Check out more Small Robot Studio: / smallrobotstudio smallrobotstudi... Check out more or Érika’s Work: www.erikacasab.com / erikacasab Stay up to date on Facebook: / smallrobotstudio
Avoid detail(-1,"",0) and editing interface to add spare input and just use 3 other free input you already have. In your case, wire metadata to wrangle second input and use detail(1,"iteration",0)
Can you explain in a little more detail what is happening at 3:15 in the video. It is not clear what is happening and why you need to do the path pasting. Thanks
Thank you for this great and helpful tutorial! What do you think would be a good approach in order to emit not only one (robot) but different geometries? As soon as I'm switching through diverse geos before emitting, my whole output will be messed up through the pointdeform node. Thanks for your advise!!!
How did you so quickly copy the paths from the vellumobject and vellumsource at 3:15 in the video. I think it is a technique that I am not aware of.. thanks Great Video.
I think I just highlighted and ctrl-c ctrl-v'd but there might be a slight cut in the video - normally there's an edit if I'm faffing about with something, clear my throat or sneeze (which is surprisingly frequently)
I used C4D, Maya and Blender depending on the clients pipeline for over 20 years. I finally switched to Houdini and Clarisse IFX. Best decision I have ever made. No more laggy viewports. Simulations in Houdini are robust and the procedural nature of things makes building reusable rigs for for future projects, even large scale simulations a breeze. When a client asks for changes I no longer dread it. When paired with Clarisse IFX the combination is unbeatable when using an alembic workflow. My last job had over 120 billion polygons in the scene and zero lag in the viewport or loss of interactivity. Going back to other DCC's feels like living in the stone age.
Much more helpful than SideFx's own tutorials, thank you
Thank you!
Avoid detail(-1,"",0) and editing interface to add spare input and just use 3 other free input you already have. In your case, wire metadata to wrangle second input and use detail(1,"iteration",0)
Good point that'd make more sense!
save the day!
Can you explain in a little more detail what is happening at 3:15 in the video. It is not clear what is happening and why you need to do the path pasting. Thanks
Thank you for this great and helpful tutorial! What do you think would be a good approach in order to emit not only one (robot) but different geometries? As soon as I'm switching through diverse geos before emitting, my whole output will be messed up through the pointdeform node. Thanks for your advise!!!
How did you so quickly copy the paths from the vellumobject and vellumsource at 3:15 in the video. I think it is a technique that I am not aware of.. thanks Great Video.
I think I just highlighted and ctrl-c ctrl-v'd but there might be a slight cut in the video - normally there's an edit if I'm faffing about with something, clear my throat or sneeze (which is surprisingly frequently)
@@SmallRobotStudio Thanks Love your tuts!
@@SmallRobotStudio Thanks< but what was it you copied, and why, it happened very quickly :-)
ok i have stupid question, why you make birth id ?
Hello! What is the use of wrangle line in this setup?
Ive never used Houdini and after watching that I never want to :)
You're missing out!
I know its fantastic for simulations and volumetrics but there is something about that interface that rubs me the wrong way.
@@Slickstaff_Stainpants It's an adjustment for sure but the more I work with it the more things I find it does better than any other DCC
I used C4D, Maya and Blender depending on the clients pipeline for over 20 years. I finally switched to Houdini and Clarisse IFX. Best decision I have ever made. No more laggy viewports. Simulations in Houdini are robust and the procedural nature of things makes building reusable rigs for for future projects, even large scale simulations a breeze. When a client asks for changes I no longer dread it. When paired with Clarisse IFX the combination is unbeatable when using an alembic workflow. My last job had over 120 billion polygons in the scene and zero lag in the viewport or loss of interactivity. Going back to other DCC's feels like living in the stone age.