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Showing most liked content since 05/26/2017 in Posts

  1. 33 likes
    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 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] Python Script Images As Planes (works for Mantra Too!) 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 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 SideFX Go Procedural
  2. 26 likes
    Coarse Sub-Steps If you have an expanding gas field front that from frame 1 to 2 or frame 2 to 3 travels one or two Houdini units and substeps are set to 1, you will get combed straight velocity vectors which means mushroom caps. No matter how much turbulence or confinement you set on your Pyro Solver DOP, there simply isn't enough time to evolve these fields and have an effect on the result. More substeps means smaller velocities to deal with between substeps making things more manageable too. In an attempt to keep substeps at 1, you can manufacture noise and pump that in to vel but in the end two things will happen: The Non-Divergent step will take your noise and negate most of it, or you end up pumping in so much noise because it isn't working with smaller values you tried earlier, that it swamps the entire effect and it looks like a fractal hash and not that nice evolving fireball. Oh and if you really pump in tons of noise in to vel, it too can create many smaller velocity fronts pushing ahead and you end up with smaller mushroom caps! Doh... This is in essence what the Gas Disturbance DOP does. The Pyro Solver has a Gas Disturbance DOP in it's logic and those parameters are promoted up to the top asset interface but we're concerned about substeps right now and allowing enough time for turbulence and confinement to create the nice swirls on the leading edge of the explosion. So it's coming down to sub steps to try and allow for a lot more character around the leading pressure front for fast evolving explosion type simulations. Two ways to go about this: Brute force increase the global substeps for the entire DOP network, or use the Pyro Solver Substeps in the Advanced tab. Brute Force Global Substeps For explosions, the huge almost instantaneous velocities happen at the first 5-10 frames. It would be nice to keyframe animate the Sub Steps parameter, but you can't (DOPs is that way). If you set the global sub-steps to get enough detail in the first few frames you have to carry those sub-steps through the rest of the sim when things are moving a lot slower and those substeps are no longer required. Not that great. No wonder everyone tries to inject their own pumps to affect vel to avoid global substepping. Pyro Solver Substeps The Pyro Solver exposes minimum and maximum substepping logic to control when and how the Pyro Solver will substep. This sounds interesting and could be just what we need. But what is CFL Condition? No it isn't the Canadian Football League even though we know that 3 downs rule and 4 downs are for those that can't deal 3. It's named after a couple guys who in the '20's, that's 1920's, who were trying to figure out the frequency of data samples they required in order to map and predict fluid simulations and pressures/resistance to flow with fast moving collision objects (that be ships). The help note on the actual Gas SubStep DOP explains it quite well: timestep will be reduced if the velocity field will move only 1 voxel in a timestep. A CFL of 2 will allow it to move 2 voxels in a timestep. Or something like that. You can find it on wikipedia. You can set your minimum substeps to 1 and your maximum substeps to a high enough value such that if the CFL Condition is exceeded, more substeps will occur when the simulation has large velocities and less when the velocity is smaller. Hopefully this gives enough time to let the turbulence and other methods to stir up the vel field kick in. Keyframe Timescale There is a third option to controlling sub steps but that is to keyframe animate the Timescale. Yes more than valid to do this to slow down the sim at the start and then speed up when the huge velocities subside. As a matter of fact, the shelf tools set Timescale to 0.65 as an attempt to get a good looking explosion or fireball without having to resort to substeps. But this is not an automatic method. This requires intervention if you want to animate the timescale. This means you have to run the sim and evaluate. Then you keyframe the timescale and you end up with an entirely different simulation. Then you move your keys, run again. Then you increase the resolution of the simulation and everything changes again. In many ways, it's worth to at least give the min and max substeps a go and see if you can dial in the CFL Condition to get a happy balance. As you increase the resolution of the simulation, the CFL condition measured in voxels will allow substeps to run up a bit faster to the max without too much of a change in the final result.
