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Showing most liked content since 01/23/2017 in all areas

  1. Just released! Here's a peek at the new features in Houdini 16 Amarok - including: a new network editor, viewport radial menus, booleans, terrain generation, auto-rigging tools, a new shading workflow and much more. Watch the live-stream this Monday, Feb 6 for a closer look! http://sidefx.co/2l1jAie
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  2. Hey guys! Here's my latest short called REACTION that I've been working on and off with for a couple of months. Enjoy! All Houdini and rendered with Octane
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  3. i don´t know this tool but from watching the video i guess that it uses a non-rigid icp algorithm to match one geometry to another. there is no "out of the box solution" you can use in houdini but it isn´t too hard to wire together something that works in a similar way. please take a look at the attached file. it uses some pre-definded points on both geometries to guide the general alignment and deformation. if you want this to work without any user input it might become more tricky but should also be doable ... hth. petz non_rigid_icp.hipnc
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  4. Teaser trailer is out now! Lots still left to do, but things are coming together.
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  5. Anything I can do in Houdini is thanks to the great community of people helping and sharing their knowledge. Thank you everybody, you guys rock! This is my first job done fully in Houdini (+AE) and my client let me share the source files (attached in this post). Rendered animation is here on vimeo The included network is quite simple and I hope it can help beginners to learn Houdini. I have tried to avoid slow for each loops and copy stamping, so you can find few small tricks in there. It was rendered in one afternoon on Redshift and two 1070s (cca 1.8K pixels res). And also warning: some of the effects and glows are done in AE. Used VEX if, vertexindex, smooth, rotate (matrix), setpointattrib addprim, addpoint, addvertex, removepoint user-defined functions Used CHOPs lag, math, spring, geometry, envelope, area, trigger jiggle (even for single channel) chop() expression Used VOPs dot product (to control the linear falloff), cross product primuv, volume samples VDB vdb activate, custom masked advection (clouds) nearpoint (to sample the mask advection offset) SOPs uv texture(rows&columns) to control the ramp (color&pscale) along u attribute interpolate, attribute transfer, solver polyextrude (with local controls) RedShift volume shader, light instancing point and vertex attributes odforce - project - v1.zip
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  6. I think Cristin mentioned it in the launch event, but but in case anyone missed it: Nearly all the areas presented in H16 will continue on into the next dev cycle. That's not to say other projects won't be started, just that we'll be building on the cool stuff presented in H16.
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  8. Hey guys, after having much fun with all the growth methods in Houdini, I asked my girlfriend to have a go at the easiest one, here is the result
