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Showing most liked content on 10/02/2016 in all areas

  1. 2 points
  2. 2 points
    What an awesome and fun thread. Thanks to everyone for sharing and a big thanks to the guys at Entagma. I took their setup and modified it a bit to hold the shape of the starting geometry better. There are some issues when Selective Remeshing (remeshing by group) is enabled. Every once in a while the Remesh SOP will generate a model with patches of inverted normals. Haven't figured out a clean way of dealing with that as the Facet SOP and PolyDoctor don't work a hundred percent of the time. hollowCube.mp4 differentialGrowth_hollowCube.hip
  3. 1 point
    Over the last couple of weeks I started to learn Houdini, partly from tutorials by Entagma and others, partially by implementing things I worked on in Grasshopper for Rhino (which is single threaded and rather slow for larger assets) over into the Houdini world. This one started out from the Entagma tutorial on differential growth but I then first extended it to avoid the text areas and today implemented a first version of a threading solution to make it look more like yarn: This one is similar to an older test I once did in Softimage XSI and Arnold, but this time with Houdini, exported as FBX and rendered with my favourite renderer Thea Render: And the last one for today was a study on how one can visualise noise in Houdini. It uses a solver and the trails node. I found it hard to make it look really subtle in Mantra, so in the end I created poly wires and also exported it to Thea Render via FBX: Thanks everybody on Odforce for knowledge and inspiration!!! Cheers, Tom
  4. 1 point
    Right! This is the most motivation I've had to learn math since cramming for my placement exam so I wouldn't have to suffer though another remedial math class.
  5. 1 point
    My math skills are atrocious. Luckily Houdini is fun and math can really help make some awesome things in the software. Who would have thought years after pulling C minuses in basic math classes I want to soak up as much math as I can manage now.
  6. 1 point
    Hello everyone, This training is a series of small projects that will cover the process of creating a variety of volumetric effects in Houdini and rendering them using Octane. This training is primarily focused on modeling and rendering custom volume effects. Over the course of this training I'll cover a variety of effects which include building and rendering clouds, making a pyro shader and using the blackbody emission to control the pyro shader. We'll also build custom volume effects such as a gas flame and a nebula. Finally we'll take a look at building controllable volume lights and volume fog. NOTE: Additional lessons for Redshift and Mantra will be added to this training towards the end of October. (They will be available separately for download depending upon your renderer of choice. These parts will be charged separately.) For further details click on the link given below http://www.rohandalvi.net/volumetrics
  7. 1 point
    dependency means that one caching node needs to be evaluated before the next one starts. You often have situations, where sometimes parallel processing is possible, and sometimes it needs to be sequential
  8. 1 point
    but You can combine them, by fetching the ficecache nodes with a fetch into rop. If You work in sop, You can write out, if You want to wire dependencies You can switch to ROP network
  9. 1 point
    in ROPs you can chain a number of outputs together to create a dependency network - the file cache would require a different approach and the Output drive can't import geometry - so different operators for different uses
  10. 1 point
    hi everyone, i would like to share my latest houdini work. the initial motivation cames from entagmas strange attractor tut (thanks!). based on thomas attractor i build up three force fields to get this kind of complex structures. listen to the music with headphones. tom.
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    That looks like precalculus and linear algebra: https://www.khanacademy.org/math/linear-algebra https://www.artofproblemsolving.com/store/item/precalculus
  13. 1 point
    Here you go! Keep in mind that this setup will work only if your hard constraint type is "position". To make it work for both pos and rotation you have to compute matrix for each static object and transfer rotation to constraint points. GluePinTest_FIX.hipnc
  14. 1 point
    Surface Model in VOPs was great step from H10 materials to unified and quite powerful material type, it uses powerful nodes inside, just the setup is not the best and it's not really about UI, but the functionality the whole mentioned system of averaging components is painful imagine you have only 2 components diffuse and specular and no fresnel just plain 2 simple 100% layers and you have specular mask like b/w checker, 99% of artists will expect white parts to be 100% specular and black 100% diffuse, but in Surface Model you need you will get white parts 100% diffuse + 100% specular -> conserving => 50% both black parts 100% diffuse + 0% specular -> conserving => 100% diffuse to get correct results you need to mask diffuse by complement of the same mask (unnecessary step that should be handled inside) it leads to other problems as well like changing specular will change diffuse ratio as well making the shader tweaking hell if you are not aware of what's happening on top of that fresnel doesn't work correctly as it doesn't care about intensities of the components so it will scale diffuse down fully even if specular contributes only 1% at max etc. not mentioning only 1 fresnel for 2 specular layers (making impossible to have metal with clear coating without breaking into the shader) add more components and you have hard to manage non user friendly ubershader all mentioned things are flaws of design and architecture of the Surface Shader itself, not really limits of mantra and because all necessary components are there, it's quite straightforward to build clean and properly functioning shader which you can reuse for almost any purpose it would be however nice to get more PBR nodes (like SSS, spectral dispersion and whatever I mentioned in previous post) so again, for me UI is not the problem, however I like clean, compact UIs with all the main settings together I don't care about maps build into the shader as I like connecting them into it since then I can process textures, use procedurals, layer or do whatever I want to them without requiring huge shader (which would still not allow me to do everything I want no matter how many preconfigured map slots or procedurals it would have) Softimage users will understand, Render Tree is so nice balance between Hi-level/Lo-Level control simply clever mid-level nodes for amazing artistic experience + lo-level for power
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