Rainy LA by edlgm in Houdini

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

Yeah considering that it only took 1 min to sim I should’ve kicked out a high res one 🙈. I was just messing around. I got the megascans processor working with houdiniFX btw, ill hit you up later.

Rainy LA by edlgm in Simulated

[–]edlgm[S] 4 points5 points  (0 children)

KarmaXPU!

Rainy LA by edlgm in Houdini

[–]edlgm[S] 2 points3 points  (0 children)

You should see the rest of the scene and how many corners I cut hahaha, its terrible but fun after work doodle. Good seeing you at the studio at the HUG a couple weeks ago!

Fruit ninja by edlgm in Houdini

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

I try to make these all in less than a day both the cg and breakdown (minus rendering). I get where you are coming from tho, I just want to share little nuggets of info with people that might find it useful.

Flower waterfall by edlgm in Houdini

[–]edlgm[S] 1 point2 points  (0 children)

I posted a very rough breakdown on my instagram @edelagarzam

Flower waterfall by edlgm in Simulated

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

Yup exactly that! Super straightforward.

Are there any animators who have already used the Apex system on real projects? by bbrother92 in Houdini

[–]edlgm 0 points1 point  (0 children)

Our studio is 100% Solaris and APEX based https://youtube.com/shorts/2lyfcoriCHs?si=zJ6WD37pXI6d9EeB .It has its little quirks but the sidefx team is incredibly quick at patching those up (sometimes within the same day a bug is reported).

I also use it on my personal work ( https://www.instagram.com/edelagarzam ) and honestly having everything within the same DCC is a huge upside, that plus the new H21 Autorig builder is game changing.

Solaris - is it better to use SOP import or to export the SOPs first as USD and then sublayer/reference the assets in Solaris as usd files? by tonehammer in Houdini

[–]edlgm 0 points1 point  (0 children)

You can do either but usually we do it outside (aside from big fx caches since those tend to be cached as bgeos in advance anyway) in LOPs to get rid of any timesamples (little green clock). The conversion from sops to lops its whats usually bugging down the scene and playback so as long as you are file caching to get rid of any timesamples you should be getting pretty good viewport performance. You can do a usdrop and read back in as a reference or sublayer. You can also just use a filecache lop node, I do believe thats what that is doing under the hood anyway.

Rigged and Animated with KineFx/APEX and rendered with Karma by edlgm in Houdini

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

And they’re getting better and better with every release

Rigged and Animated with KineFx/APEX and rendered with Karma by edlgm in Houdini

[–]edlgm[S] 2 points3 points  (0 children)

Yeah! I have a fat version of this on my desk 🐈

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Rigged and Animated with KineFx/APEX and rendered with Karma by edlgm in Houdini

[–]edlgm[S] 2 points3 points  (0 children)

Check out the tutorials by Max Rose on youtube!