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  1. 2 points
    by default the reseeding expects 8 particles per voxels, the 0.5 and 1.5 values are thresholds. if there are less than 4 particles per voxel (8 * 0.5) new particles are created. if there are more than 12 (8 * 1.5), some get deleted. so you can turn off the reseeding... here is a simple example, with lowres flip, more resolution in the source only, and a fix by turning off reseeding: flip_source_pop_bunker.hipnc
  2. 1 point
    here...but note, this method and previous method are both MISSING the end points...if you don't care..then it's fine... ROADS_001_fixed.hipnc
  3. 1 point
    like this? ROADS_001.hipnc
  4. 1 point
    So i come from a more design based background (used c4d and zbrush for years) but have been trying to learn houdini without giving up lol. My main thing is i cant wrap my head around core things im seeing in tutorials like why they subtract vectors, rotate normals, etc. I dont have a foundation to understand what vectors even do. Is there like a dummy video somewhere that explain these in an easy way? Like at the lowest level. For example in a tutorial i was following a guy was writing vex and took two vectors (like i said i dont really understand vectors in any form) subtracted them, then added the difference or something and it made something else happen. Which i can obviously follow and get the same result but i dont understand WHY or WHAT its actually doing and it makes me feel really dumb. Sorry for my rant! I just want a simple video kind of giving me the basics. B
  5. 1 point
    Try using setInput() instead. (supplying None) http://www.sidefx.com/docs/houdini/hom/hou/Node.html#setInput
  6. 1 point
    if you are looking for something that is already ready to go and good quality you should check out https://polyget.com/ its created in 3ds max, but I have used their stuff in houdini and it works just fine. very nice geo to work with, and easy to manipulate to your own needs
  7. 1 point
    AOVs are disabled in progressive rendering. You need to disable "IPR Progressive Rendering" on the Redshift ROP.
  8. 1 point
  9. 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 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
  10. 1 point
    Im restarting abandoned projects!... Buckingham Palace, have yet some improvements to do in some object datails especificly..but I am almost that!
  11. 1 point
    @StepbyStepVFX I've seen one of them, quite helpful if I am being honest, seeing some improvements of the understanding lately, thanks for the suggestions!
  12. 1 point
    @konstantin magnus thanks for sharing those links, jumping to Houdini introduced the lack of understanding a few things about math.
  13. 1 point
    A particle sim is a totally fine way to solve this, but for something like brownian motion for particles in water, you could probably solve this procedurally by just adding some noise to your point positions. I'm attaching an example with both methods; in each case you're starting by converting a box into a volume, scattering a bunch of points into that volume, running your noise through the point positions (either by just adding in the procedural case, or by noise forces via a POP Wind DOP), then attaching a Sprite SOP to visualize the points. underwater_particles.hip
  14. 1 point
    Nice! Could do it in a detail wrangle and get the single-node prize, including creating the spheres: int pt; vector pos; int total = chi('total'); for (int i = 0; i<total; i++) { float nptnum = 2.0*i/(total); //ptnum, normalized 0-almost 2 @P=(i/50+1)*set(sin(nptnum*2*$PI),0,cos(nptnum*2*$PI)); //double circle--exploit that ptnum is int //vectors-- axis is 2D perpendicular to out vector out = normalize(@P); vector pivot = out*1.5; vector axis = set(out.z,0,-out.x); //timing cycles float cycle = ch("cycle_frame_count"); float ramp = (nptnum-@Frame/cycle)%1; ramp = smooth(0,ch("width"),ramp); float angle = -$PI*ramp; //rotations vector4 rotq = quaternion(angle,axis); @P-=pivot; @P= qrotate(rotq,@P); @P+=pivot; //new prim pt = addpoint(0,@P); int newsphere = addprim(0,'sphere',pt); matrix3 m = ident(); scale(m,0.03); setprimintrinsic(0,'transform',newsphere,m); int newprim = addprim(geoself(),"polyline",pt,pt+50); } The bit that's eluding me is the colour ramp; I can keep it smooth, but the colours always stay cool on the outside and warm on the inside, or I can lock them down, but you get a discontinuity where the rotation resets. Should be a simple fix but I can't quite see it...
  15. 1 point
    If anyone still interested you can find some more help with this cluster setup here: http://flooz-vfx.com/ On .hip with rabbit trail. One I especially found helpful was sop solver that blends/transfers velocity between clusters. It took ages to go through all scrips I found, understand what is happening there and apply to shots I need. Proper tutorial about clustering smoke trails would have helped me a lot. I bet others as well.
  16. 1 point
    Especially for someone with your background who already has a solid foundation in general 3D work, I generally recommend taking a more practical approach. For example, take a project you completed in C4D, and start thinking about how you would translate it to Houdini. Eventually, of course, you'll reach a point where you don't know how to implement some aspect of that project inside Houdini, which seems frustrating but is really exactly what you need, because it puts you in the mindset of solving a problem that you're actually invested in, and not just watching any old tutorial because you think it's something you're supposed to know. Even highly technical solutions start as easily observable problems - when you reach a roadblock, identify what the issue is using as general language as possible, and search around on the forums, through the documentation, etc. for a solution. To circle back around to your example of vectors, say that you found some information suggesting that utilizing vectors in some way could help you achieve a certain result, now you can start delving deeper into subjects like that, because it's not just a bunch of dry numbers anymore but an actual means to an end. Problems are excellent motivators, so go out there and find some.
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