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Showing most liked content on 05/27/2016 in all areas

  1. 3 points
    Hi, found a great link to ressources for graphic papers... http://kesen.realtimerendering.com/ ...maybe you already know it, maybe not ;-)
  2. 1 point
    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 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 Lightning Lies Upon Surface Of Object 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 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Qiita 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 SideFX Go Procedural
  3. 1 point
    We have just released a new volume to our Houdini Jumpstart Series from Adam Swaab Intro To VOPS Houdini VOPS is a powerful multi-threaded environment for building tools and components of tools in Houdini. This tutorial goes through the ins and outs of VOPS, going through many short examples to get you ready to harness the full power of VOPS. We also do a quick intro to pure coding in vex, as vex is the underlying language of VOPS. In the final chapter, we show how to create our version of a polygon effector, similar to one you may see in Cinema 4D. If you are not familiar with this fantastic series then you can see all the titles HERE. Thank you Tim
  4. 1 point
    I tested a GTX690 with the Nvidia reference cooler a few years ago and it was pretty quiet. As today is the 1080's release day, there should be a few reviews with acoustic testing out there soon.
  5. 1 point
  6. 1 point
    We prefer pre-simming big spectacle event type sequences for games for a few reasons: 1. It's far less performance intensive than real-time physics simulations (ie: havok or apex) 2. You have total control over the motion and more importantly the end-state. You don't want a chunk of debris blocking player progression or a giant block of concrete jittering on top of a non-reactive car. 3. Pre-simmed looks way better with much detailed motion which is no surprise when comparing a sophisticated solver (Houdini for example) on a fast PC simming for 30 seconds per frame versus a highly optimized solver running on console (similar to low-end PC) simming at 4 milliseconds per frame (typical portion of overall 33 millisecond budget per frame for FX) For rigid body sims, we import them into game as simple .FBX skeletal animation assets with simple binding (1 joint per chunk plus root joint). For soft bodies, we export alembic out of Houdini to Maya, then use some custom tools to export the alembic as a series of blend shapes which we blend through in sequence to create the illusion of smooth deformation. The previous poster is absolutely right that alembic (1 shape per frame of animation, 30 shapes per second) is untenable (tooooo heavy) so we allow artists to specify the desired "frame rate" such as 6 shapes per second, etc. which provides good fidelity at a reasonable performance cost. We also try to be mindful of polycount on the these assets because they add up once you have 40 shapes (6 or so seconds of animation) to make a single large sequence. Hope that's helpful. Best, Ewan
  7. 1 point
    This is a gotcha that's gotten me a few times. In the copy sop, you need to go to the Attributes tab and check "Use Template Point Attributes" which passes your height attribute through to you attribute VOP where you have effectively mapped it to your color ramp. I also brought your "height" attribute into the attribute VOP with a param node. Cheers, Ewan bank5_airship.hipnc
  8. 1 point
    All right, let's find my Vancouver Houdini User Group (VHUG file for #6... It was a quick "masterclass" on collisions, there's a RBD section where's I'm convexifying a character in different ways as an example. It may not be as useful without me explaining what's going on but, well, here it is. vhug2_v003.hipnc
  9. 1 point
    you need to make sure your constraints are in rest pose of the packed pieces, not in their copied positions look at the file, added nodes are green I as well checked Solve on Creation Frame on your rbdpackedobject1 as the first piece was not added due to that (since it's being created on 1st frame) multpleConstraint_v01_fix.hip
  10. 1 point
  11. 1 point
    just create export parameter in your shader with name you like for example object_id (and add it to image planes in mantra) then in each of your object create attribute called the same with the same type and assign different value per object what works best is to create Vector4 attribute since then you can have 4 different object groups (red, green, blue, alpha) so {1,0,0,0}, {0,1,0,0}, etc in that case you'll get perfect antialiasing between them as you can separate it per channel in comp to create more object groups just add another variable export like object_id2 etc you can of course export just float variable and assign values like 0, 1, 2, ..., but that will create problems in antialiasing where any 2 non neighbour ids overlap (like 0 and 3, since interpolated value will go through 1 and 2)
  12. 1 point
    Ahh... The volumeslice... Thanks everyone!
  13. 1 point
    Glad you found an answer. Depending on your setup, you possibly could also use the "Pump From Object" shelf tool. This tool uses a FluidSource SOP to create a velocity field from geometry point velocities, then a SourceVolume DOP to bring those velocities into the FLIP simulation, giving you a fair bit of control. Attached is an example of using a simple POP net to transfer particles velocities to a FLIP tank, all set up with shelf tools. A similar setup should work with Pyro sims as well. pump_from_particles.hip
  14. 1 point
    Isooffsets are wonderful things! Perhaps my favorite Houdini bit! If you generate an sdf you can quickly find out how far something is from a surface, so you can shrink or grow things, see if other geometry bits are inside or outside another geometry, create stable and robust collision objects. With volumes you can also store scalar or vector fields, both of them useful in simulations. One of the biggest benefits of volumes is that they are a robust way to pass around data, and it doesn't have to be hires (for example you can pass velocity vector fields to particles pops and get away with comparatively low resolutions)
  15. 1 point
    They provide you with ways to generate volumes. Either directly as a block of volume (volume sop) or by calculating a volume from a mesh, a pointcloud, another volume with different algorithms to compute the volume (iso-offset). The isooffset can also create a surface mesh out of an incoming volume. Volume are very useful tools for modeling, or scattering points in the volume or feeding it into sources for fluids. You should do a search on this forum for "volume sample from file" or "volume gradient from file" to see some of the things volumes and sdf are used for. You might want to search for "signed distance field" (sdf) too - as that is often more useful than a plain volume.
  16. 1 point
    You didn't set your isooffset to output a fog volume. And your VOP network was kind of odd, so I changed it around. fog_test_edited.hipnc
  17. 1 point
    For fog you have a few options. Copy metaballs to particles and apply a billowy smoke shader - check metaballs as volumes under your geometry nodes render tab Same deal as above but use i3dgen to create a 3d texture. Look in the docs. Create a rough shape that you want the fog to be in, then use an isooffset to create a fog volume. Modify the volume with some 4d curl noise(using time as the 4th value in the vector4) in a volume VOP. Simulate smoke in DOPs On top of all of this you can apply displacement to volumes to get more detail. There is plenty of help on all of these if you use the search bar. Jason