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  9. SideFX Houdini - History Houdini 15.5 2016-MAY-19 Modeling New PolyBevel 2.0 SOP New PolySplit 2.0 SOP New Dissolve 2.0 SOP TopoBuild tool (phase II) Variable width offsets in PolyExpand2D Double-click for edge loop selection Double-click for point and primitive island selection Crowds Advanced locomotion controls Direct FBX Imports for agents Vertex normal support for deforming crowd agents New Agent CHOP New Terrain Adaptation SOP Improved crowd steering behaviour Accurate foot planting Mocap Biped 3 with library of motion clips UVs Triplanar UV projection VOP Curvature support for UV Bake Tighter UV island packing in layout Lighting and Rendering Third Party Rendering Support in Houdini Indie - Today: RenderMan, Arnold, and Octane - Coming: Redshift, V-Ray and Maxwell New VR Camera built using new VR lens shader DOF and Motion Blur in OpenGL ROP Overscan rendering support and crop window fixes OpenGL displacement mapping in viewport "Render to Disk in Background" button on SOHO ROPs Photon tracing control in Mantra User Experience Better Euler tumbling in viewport 3D handle enhancements File chooser enhancements Improved geometry snapping Multi row/column pasting in Parameter Spreadsheet Help system enhancements Character "Delta Mush" deformation support Multi overlapping selection in Dopesheet Hair and fur grooming enhancements Performance Faster VEX function loading and more efficient memory use Faster saving of large geometry HQueue performance optimizations Volumes OpenVDB 3.1 Interoperability Many Alembic enhancements Houdini 15.5 Price (as of2016-FEB-06) Package Type Node-Locked Floating Subscription Houdini FX Commercial $4,495 $6,995 Perpetual Houdini Commercial $1,995 $2,995 Perpetual Houdini Engine Commercial $499 $795 Annual Houdini Indie Limited Commercial $199 --- Annual Houdini Engine Indie Limited Commercial FREE --- Annual Houdini Education Non-Commercial $75 --- Annual Houdini Apprentice Non-Commercial FREE --- Monthly Houdini 15.0 2015-OCT-15 UI GGX and PBR in viewports XML Menus Geometry PolyBridge Block Begin/End Looping Paste at cursor Animation Onion Skinning Character Picker Pane Pose Library Pane Dynamics FLIP handling 2B+ particles Crowds Rag Doll States Rendering Principled Shader (Disney) Shader Layering in VOPs Viewport Normals Material Stylesheets Update IPR Render times info Read PSDs in COPs Bake Textures Houdini 14.0 2015-JAN-15 UI Qt for GUI Visualizer New Color Picker (TMI) Animation Editor (Channel Editor) Workflow Improvements Dynamics Point Based Dynamics (PBD) Crowd Simulation Gas Curve Force Hair Grooming Material Stylesheets Bunch of New Nodes Attributes can now hold Arrays Mantra license now per-machine (previously per-CPU) Houdini Engine for UE4 2015-DEC-03 Houdini Engine for 3dsmax 2015-NOV-06 Houdini Engine 2.0 2015-OCT-15 Houdini Indie 2014-AUG-07 Houdini Engine for Cinema 4D 2014-APR-23 Houdini Engine for Unity 2013-NOV-20 Houdini Engine for Maya 2013-NOV-20 Houdini 13.0 2013-OCT-31 Particles Particles as DOPs VEX-based (Faster) Stream Concept Dynamics Finite Element Solver New Fluid Surfacer Debris Shelf Tool Packed Primitives OpenEXR 2 (ILM) OpenSubdiv (Pixar) OpenVDB (Dreamworks) Update VEX/VOP Can now create geometry Linear Workflow Data Tree Houdini Engine Introduction 2013-JUL-11 Maya Cinema 4D Houdini 12.5 2013-MAR-14 FX CloudFX OceanFX OpenVDB Sparse Volumes Primitive (Dreamworks) OpenCL DOP FLIP Animated Densities, Viscosities & Timescales Bullet Concave Geos New Bullet RBD Constraints Lighting Volume Lights Independent Env Light Workflow Alembic Updates Alembic Procedural Shader File