Thank you for the great content you are putting together about Houdini! I know that learning modeling concepts, quads, retopology by hand is important and necessary, but Houdini doesn't have an automatic "Remesher" as other programs do? Thanks.
Not a quad remesher yet, but I believe they are coming out with one in the near future. You can buy separately a license for a quad resmesher in Houdini called Exoside The website is here: exoside.com/quadremesher/ That's what I use since Houdini doesn't have one quite yet that comes natively.
@@mrbennelson Awesome! Yup I know exoside, since I'm a beginner in Houdini I was wondering if there was a native node that would do what quad remesher does. Thanks a lot for the prompt and clarifying answer! Would love more content like yours!!
Thank you very much! I was looking for a tutorial on retopo in Houdini, i find the tools really easy to use and efficient for fast work. I have one question. When retopo high res mesh, for example i have 20 flowers, and most of them are around 100.000 polys and few have even 4 million, and i would be making a particle system with them as instances. I just run a quick test of how the pc will handle it aaaand it lags extremely it almost not workable. Could you share with mr what would be the optimum situation of poly number for this kind of scenario? They would be flying and some might pass really close to camera. Note that im on a 12ram laptop, with i7 just 12ram. Thanks for posting this!
I just thought if there coould be some estimate or a standard optimized polygon number for these kinds of things. I guess i will just have to figure it out in the process :D. Anyways, love your channel! Hopefully you could make some series. Best.
Milan Bajcetic I’d recommend packing each different flower (you said you had 20 different kinds) and then duplicating these flowers while they are packed geometry. Check out this doc for more info on packed geo in Houdini. Hope this helps! www.sidefx.com/docs/houdini/model/packed.html#overview
We need more Houdini content like this!
It’s validating to hear that many are finding these useful. Thanks.
Dude your videos are awesome, they help me so much, keep it up!
glad to hear it!
Mr.Ben Nelson, helping me again !!!!!
Thank You very much!
They just dropped quad remesher for Houdini!!!
It's about time! Yeah def use that instead of this. I only retopo by hand when absolutely necessary.
You make really good material and are a good teacher. I'd love to see more on some basic procedural modeling for someone coming from blender.
Thanks, I appreciate the feedback. I plan to do some more for sure. Just gotta find the time :)
Quad Remesher would be great for this.
totally, but as far as I am aware, you have to pay to use that in Houdini.
So cool
Any way to do this procedurally? maybe with a grid and ray sop or something?
Thank you for the great content you are putting together about Houdini! I know that learning modeling concepts, quads, retopology by hand is important and necessary, but Houdini doesn't have an automatic "Remesher" as other programs do? Thanks.
Not a quad remesher yet, but I believe they are coming out with one in the near future.
You can buy separately a license for a quad resmesher in Houdini called Exoside
The website is here:
exoside.com/quadremesher/
That's what I use since Houdini doesn't have one quite yet that comes natively.
@@mrbennelson Awesome! Yup I know exoside, since I'm a beginner in Houdini I was wondering if there was a native node that would do what quad remesher does. Thanks a lot for the prompt and clarifying answer! Would love more content like yours!!
@@bcrbdb Hey thanks Bruno, I appreciate that. -- No, there isn't a native node for clean quad remeshing at the moment in Houdini that I'm aware of.
very hard to use this method unless you have a very dense mesh
You should keep making tutorials. Or at least make patreon videos. I will gladly pay
good to know! I'm looking for the time to do so. Backed up with projects.
Thank you very much! I was looking for a tutorial on retopo in Houdini, i find the tools really easy to use and efficient for fast work. I have one question. When retopo high res mesh, for example i have 20 flowers, and most of them are around 100.000 polys and few have even 4 million, and i would be making a particle system with them as instances. I just run a quick test of how the pc will handle it aaaand it lags extremely it almost not workable. Could you share with mr what would be the optimum situation of poly number for this kind of scenario? They would be flying and some might pass really close to camera. Note that im on a 12ram laptop, with i7 just 12ram. Thanks for posting this!
I just thought if there coould be some estimate or a standard optimized polygon number for these kinds of things. I guess i will just have to figure it out in the process :D.
Anyways, love your channel! Hopefully you could make some series. Best.
Milan Bajcetic I’d recommend packing each different flower (you said you had 20 different kinds) and then duplicating these flowers while they are packed geometry. Check out this doc for more info on packed geo in Houdini. Hope this helps! www.sidefx.com/docs/houdini/model/packed.html#overview