  3. 21 likes
    I want to share a little tool I made for grooming feathers. Its a set of 6 nodes, one base node and 5 modifiers. Super easy to use. Just connect them and.. there you go - you got yourself a pretty little feather. You can layer modifiers as many as you want. Any feedback is super appreciated. https://www.dropbox.com/sh/8v05sgdlo5erh0b/AADSfadqkxgPOBVeaGr2O49Oa?dl=0
  4. 19 likes
    Turkish Houdini artist Alican Görgeç is producing amazing knitting work - using SideFX Houdini! If you'd like to find out more about his technique, you can read our new Gridmarkets artist profile: http://www.gridmarkets.com/alican-gorgec.html
  5. 15 likes
    Came across these great looping gifs yesterday, all done by David Whyte mostly in Processing. http://beesandbombs.tumblr.com/ All looked like fun things try in Vops/Wrangles, thought others might want to join in. Picked this one to start with, attached is my attempt with a point wrangle ( H15 ). http://beesandbombs.tumblr.com/post/107347223679/columns bees_and_bombs_columns.hipnc
  6. 14 likes
    Andy Lomas' work on cellular growth has been really inspiring. He implemented all his code to run on GPUs. I was wondering how hard it would be to do this natively in Houdini. After some contortions, this is what I ended up with:
  7. 13 likes
    Hello everybody, i'm finishing coding a small raytracer that run in sop using vex. one of those thing I always wanted to try to do myself. it store everything on points so no rasterization plane as the idea was to have all the rendering data accessible for later use as you would with any other attributes. it is some sort of an hybrid in the sense that it is correct enough to try to make things look good. it feature many BRDF shading models, photon mapping global illumination ( mathematically done the simple way but it work) and full recursive ray's tree splitting for reflections and refractions. Here a few videos showing some of the feature and a big part of them are already available for download as an OTL for the non commercial edition for everybody interested with the hope it can be helpful to anybody that never coded those things before like me, as I learned a lot during the way. here the videos: This one have been updated recently with lots of new clips showing improvements there and there And this one got th GI part of it with a little demo at the end. download link in the description area: Hope you enjoy, best alessandro
  8. 13 likes
    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
  9. 13 likes
    A small tribute to Theo Jansen’s kinetic sculptures.
  10. 12 likes
    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
  11. 12 likes
    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
  12. 11 likes
    Hi friends! I just released an article on Medium walking through how I built a "Compute Dual" wrangle in VEX. As a quick summary, I basically wanted to know how the "Compute Dual" feature of the divide sop worked, so i slapped together a neat lil wrangle, to do just that! CLICK ME TO GO TO THE ARTICLE!!!!!!!! Here's a cute little gif showing off the construction of a dual graph. If you like it, please check out the article, it's free and it'd mean the whole world to me! =) Love you fools, Jake http://jakericedesigns.com/
  13. 11 likes
    Teaser trailer is out now! Lots still left to do, but things are coming together.
  14. 11 likes
    // Point wrangle. #define PI 3.1415926535897932384 float u = fit01(@u, -PI, PI) * ch("revolutions"); vector pos = set(sin(u), cos(u), 0) * ch("radius"); matrix3 t = set(v@tangentu, v@N, v@tangentv); @P += pos * t; Where tangents and normal was computed by PolyFrame SOP, and @u is 0..1 point's position on curve. spiralize.hipnc
  15. 10 likes
    hey all thought i'd just drop a grenade of Houdini work i put together over 2016 & early 2017 - nothing particularly complex - most of this is all stuff i've learnt off this forum and youtube video tutorials by ppl like @mestela @ParticleSkull @Farmfield @rohandalvi the guys at Entagma, Sidefx, and a bundle of other ppl whom i cant seem to tag like Ben Watts - i just want to say thankyou for all your help and tutorage on forums and the time you guys take to put all those epic videos together and encouraging me to learn cheers ant hoob (houdini noob geddit?!) this was my first project set in houdini - following tutorials and clearly inspired by Method (who isn't c'mon) and their video.. I then went away and did some more twiddling with sop based stuff to try some more fun effects - had alot of fun with this one - i love balloon boy lol... this was inspired by all the Hydraulic press channels and just trying a fun few setups... this one was inspired by Erik Fergusons fem stuff... and this one was an attempt to try some fun ragdoll/crowd sim stuff :)
  16. 10 likes
    I wanted to see if I could play a video in Houdini using some python. With this as the result. Don't think it's the first time this is done but it is still nice to see. The result
  17. 10 likes
    Gifstorm! First I've used a visualizer sop to show @v coming out of the trail sop: That makes sense so far. To make the next step easier to understand, I've shrunk the face that sits along +Z, and coloured the +Y face green, +X red, +Z blue. So, that done, here's that cube copied onto the points, with the v arrows overlaid too: The copied shapes are following the velocity arrows, but they're a bit poppy and unstable. So why are they following, and why are they unstable? The copy sop looks for various attributes to control the copied shapes, @v is one of them. If found, it will align the +Z of the shape down the @v vector. Unfortunately what it does if it has only @v is a little undefined; the shapes can spin on the @v axis when they get near certain critical angles, which is what causes the popping and spinning. To help the copy sop know where it should aim the +Y axis, you can add another attribute, @up. I've added a point wrangle before the trail, with the code @up = {0,1,0}; ie, along the worldspace Y axis: you can see all the green faces now try and stay facing up as much as they can (note the view axis in the lower left corner), but there's still some popping when the velocity scales to 0, then heads in the other direction. Not much you can do about that really, apart from try some other values for @up, see if they hide the problem a little better. What if we set @up to always point away from the origin? Because the circle is modelled at the origin, we can be lazy and set @up from @P (ie, draw a line from {0,0,0} to @P for each point, that's a vector that points away from the origin): Yep, all the green faces point away from the center, but there's still popping when @v scales down to 0 when the points change direction. Oh well. Maybe we can venture into silly territory? How about we measure the speed of v, and use it to blend to the @up direction when @v gets close to 0? Better! Still a bit poppy, but an improvement. Here's the scene with that last setup: vel_align_example.hipnc To answer the other key words in your topic title, I mentioned earlier that the copy sop looks for attributes, obviously @v and @up as we've used here, but if it finds others, they'll take priority. Eg, @N overrides @v. @N is still just a single vector like @v, so it too doesn't totally describe how to orient the shapes. You could bypass the trail and the wrangle so that there's no @v or @up, set @N to {0,1,0}, and all the shapes will point their blue face towards the top. Without any other guidance, it will point the red side of the shapes down +X. If you give it @N and @up, then it knows where point the green side, and you get a well defined orientation. While using 2 attributes to define rotation is perfectly valid, there are other options. The one that trumps all others is @orient. It's a single attribute, which is nice, and its party trick is that it defines orientation without ambiguity, using a 4 value vector. The downside is quaternions aren't easy to understand, but you don't really need to understand the maths behind it per-se, just understand what it represents. The simplest way is to think of it as @N and @up, but glommed into a single attribute. Another way is to think of it as a 3x3 matrix (which can be used to store rotation and scale), but isolated to just the rotation bits, so it only needs 4 values rather than 9 values. In houdini, you rarely, if ever, pluck quaternion values out of thin air. You normally generate what you need via other means, then at the last minute convert to quaternion. Lots of different ways to do this, coming up with ever funkier smug ways to generate them in 1 or 2 lines of vex is something I'm still learning from funkier smug-ier co-workers. Eg, we could take our fiddled @v, and convert it to a quaternion: @orient = dihedral({0,0,1} ,@v); What that's doing is taking the +Z axis of our shape-to-be-copied, and working out the quaternion to make it align to @v. You could then insert an attrib delete before the copy, remove @N, @v, @up, and now just with the single @orient, all the shapes rotate as you'd expect. vel_align_example_orient.hipnc
  18. 10 likes
    I just gotta share this for inspiration - I could watch this for hours...
  19. 9 likes
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    Hey Guys, Manuel and I have launched www.entagma.com It is a (growing) collection of things that we'd like to have known when we started diving into advanced CG. Currently we host some Cinema 4D resources as well as introductory tutorials to Houdini. If you have any suggestions or feedback about content or form - please don't hesitate to let us know. Tahnks & Cheers, Mo
  21. 8 likes
    Jumping on the GIF train, all created with Houdini: https://boaringgifs.tumblr.com/ Cheers, Nick Deboar www.nickdeboar.com
  22. 8 likes
    I'm not sure if replying to myself is bad form, but here's a gif of the voronoi version. Big thanks to petz for sending me down the right path on this one =) JR_VORONOI_WRANGLE.hip
  23. 8 likes
    Here is collection of breakdowns for a project I was working on during last half of a year Vimeo album: https://vimeo.com/album/4471569 Or individual videos:
  24. 8 likes
    Hello everybody, I want to share with you small tool I created recently using VEX. I wanted to create wall made of non-uniform stones (with different widths and also heights). Solutions I found here are really great but I thought I might push it a bit further. I figured out algorithm that can produce such pattern. It can be customized to fit desired look. Besides it runs pretty fast compared to voronoi approach Attached test renders were done using Techie's amazing rock generator that can be found here: http://www.orbolt.com/asset/Techie::rock_generator::1.0 Have a nice day Peter pt_stone_pattern.hdalc
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    Core idea wasn't too hard to work out, then spent ages working on the details. David Whyte's gifs are so slick and elegant, wanted to get this one as close as possible. Almost nailed it.... hexagon.hipnc
  27. 8 likes
    Hey Guys, Long time ! Tried my hand at creating short Houdini Video tip under 5 minutes. Had fun doing it. Hope it proves useful to someone Cheers !
