19/unknown.png
@Solitude @rich lord My sticky object setup… (hdas in next post)
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195604/01/19/DynamicConstraints_10.hip
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195604/01/19/rbdstickyconstraintsolver__1_0.hda
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195604/01/19/rbdpackedemitter__1_0.hda
agent full body ik
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191603/28/19/agentfbik.hip
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20192003/25/19/rbdpackedemitter__1_0.hda
@Jonesy this may be late and not sure if I know exactly what it needs but maybe something like this in a point wrangle ` int ptn = i@ptnum;
int s = chi(“stairs”); int f = chi(“floor”);
int l = s+f;
int spts = s*2; int lpts = spts+f;
int x = max(ptn%lpts-spts+1,0)+min(floor(ptn%lpts*.5),s-1); int y = min(floor(float(ptn%lpts+1)*.5),s);
int inc = floor(float(ptn)/lpts); int linc = l*inc; int hinc = s*inc;
v@P = set(x+linc, y+hinc, 0); `
hold on a minute
file incoming after current render is finished
Here, you can have the file first
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195303/21/19/LeeGriggsThing.hip
gahh took a while
but starsteps with landings
the conceptual idea is to take a larger stairstep of (x+y) steps in size, plus add to it a clamped sawtooth that has x steps of the clamped part and y steps of the unclamped part
scaling it all properly took a while 😃
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194403/21/19/stairsteps_landings.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194403/21/19/ee_stairlandings.hiplc
A few different renders of the pig head with the volumetric displace shader
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191103/21/19/LeeGriggsThing.hip
there’s letsenhance.io/ and a couple other free ones… or <developer.nvidia.com/gwmt> has deep learning superresolution and is in beta