SOP/DOP Create Dirs Geometry PolySoup Primitive Remesh SOP Wrangle Nodes UI Group visualization Coincident Points Bind VOP Houdini Master Price Drop - $4,495 2012-AUG-07 Houdini 12.1 2012-AUG-07 Edge Grouping OpenVDB Initial Integration Alembic update "Houdini FX" Naming Orbolt Smart Asset Store Tetra Primitives Houdini 12.0 2012-MAR-01 Simulations Faster (Pyro, Cloth, FLIP, Hair/Fur) FLIP Viscosity PyroFX 2.0 Re-written core OpenCL/GPU simulation Clustering Pyro Shader SOP Solver Bullet (now default) RBD Rendering PBR for Volumes IES Lights OpenGL ROP Point Instance Procedural Shader Viewport Rewrite - OpenGL 3.2 Performance Monitor New geometry core (GA library replaces GB library) Houdini Master Price Drop - $6,695 2010-JUN-10 Houdini 11.0 2010-JUL-27 Simulations FLIP Solver - See History Dynamic Fracturing (Voronoi) SPH Speed Up Improvements on Fur/Cloth Volume Nodes Shader Building Material Shader Builder Delayed Load Procedural VOP Ptex Uniform Volume Property (PBR/RT) VOPs Shader Effects Collapse/Peg Debug/Bypass Viewport OpenGL Effects (Volumes, Lights, Normals) 11.1 Alembic Support Extended Support for OpenEXR & Field3d Houdini 10.0 2009-APR-16 Simulations Distributed Sims Smoke Up-res Rendering Progressing Interactive Photo-realistic Rendering (IPR) PBR Multi-threading Engine now implemented in VEX Deep Camera Maps Dynamics RBD - ODE Cloth Crumpling/Tearing Misc Stereo Support Sticky Notes Shaking Disconnect Shift/Ctrl movement shortcuts MotionFX Houdini Apprentice HD - $99 2008-JUN-12 Houdini 9.0 2007-SEP-20 Fluid Dynamics Solver Liquids Smoke & Fire (PyroFX) New User Interface Tool Shelf Parameter Interface Mantra PBR & Volume Rendering Volume Primitives Python Support 9.5 Mac Support (2008-JUN-12) FBX Export Houdini Master Price Drop 2007-MAR-01 Node Locked - $7,995 Floating - $9,995 Houdini 8.0 2005-OCT-06 New Dynamics Architecture DOPs Light Linking and Interactive Photorealistic Rendering (IPR) Character Workflow Improvements Irix Support Discontinued Disney's The Wild, C.O.R.E. (3 Years - 2006-APR-20) 8.1 Auto Rig Muscle Houdini Master - $17,000 2005-OCT-06 Package Floating Node-Locked Houdini Select $1,299 $1,599 Houdini Halo --- $2,999 Houdini Escape $1,999 $2,999 Houdini 7.0 2004-SEP-20 Takes Manager RSL VOPs Channel List / Dope Sheet Documentation File Loading Free HDK Houdini Escape (Model, Anim, Texture, Light, Render) - $1,999 RenderMan Support Character Tools Improvements Houdini 6.0 2003-MAY-08 Digital Assets (OTLs) 6.1 UV Pelt (2003-JUL-23) Syflex Plugin (2004-FEB-09) - $2,200 Character Workflow Improvements Houdini Master 2002-JUN-28 Houdini Halo (Comp) 2002-JUN-22 Houdini Escape (Character) 2002-JUN-22 Houdini Apprentice 2002-JUL-09 Houdini - $15,999 2002 Houdini Select - $1,299 2002 Houdini 5.5 2002-MAY-14 64-Bit Support [*] New COPs (COP2) Deep Raster VOPs Major new Character Tools Houdini Community Section on website X-Men 2 BAMF - Vijoy Gaddipati, Lead FX TD, Cinesite. (Released 2003-MAY-6) Houdini 5.0 2002-MAR-12 Mental Ray (2001-JUL-11) Viewport Modeling Solaris Support (Later dropped) Houdini Select - $1,999 2001-AUG-13 Houdini 4.0 - $17,000 2000-JUL-24 [*][*][*] Resizable Panes VEX (Mark Elendt) [*] Mantra Updates Linux Port [*] 4.1 TouchDesigner was derived from this version. [*] Houdini 3.0 1999-OCT-02 [*] Motion Capture (Mouse, Keyboard peripherals) Subdivision Surfaces Higher Order Rational Curve Networks WREN Houdini 2.5 1998-MAR-28 [*] POPs CHOPS Windows NT Port Houdini 2.0 1997-AUG-05 [*] UI Enhancements Four View Modeller Advanced OpeGL Display (Transparency & Projected Spotlights) Mantra 4 Fast Motion Blur Lens Flare Built-in Network Rendering Modeling Surface Pasting Animated Trim Curves Nested Intersection Trim Loops Clay Tool Sleletal Capturing and Deformation Tools Operator Subnetworks Houdini 1.0 - $9,500 1996-OCT-02 [*] First Non-linear 3D Environment (Procedural) 3D and 2D tools Integration Nurbs RenderMan Front-end Scripting and Expression Language PRISMS Short History [*] DATE VERSION UPDATES 1998 PRISMS 7.0 Final Ship 1997 PRISMS 6.4 SGI O2 Compatibility 1997 PRISMS 6.3 RenderMan Interface 1996 PRISMS 6.1 Optimizations (Houdini 1.0 at SIGGRAPH) 1995-JUN PRISMS 6.0 Introduction of Sage, the node-based package for modeling. This was the prototype of Houdini. 1995-JAN PRISMS 5.5 L-Systems 1994-JUN PRISMS 5.4 MOCA, TIMA 1993-DEC PRISMS 5.3 MOJO, ICE, Metaballs 1992 PRISMS 5.2 FPaint Added (new C++ UI libs) 1991 PRISMS 5.1 Full-width Graph 1991 PRISMS 5.0 Crystal2 Renderer Eliminated 1991 PRISMS 4.5 Particles 1990 PRISMS 3.0 Mantra Raytrace Renderer Added 1989 PRISMS 2.0 Patch Support, Deformation SOPs 1988 PRISMS 1.5 Initial SOPs, Light Editor 1987 PRISMS 1.0 New motion editor and modeler combined to form action. Installer File Size * I set some parts to BOLD to emphasize particular version highlights. * References: Google, OdForce Wiki, SideFX Press, Houdini Help Docs, CG Channel, CG Press. * For those interested, I also posted a Houdini FLIP History blog post here.
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  10. Nuke-like way to change the parameter values with keyboard- you can move the value up and down with the up and down arrow keys
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  11. Yeah so I'm still playing with bricks, I'm definitely a square. Nothing fancy, the hardest part was data swapping between different sims.
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  12. This old digital tutors tutorial covers this. Its really in depth and amazing. At least for this kinds of motion in your example, it could be applied to that. http://www.digitaltutors.com/tutorial/552-Creating-Procedural-Rigs-and-Controlling-Motion-in-Houdini I made this with it:
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  13. A bit of progress with this bad boy
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  14. hi..that is a little experience trying to appli imagens (and video!) as fluid texture...see the resoult;
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  15. attached is a file with all sorts of curvature computation for vdbs ... hth. petz vdb_curvature.hipnc
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  16. Hi, Tim! I'm not very familiar with chops, but there is a quick vex solution to avoid flipping artefacts. All you have to do is to check the dot product between the two quaternion vectors and based on the result to invert one of the vectors before slerp-ing them. Check the attached file - it's kind of a library for proper matrix interpolation I created for my personal projects, and it uses the exact same method. Cheers! Pavel slerpmx.vfl
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  17. In context. https://github.com/teared/meshlab-in-houdini
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  18. For completeness' sake; at the moment I'm collecting small pseudo-daily tests at https://dailyhip.wordpress.com/ EDIT: also, 1000th post, yay!
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  19. I haven't touched H16 yet, but if the VEX editor isn't changed significantly, I'd still make it my number one FR to have: a more fuzzy search for VEX commands in the code-intelligence tooltip - type "curve" or "point" or "pnt" and get all commands that contain those letters, even if spelled slightly different, not only those who start with it. So if you're unsure how a command was named exactly, you could go fishing... when a VEX command is entered and the opening bracket is set, show the syntax of the command in the tooltip. It is such a waste of time to always have to hunt for it in the docs. While you're at it, add some sprinkles like auto-closing brackets, a way to define how closing brackets should be indented (at the moment they are wrong ;-) ), offer to add custom code snippets ... ... simply look at some good code editors (I guess you use them to create Houdini anyway ;-) ) and make the VEX editor their equal. And one for the toolmenu: The nodes in Houdini often have very weird names that make a limited amount of sense if you are used to other packages. So one of my main struggles is, to find the node I'm looking for. Now this could be made much much easier, if the toolmenu search would be more like the one in Rhinos Grasshopper: There, you can for instance type "curve" and see of course all the nodes that have "curve" in their names, but also those who deal with curves. I guess they are doing two things there: Have a fuzzy search, that finds stuff everywhere in the node name or even if typed slightly wrong. Add a tagging system to nodes or also search through their description, so that the divide node can also be found when I search for "voronoi" (which "create dual" basically means for practical purposes), bring up the fuse node if I search for "join" etc. In Grasshopper there are tons of nodes too, literally hundreds of them are custom ones from users, but finding them was much easier because of this advanced approach to searching. In Houdini, finding the node that does what I need is one of the major hurdles and also makes exploring and discovering new things much harder. The other very very helpful thing in the toolmenu in Grasshopper is, that if you move your mouse over an entry in the list, you get a short description as a tooltip. Again, helps the newbie tremendously with finding the right node without first dropping it down, see what it does, delete it, rinse and repeat... Oh, and now that the Mantra shaders seem to look up to par with other renderers, go GPU with it... :-) Cheers, Tom
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  20. I want Houdini 17 to make me pancakes with syrup.
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  21. SESI should enjoy every minute of it. They did really well this version. Lol, but it's all out of love, and after it's been announced. I've done it since 12, and a Wishlist on Odforce goes back to 2002? Gotta keep up with Traditions. Got to keep the dreams burning.
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  22. Jumping on the GIF train, all created with Houdini: https://boaringgifs.tumblr.com/ Cheers, Nick Deboar www.nickdeboar.com
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  24. Doh, immediately after I posted realised how to make it be fully dynamic rather than switch, if you need that level of detail. Here I've ramped the targetstiffness from 0 at the feet to 1 near his waist, then turn it off completely after frame 41. grain_dancer_v02.hipnc
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  25. How about deleting prims or edges bigger than a specific number? Because the Farmfield lives for those ugly @$$ workarounds...
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  26. "Sutur Fluid Painting" Using another GLSL shader as Displacement in Houdini:
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  27. There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Of Curve Over Surface Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Guillaume Fradin's Mocap Crowd Series(no longer available) Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma
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  28. Hey guys, I just wanted to share my point cloud based texture bombing shader with you guys. It's a vex shader (for mantra) that uses a pointcloud to drive texture bombing (stamping/projecting) onto an object. It allows you to seamlessly blend images over any 3d surface with no uv seams pretty quickly and easily, after which you can bake it for use with other render engines or a game engine. I've made it free for indie use (the otls were made with indie) on my site here: http://fx-td.com/?page_id=544 Detailed description, quick start guide, and example images are on the page linked. I do hope to make the time to record a video for it soon after h16 comes out (still need to test it in 16, but I don't anticipate any issues). Hope you find it useful!
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  29. Hello Everyone, This is a fairly long introduction to Arnold in Houdini.
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  30. Hi All, If you need to work with Geo-Spatial data on a regular basis like I do, you might be interested in the GeoJSON Importer (SOP HDA) that I have started developing. You can grab it from here: https://github.com/danleesmith/HOU_GeoTools Some basic Info on the Importer: Houdini Geographic Tools Custom Python GeoJSON importer Digital Asset for Houdini (HDA). This importer reads GeoJSON files only. GeoJSON is quickly becoming the standard geo-spatial interchange format and can store point, line and polygonal features with associated attributes. The GeoJSON standard can be found here: http://geojson.org/ Limitations This importer only works with projected coordinate systems. An explanation of the difference between projected and geographic coordinate systems can be found here: http://tech.ced.uga.edu/kb/articles/difference-beteween-projected-and-geographic-coordinate-system The importer also requires that any NULL or EMPTY attributes, which are allowable in many GIS systems, are mapped to -9999. This will ensure that when the attributes are written in Houdini they can be stored as either 0 for numbers and '' for strings. NOTE: Polygon/Primitive Holes (known as donuts in GIS) have not been implemented in the importer at this stage. Data Prep To prepare you data and convert your spatial files to GeoJSON I recommend using QGIS: http://www.qgis.org/en/site/ OR if you can get your hands on a licence give FME a go: http://www.safe.com/ Usage This HDA is a SOP based asset. 'GeoJSON File channel' is used to point to the desired GeoJSON File for importing. If you want to import many GeoJSON files in the right location relative to each other just drop down a new Import GeoJSON node, toggle on 'Use Reference Features' and point the 'Reference Features' channel to the desired Import GeoJSON node. The attached images show the Importer in action. I hope you find this useful and please send through any suggestions you have!
