When doing a lot of rotoscoping this is not the ideal situation.Īdding to that is that I am really missing a shortcut for the eraser and softness. I'm using a Wacom Cintiq and I'm changing brush size using the CMD key all the time. I find the pressure and size not working in my Mac. Preferably selectable with keyboard shortcuts. It would be nice if we could utilize the pressure controls without a tablet in the same way you can do with Photoshop.Yes and having preset brushes would come in handy. Perhaps I'll do some experimenting in that direction in the near future. I hadn't considered hacking the pressure parameter. I have most of the code figured out (see the TaperedShapes tool), but I have not yet been able to crack the nut of accessing the points from the spline widget in the viewport in the fuse (I suspect I could do it with a plug-in, but I haven't ventured into those waters as of yet). UseFrameFormatSettings = Input ,īryan Ray wrote:One of my long-term projects is to try to build a Polygon tool with a spline control for thickness. It also allows for easy changes and multiple iterations.How does tablet's Vary Size Pressure setting work in Paint node? I don't see any difference compare to Constant. manufactured objects, damaged objects and even some more organic stuff like rock and terrain. But Houdini is great for modelling - much better than maya for many things - eg. I understand the criticism of houdini for modelling, it took me some time to be convinced. I'm not asking for zbrush like sculpting - just the basics to hopefully skip the odd trip to zbrush or maya. As far as I can tell, the direction is either along the normal or a manually set vector. click and drag to the left to move points to the left, or click and drag to the right to move points to the right. By "directionally" I mean like the move tool in zbrush - ie. Unfortunately it doesn't work when you want to move a polygon, so you'll have to make sure that you always move either a point or an edge, as the soft falloff is ignored when you move a polygon. You can now continually move parts of the model with a soft falloff. ![]() You can do this in Tweak mode by clicking on a point and immediately letting go. To trigger the soft radius, you need to select a point once, because otherwise the setting is greyed out. On the edit node, you want to turn on Tweak Mode which lets you interactively move points without selecting them first. I doubt I would be disappointed with their implementation of sculpting.ĭigipiction alnh Personally I'd be happy with just the addition of a move brush so points can be interactively moved directionallyYou can do this with an Edit node, although it's not as convenient as a proper brush tool. I also feel like the quality of tools that SideFX release is very high. And to be honest, if all your tweaks are saved in the edit node it's not any more procedural than a sculpting node would be. Pretty much every time you have something organic a Pull or Grab brush is easier than using the edit node in Tweak mode. With the next version, they made all the sculpting brushes available for normal geo. It was fine from the start but you needed an extra sculpting tag on your geo, which essentially made your object exclusively sculptable but not editable otherwise. I remember when Maxon added a basic sculpting toolset to Cinema4D. Then there are of course the general modeling enhancements. But every step more you can do in Houdini opens the door for individual artists or smaller teams to work faster since you don't have an iteration loop through different software, or possibly different artists. Sure, high end creatures will probably be sculpted in Zbrush including their inner anatomy. ![]() And why should someone get used to animating in Houdini if they already have the tools in Maya without switching applications? There are also other benefits like creating geo for muscle sims. (Looking at you Houdini 20 ) I personally already like animating in KineFX (mainly objects so far) but the second I have a creature/character/mushy thing and want to create blendshapes I rather go into a different application that has sculpting tools. I've said this before but I think a basic sculpting toolset will be necessary for when SideFX wants Houdini to be used for the actual animation stage of a production.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |