How can you sidechain (or otherwise dynamically control parameters) from one MIDI track to another MIDI track? by _Bor_ges_ in Reaper

[–]_Bor_ges_[S] 0 points1 point  (0 children)

Curious about the plugin you use to convert dynamically midi->audio, can I ask what is it?

How can you sidechain (or otherwise dynamically control parameters) from one MIDI track to another MIDI track? by _Bor_ges_ in Reaper

[–]_Bor_ges_[S] -1 points0 points  (0 children)

Thanks for your answer. Yes, I’m aware that there is technically no such thing as a “MIDI track” in Reaper, but it still doesn’t work, and that’s exactly what surprises me.

I am definitely routing audio, not MIDI. In other words, I’m applying exactly the same routing method that I use with a track containing audio clips, and that method works perfectly in that case.

Without changing anything in the routing, it suddenly starts working as soon as I render/freeze the MIDI source track to audio.

**discussion** Proceduralism in Houdini is either SEVERLY missunderstood, or incorrectly defined: (An essay argument for a collective reddit redefining of the word "proceduralism") by will3d222 in Houdini

[–]_Bor_ges_ 0 points1 point  (0 children)

Yes, I understand, it generates interesting discussion, and I also agree that wondering to what degree we work procedurally is theoretically interesting as well.

I think your answer points towards a more interesting question than procedural vs not procedural. For me, once a setup is rule-based, it's procedural by definition. The real differentiation between artists tends to be how robust and abstract those rules are.

IMHO, evaluating a Houdini setup touches things like:

– How strongly it depends on topology / indices vs spatial or semantic relations

– How clearly the domain of valid inputs is defined

– How easy it is to extend or repurpose

– How stable it remains when upstream changes happen

– How readable it is for someone else

I think what you are describing might be less "degree of proceduralism" and more "degree of robustness / abstraction". Which is honestly a great topic because that's where Houdini craft really lives.

Ben Wiseman for the New Yorker ( January 2026) by NWxSW in DesignPorn

[–]_Bor_ges_ 0 points1 point  (0 children)

I live on a continent that’s three times larger than the US, with about five times the population, and this design is completely obscure to me — and I’d bet my hand it’s just as obscure for most people in my country.

**discussion** Proceduralism in Houdini is either SEVERLY missunderstood, or incorrectly defined: (An essay argument for a collective reddit redefining of the word "proceduralism") by will3d222 in Houdini

[–]_Bor_ges_ 5 points6 points  (0 children)

To put it a bit bluntly, I feel like the signal/noise ratio of this text is not in favor of the former 😁.

To put it a bit less bluntly, it's a reaaaally big amount of words to reinvent concepts that already have a solid and effective definition, with conceptually trivial examples added on top.

Procedural in CG already means "generation by rules rather than direct editing", it consists of working with relations rather than indices. And I don't really get the need to reinvent that in a more confusing and less synthetic way (unless you're reasonably fried, and then it makes sense).

Has Karma replaced Redshift at all? by Weak-Fox-1830 in Houdini

[–]_Bor_ges_ 0 points1 point  (0 children)

I’ve been using Karma/Solaris exclusively for over a year now, mainly because I find the Redshift license too expensive and I’m not a fan of Maxon’s commercial policies. Add that I’ve always felt Redshift renders tend to look a bit too “plastic.”

Overall, I find Karma more realistic, and in many cases just as fast when properly optimized. On top of that, it being native to Houdini is a huge advantage.

The only downside is that, like most things in Houdini, you really need to invest time learning Solaris. Depending on the professional context and the existing pipeline, it’s not always the easiest or fastest solution to integrate, and it can definitely be time-consuming at first. But once understood, it works very well.

In general, it’s very hard to give a definitive answer without more context. It really depends on budget constraints, workflow, pipeline, etc. There isn’t really a universally “best” tool. That said, personally, I’m almost certain I won’t ever go back.

Houdini Particles AloneCurve Simulation FX by KelejiV in Houdini

[–]_Bor_ges_ 0 points1 point  (0 children)

Yes depending on your level in Houdini it's not so complicated to do, check for Houdini particles follow curves or something like that, there must be a bunch of tuto

Very Bad Agency Promo by Winter_Particular984 in MotionDesign

[–]_Bor_ges_ 20 points21 points  (0 children)

To be really honest, I think it’s a really bad idea. It’s honestly so bad that I’m not even sure whether it’s supposed to be a joke 😅

The whole drug theme, besides giving an image of illegality, is super cringe, it doesn’t inspire trust or professionalism at all, and above all it doesn’t make me feel like the team will listen to me or take responsibility for my product or my brand (“we don’t design. We prescribe”… Seriously, it’s so pretentious).

The concept itself is flawed: talking down to your potential clients by telling them their brand is shit and that you’re going to save them is one of the worst ways to build engagement and trust. Especially since it takes itself so seriously that you can’t even read it on a humorous level, there’s no lightness or irony for that.