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  32. If bug #58084 'stuck viewport geo' gets fixed, that would be worth the upgrade price alone
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  33. just for the records: painting with polygon method. the rendering is slow and its hard to a get good reading on detailed Models. it works better for lowpoly stuff.
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  34. And another one based on the setup by petz here: I extended it a bit and got this: Rhinos Grasshopper had pretty cool field line components, but this is even better - thank you petz!!! Cheers, Tom
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  35. i am trying to get same pencil lines into the rendering:
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  36. hey, I played with this little bit more today. It's actually quite useful This is cleaner solution and gives nicer result. Still I believe it could be implemented much better though file attached. torn_edges_better.hiplc
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  37. Hi All, I am trying to visualize the relationship between some of the FLIP parameters on the FlipObject and the FlipSolver. These tests are conducted on the default network create by the shelf tools. Only the parameters listed in each image have been changed. Overall I think I like a higher Particle Radius Scale, locking in on 4.0 up from the 1.2 default. It seems like the fluid clings to the surface of the collision object in a more natural way with a particle radius scale of 4.0. If you want to thin out the fluid subtract 1 from the Particles Per Voxel expression in the FlipSolver Reseeding tab. ceil(pow(ch("../flipfluidobject1/gridscale"), 3))-1 If you want to thicken your fluid add one to the above expression. If you add more than 1 you can introduce a nice churning effect. ap_3_sphere_flip_test.hipnc
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  38. Meshlab updated, first time in years! http://www.meshlab.net/
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  39. Funny; that's exactly the same error that art3mis got a few months ago, and, both of you are programmers
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  40. For doing a simulation like this with a workstation like yours, you need to be a bit smarter when doing flip simulations. Just by looking at your file, I can see many areas that can be improved on to help with simulation times and your meshing process. Here are some of my findings so far: - At a particle separation of 0.025, how many particles is that at frame 48? I am going to say that it is alot. You need to me more conscious of how many particles you are dealing with in your flip simulations. The particle separation is going to be different for every flip simulation you ever do because it depends on the scale of your simulation. I took your file and ran 10 frames of your simulation at a particle separation 0.025. At frame 1 you had 4 million particles and at frame 10 you have 22 million. You are roughly injecting a little over 2 million particles per frame at that particle separation and you keep doing so every frame until the end of the simulation. The only time particles are getting killed are when the waterfall hits the bottom of your container. If you are going to emit particles like this every frame, you are best off maybe having some sinks around your main body of water to help regulate the number of particles. For a body of water like this, you can easily get away with regulating the number of particles to 25-30 million and have that be enough resolution for you. If you don't want to emit particles like this every frame in the large body of water, don't make it an emitter and turn on reseed particles instead. Reseeding will help regulate the amount of particles that you start out with and try to maintain that if particles are getting killed off. Read up more about it in the help and do some testing with it. - The tube emitters. I have no idea why you are even adding these into the same simulation as your body of water. Why not separate out the process and do each tube emitter separately? Sure, in the real world you would have that water fill your body of water but you have to stop thinking real world and start thinking about how to fake it. Do your emitters first, have them emit down and go a little bit into where your body of water is going to be. As soon as they are past that threshold, kill those particles. You aren't going to see them churning around inside the water in your shot. The most you are going to see is maybe some splash kicking up and some ripples (all of which you can go outside your flip simulation after it is done). If you do it like this, it gives you faster turnaround if you need to make changes to anything in your simulation. If you were to get notes on a change to the body of water and not the tube water coming out, you can just change the body of water because now you have it separated out and your tube water will look