some Modo 'meshfusion' like modeling examples in H
some Modo 'meshfusion' like modeling examples in H
Looks like he rolled his own tools within a HDA
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
Re: some Modo 'meshfusion' like modeling examples in H
Nice that he still have energy to proceed. From what I heard, and a bit of personal experience, commercial addons are not going very well in Houdini environment. I've already offered full support , by stopping any further work on similar my simple tool.
We'll see how will go with re-meshing at intersections, afaik this part is ''holly grail'' of this story, hundreds of code warriors lost the battle in past, there are legends coming from Modo Mesh Fusion beta testing, so on. In any case, finally, there's something interesting to see in H world, when it comes to modeling.
We'll see how will go with re-meshing at intersections, afaik this part is ''holly grail'' of this story, hundreds of code warriors lost the battle in past, there are legends coming from Modo Mesh Fusion beta testing, so on. In any case, finally, there's something interesting to see in H world, when it comes to modeling.
Re: some Modo 'meshfusion' like modeling examples in H
Something like this that works would make me consider Houdini.
Re: some Modo 'meshfusion' like modeling examples in H
Modeling with the new Boolean node is quite a lot of fun in H16.
Not just for plain A-B, but also for more complicated stuff with loops and scatter-copies.
It's surprisingly stable for what it does when things get a tad more complex.
But don't get me wrong, some areas of H still make me want to break stuff
But the new Booelan node, hair, terrain and ocean tools are a huge improvement.
The moving away from SHOP for shaders into /mat is something that looks promising, but still needs some work. As does rendering/overriding stuff.
rob
Not just for plain A-B, but also for more complicated stuff with loops and scatter-copies.
It's surprisingly stable for what it does when things get a tad more complex.
But don't get me wrong, some areas of H still make me want to break stuff
But the new Booelan node, hair, terrain and ocean tools are a huge improvement.
The moving away from SHOP for shaders into /mat is something that looks promising, but still needs some work. As does rendering/overriding stuff.
rob
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
So long, and thanks for all the Fish!!
So long, and thanks for all the Fish!!
Re: some Modo 'meshfusion' like modeling examples in H
Now Houdini procedural stuff Procedural Aircraft Design Demo
[url]
http://www.the-working-man.org/2017/04/procedural-content-creation-faq-project.html[/url]
For me while can be useful is also restrictive.
[url]
http://www.the-working-man.org/2017/04/procedural-content-creation-faq-project.html[/url]
For me while can be useful is also restrictive.
Re: some Modo 'meshfusion' like modeling examples in H
This thing is on internet for about two years, afaik. Concept seems to be similar to character generators, Poser, Make Human an so - as long there's predictable structure, it can combine the elements. In case of different structure, flying wing when it comes to airplanes, or kind of alien in case of character generators, it won't work, I guess.Bullit wrote:Now Houdini procedural stuff Procedural Aircraft Design Demo
[url]
http://www.the-working-man.org/2017/04/procedural-content-creation-faq-project.html[/url]
For me while can be useful is also restrictive.
For me, best part is his great talent for 50s or early 60s aircraft design, also all that scratches, bolts, in same style.
Re: some Modo 'meshfusion' like modeling examples in H
this is now released ;-) and he his teasing the 2.0 version on Vimeo !
http://www.cgchannel.com/2017/04/alexey ... r-houdini/
http://www.cgchannel.com/2017/04/alexey ... r-houdini/
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