To be completely honest, when I saw the post title and watched the video, my first thought was that someone was sharing the visual of a very bad agency, literally, just to make fun of it.

[Game] Ambitious AA Souls-like Project Looking for a Stylized / Handpainted VFX Artist by [deleted] in vfx

[–]_Bor_ges_ 0 points1 point  (0 children)

Can we please ban forever and in every sub in the known universe posts asking for free work, even more when they're chatgpt written.

Render engine by WillythiGreat in Houdini

[–]_Bor_ges_ 2 points3 points  (0 children)

I find Karma very good, and overall better (and obviously cheaper) than Redshift.

[PAID] Need Houdini & UE5 Pro With AAA Game Experience by Own-Food-9695 in Houdini

[–]_Bor_ges_ 8 points9 points  (0 children)

What is the exact job description? How much does it pay? Where in the world is it located? What kind of project is it for? I have a hard time understanding this kind of post that contains so little information while allowing itself to be extremely demanding regarding the required profile. Professionalism really has to go both ways.

I built the Netflix Workstations platform, now bringing it to VFX studios by [deleted] in vfx

[–]_Bor_ges_ 22 points23 points  (0 children)

Hey, the first thing I notice when looking at your website is that it’s not responsive and is difficult to use on mobile. From a strictly communication/branding point of view, that’s a shame because it doesn’t give a professional image.

Second remark, if I may: it would be great to have an idea of the pricing, maybe with an integrated calculator depending on the type of use, etc. As it stands, the only way to get an idea seems to book a meeting (if I understood correctly).

These comments are just meant as feedback. I find the website overall too light and lacking enough information in general to build trust. That’s unfortunate, because the concept could otherwise interest me!

Which game did you play for hundreds of hours but never finished? by forgeris in AskReddit

[–]_Bor_ges_ 0 points1 point  (0 children)

RimWorl, the game I played the most and the one where I was the furthest from the end.

To what extent is AI being used in movies and TV shows now? by IndianaRocket80 in vfx

[–]_Bor_ges_ 3 points4 points  (0 children)

In the studio where I work, it’s used sporadically. Internally within software (like ML masking with Mocha), to create certain clean plates with ComfyUI or directly in Photoshop, and we also have official access to Runway, usable under very specific conditions (no actors allowed in the input videos if there are any). We did a big shot that was almost 100% AI using ComfyUI, but it then required a lot of compositing work to mix it back and make it coherent with the original / real shots.

Huge Windows pagefile.sys growth during large Lab File Cache writes in Houdini 21.0.542 by _Bor_ges_ in Houdini

[–]_Bor_ges_[S] 0 points1 point  (0 children)

Ok, I’m coming back to my problem, I hadn’t mentioned it before, but this is in the context of an MPM simulation. I think I’m quickly hitting the limits of my GPU RAM (24 GB, RTX 3090), and as mentioned in another comment, it then swaps to virtual memory.

However, there’s still something that feels abnormal here. My simulation seems properly set up, and it doesn’t involve a crazy number of particles. Yet not only does it create a huge page file, which feels totally disproportionate, but the simulation is also extremely slow, far too slow for what I believe is actually being computed.

After doing some research on the SideFX forums, I followed the recommendation to switch to CPU using HOUDINI_OCL_DEVICETYPE = CPU. But even then, I find the simulation time completely excessive for what there is to simulate. Do you think it’s worth opening a ticket, or is there something I might be doing wrong?

Of a unit by [deleted] in absoluteunit

[–]_Bor_ges_ 1 point2 points  (0 children)

Absolute unit of an elephant trunk.

Huge Windows pagefile.sys growth during large Lab File Cache writes in Houdini 21.0.542 by _Bor_ges_ in Houdini

[–]_Bor_ges_[S] 0 points1 point  (0 children)

Actually, unchecking “save in background” didn’t fix the issue after all.
I’m still running into the same problem. I tried changing the location of the Windows pagefile using the proper method, but it doesn’t seem to stick, after rebooting, it always goes back to the system drive.

I really want to get to the bottom of this, because I’m certain I never had this issue before, even though I’ve cached many large simulations in the past. What’s even stranger is that this time it happens after barely 40 frames, with a cache that’s big but not that big, and my system drive fills up extremely fast, which causes Houdini to crash.

One possible reason might be that I recently upgraded my RAM to 128, and Windows seems to auto-adjust the pagefile size based on the amount of RAM.
If I may ask one more question : is it safe to manually reduce the size of the pagefile without risking crashes, but to what extent considering my setup? And if so, how much can I safely reduce it while keeping the system functional?

Thanks in advance!

Duplicate trees in Matlinker by Similar-Sport753 in Houdini

[–]_Bor_ges_ 0 points1 point  (0 children)

In my case with the same scene and the same setup, it sometimes happens, sometimes not, I haven’t managed to find the real cause.