exactly the same. - As for meshing, you are trying to mesh many particles and of course you are running out of ram. Do you really need the particle fluid surface to iterate through all those particles that are under the water? Not really. You have some pretty deep areas of your flip simulation and unless something is going to be interacting with those deep areas, you can probably just delete those particles that under the surface. I believe you have some settings on the particle fluid surface to do this now but if you want more of a manual approach, take the SDF that gets written out when you simulate your flip simulation (surface), do a gradient on that sdf and use that to delete any particles based on the threshold of that gradient. That should speed up things exponentially with your meshing. If you want an alternative, give this thread a look and try out what bunker suggests: http://forums.odforce.net/topic/26814-meshing-huge-amount-of-flip-particle And I agree with @Federico on caching out your simulation to a compressed simulation first and then meshing. I don't understand why you wouldn't want to do this. If you don't cache out and you surface your simulation live, you are denying yourself the ability to even tweak your mesh. You are at the mercy of whatever you have your particle fluid surface set to. It is only beneficial to you to cache out your simulation first.
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  41. Hey guys, here's my junior demo of 12 months. I look forward to your thoughts, but know I am well aware of what is not excellent I still have 1 month before grad and I'm gonna try to raise my water game.
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  42. Carlo you gave me some motivation This is my attempt for "descending" descending_gif.hiplc
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  43. In fact this works also with changing point counts if you match by id. I blatantly copied your trick at https://dailyhip.wordpress.com/2017/01/25/fluid-image/ - you can check the .hip there.
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  44. My latest commercial training in Houdini about using CHOPs in Procedural Animation , Hope you Like it more info here : http://www.hossamfx.org/chops-in-houdinifx/ Hossam aldin Alaliwi www.hossamfx.org kind regards !!!
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  45. A different approach you can try is to compare the sim point neighbours with the initial point neighbours and use the attribute to delete primitives on the mesh. Have a look at my hip file it's just a quick proof of concept but with some work I think you can get good results with it. granular sheet - ripping it ZJ.hiplc
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  46. Hello Everyone, Here are some new Pyro simulations/renders I have been working on in the last few months. All done using Houdini and Arnold. note: please make sure to watch at 1080p. Thanks Saber
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  47. these are potential field lines drawn around positive and nevative charges. its pretty simple to implement in vex. no need for dops or pops. please take a look at the attached file and play with the settings. field_lines.hipnc
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  48. There was an error in pop_too_close wrangle. It deleted both intersecting bubbles, not just the smaller one, drastically reducing bubblecount. Normally it should remove only degenerate bubbles almost enclosed by neighbours. It also seems that whole loop can be replaced with a point wrangle. So, it cooks instantly now, retains topology and scales better. Scattering and pscale setup really matters. You need to generate a good foam first, before doing intersections. The current setup should be improved somehow. bubbles2.hipnc
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  49. I don't think you need to use chops you could use chops With chops I particularly find it a bit roundabout, but it goes like this: Initial setup with a transform sop that will control the scale: A simple chops noise makes it go like this https://i.imgur.com/SRrT3RX.gifv But now you want to modulate by the pointnumber, afaik you need a single channel for every ball which calls for a copy node. Here I'm using a expression to create a channel for each point from 0 to the number of points in the pointsfrmovolume1 node. Then I'm using a simple stamp function to vary the seed of the noise (it's hard to see but each curve is different) Now, using a chop expression you can bring it into sops. Note the $PT After this a simple stamp function in the transform node and that's it. Each sphere has its own curve, which means you can do whatever you want with it. https://i.imgur.com/V4lZkd2.gifv This might be a old work flow, I'm not sure
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  50. Overlay network view right on scene viewport option And just one hotkey to hide/unlock it...
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