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## Popular Content

Showing most liked content on 06/25/2016 in all areas

1. 1 point

## Particle Bird

Haha! You're lucky I didn't use a teapot and tubes ;D. But yeah, absolutely agree. Some proper animation and geometry will make a huge difference. Ain't nobody got time for that on an example file!
2. 1 point

## DEM data to Houdini?

Here is an example file I found on this forum a while back that shows how to use a greyscale DEM image for terrain. The image is brought into COPs network and there is an example of drawing a new plateau on top of the original DEM then feed that to SOPs for final generation. The red scattering is another feature of this file. You can scatter objects based upon DEM slope value. I also wrote a python based DEM reader for Moon data that can be found by clicking on the link in my signature. ap_DEM_based_terrain.hipnc
3. 1 point

## Particle Bird

Not sure which particle tutorials will point you in the exact direction for this effect, but if I were to do it I would look at advecting particles through the velocity field of a smoke sim. I've attached a quick, basic setup which should get you going. Lots of improvements can be made to the behaviour of the smoke itself as well as adding further complexity inside the popsim. Step 1: Take some animated geo and create a smoke sim from it (I used the billowy smoke shelf tool). step 2: Create a pop sim from points scattered on the animation. Step 3: Reference the velocity of the smoke sim inside the popsim to drive the particle motion. I've used this basic technique countless times. It's a great little trick to have in your tool box. Cheers, WD Ps - Feel free to use my award winning animation ;D velocityAdvectParticles.hip
4. 1 point

## How to use cellular noise at attribvop?

Thanks for your help!! and let me understand the meaning of x, y , z output. It works now! finally, I increased the Rows and Columns for the grid from 10 to 500, so the pattern looks more clear! thanks!!
5. 1 point

## Filippo Robino FX Showreel 2016

Hello everyone, I just wanted to share my 2 and half years of my FX work done with Houdini. Hope you like it!
6. 1 point

## VDB Curvature Flow

attached is a file with all sorts of curvature computation for vdbs ... hth. petz vdb_curvature.hipnc
7. 1 point

## particle attach to characters hand

Is there a reason you wouldn't use the hand as the particle emitter itself? What sort of effect are you trying to achieve? Two quick ways would be to blast out just the hand and use that as your particle emitter. Drop down a trail sop set to compute velocity if you want the particles to inherit some velocity from the animation of the model (Pop source node, Attributes tab, Use inherited Velocity). Another way if you wanted something in the palm of her hand for example, would be to use a point expression to match the transformation of a sphere to a point in the palm of her hand. In this case 2109 seemed like a good candidate. In the translate fields of a transform sop you write three things for each component, X Y and Z. The tooltip will pop up when you start writing to tell you what it expects, but in the case of your model I wrote the following, point("../normal1/",2109,"P",0) for the X component, then for the Y just make the last number a 1, and 2 for Z. http://archive.sidefx.com/docs/houdini15.0/expressions/point That won't do anything fancy like matching orientation or transferring normals etc, but could be good enough for what you need.
8. 1 point

## Learning VEX via Animated Gifs - Bees & Bombs

@mestela and @MENOZ Thanks for posting your files! Both really interesting to learn from, I got no where close on this one. Will attempt the next one Re:
9. 1 point