  28. 7 likes
    I finally got around to cleaning up the hip file and have attached it. If you end up using this, please let me know how it's going and share a pointer to your work. The major challenge with writing this in VEX was that VEX does not offer any of the canonical data structures one would use to efficiently implement this. For me, the simulation ends up running out of memory around a 1000 frames. As I am novice to Houdini, I would also appreciate any feedback and comments you might have if you end up taking a look. Enjoy? :-) MorphogensisInVex.hiplc
  29. 7 likes
    [SIGGRAPH 2017] Anisotropic Elastoplasticity for Cloth, Knit and Hair Frictional Contact
  30. 7 likes
    I was walking by a buddies machine the other day, and saw this as his houdini UI theme. I asked if he would share it. so here it is Slate_houdiniTheme.zip
  31. 7 likes
    Hello Everyone, This is a series of videos on how to use the Redshift renderer in Houdini regards Rohan Dalvi
  32. 7 likes
    Hope you don't mind, Karl, I coded a version of this in vex after checking out your file. Slightly different than yours, but using the same principle. I put two options in there, one to do even divisions between particles, and another to use a step size for divisions, so you always get a somewhat even distribution of new points. Match this to your flip particle step size, and I think that will provide optimized results. I also approximate normals on the point cloud and provide a random spread along the surface tangents which can further help fill in the gaps. There's an option in there to try and detect isolated particles and delte them, but that will slow things down a lot. HIP and OTL attached. splashExample.hip pc_gapfiller.hda
  33. 6 likes
    Wanted to share a fun technique for emitting curves with stringy behavior using pop grains. It's fast and stable so you can simulate many strands interacting together. Using the explicit constraints feature of popGrains, primitives that constrain the points are made on the fly during each timestep in a sop solver. Hope this is fun and/or useful to some of you Link to render and hip file: Vimeo Link -Nema emittingStrands.hipnc
  34. 6 likes
    What the... I almost fell out of my chair laughing at this one (not my video).
  35. 6 likes
    Dot node can survive Y scissoring. The dot is persistent, if you click on the dot again with Alt. EDIT: btw you can also color the dot.
  36. 6 likes
  37. 6 likes
    Here is a vertexwrangle method for projecting cubic UVs on any kind of mesh: vector bbox = relbbox(0, @P); vector side = sign(@N); vector nml = abs(@N); vector size = getbbox_size(0); vector ratio = size / max(size); vector scale = bbox * ratio; if (nml.x == max(nml)) { @uv = set(scale.y * side.x, scale.z, 0); } else if (nml.y == max(nml)) { @uv = set(scale.x * side.y, scale.z, 0); @uv.y += 1; } else { @uv = set(scale.x * side.z, scale.y, 0); @uv.y += 2; } @uv *= 0.3333; @uv.x += 0.5;
  38. 6 likes
    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.
  39. 6 likes
    This is really cool... Looking to the very first part, I did a simple setup yesterday, trying to replicate it, but can't say I got very far before running into issues. The problem with the POP setup is it really wants to create the coral patterns - even using a polyframe to calculate outwards normals and using them to guide velocity outwards, you get to a point where is starts to fold into itself" and create those traditional differential curve type patterns... So perhaps something ti rethink - or perhaps someone here has an idea..? Oh, and just generally, there's SOOO much friggin cool stuff in this video, I can barely watch without freaking out, wanting to try to replicate all of them, hehe...
  40. 6 likes
    Why use a line when you can use a circle!? coral.growth.pops.hipnc
  41. 5 likes
    Hi, This would technically be my first fan art in Houdini. Usually I make all of my fan arts in Daz and use Houdini to do some additional modelling since you can't model in Daz. This time I went the other way around primarily because I wanted to try the new Hair tool in Houdini 16. Which, by the way, are fantastic. The character and clothing were posed in Daz and exported as obj to Houdini. Hair and the rest of the scene is Houdini. Skin and hair shader is custom because octane doesn't have a skin or a hair shader. For my next one I'll try the new auto rigging tools on Houdini.
  42. 5 likes
    At first i decided to make spruce or Picea Abies, cause think it is the most complicated tree. Current progress presented in pictures. This is half of work on spruce. Next step will be replace curves in long branch with small branches with needles.
  43. 5 likes
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  45. 5 likes
    You can do it stochastically by using rand($PR) < 0.2 or rand($PR) < 50 / nprims() to select about 20% or 50 respectively. This won't usually get you _exactly_ the right amount, but the more primitives you have, the closer it will usually get. If you need to get exactly the desired amount, you can use a random Sort SOP, select the first 50 or 20%, and then GroupTransfer the groups back to the original geometry. That way you won't mess up the original primitive order. random_selections.hip
  46. 4 likes
    Something I`m working on right now. Rendered with Arnold in C4D.
  47. 4 likes
    You can use a Sop Solver DOP to set forces for your points. H16.0.550 Indie - WindDirection_v2.zip
  48. 4 likes
    Also working on some audio driven animation for a music video. We'll need some creatures swimming around! All animation here is procedurally driven by audio and mathematics using Houdini's channel operators. Additionally, all geometry is procedurally modeled (jelly dome is a mix of noises, oral arms were modeled using differential mesh growth, tentacles are noise-driven) The audio is from our band, yesper. Find the full song here:
  49. 4 likes
    I dont' think he wants to emit light, he want to control the "glow". I did a quick shader just to control the core of the line, see if there's something that might help you in there. additive mode - shader Menoz.hiplc.hipnc
  50. 4 likes
    if you have a fairly simple geometry you could use the old tristrip-trick or just remove edges between pairs of triangles like freaq said. quads.hip