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Everything posted by caskal

  1. Hey magicians! I just saw a wonderful L-System sample video by Danndx and I wonder how a setup like this could be achieved? I love procedural growth / pattern stuff, seems he used a solver and some vex, any tips on how to achieve similar stuff? Thanks! Cheers!
  2. Hey guys, hows going? I'm trying to figure out how to do this kind of stuff, as you already may know, these artists are Cristoph Bader, and Simon Holmedal, two genius. I know there's an easy way to do in cinema 4d, with x-particles, a followsurface node and a turbulent noise, but the more I learn Houdini, the less I want to go back to my older apps, and the more I want to study fractals, nature, maths (always a hard thing for me since I'm a designer), but proceduralism is da bomb! Sam welker posted a tut on creating swirly patterns on a plane, entagma has some on fractals, as well as for loop subdivision depending on attributes. My questions, are these done with particles and solver? I really want to achieve this kind of complexity, If someone has a good tutorial or resource on stuff like "this particle goes here, and when spot this one the next do this" and stuff, pop behaviors explained for a 1 month houdini user, could be also a ray sop involved here to get the shapes?, at the same time they are uniform, noise?, trying to figure out but its driving me crazy, some key words to google would be very helpful, lately I'm more in abstract stuff than anything, started looking nature more closely, probably there's VEX involved here, thats my biggest fear, I guess I'll had to learn if I want to make power stuff. Thanks for reading!
  3. Thanks Richard! haha yes the director loves the details
  4. Hey guys, I worked on the simulations for this spot, it was my first serious houdini project, hope you like it
  5. Thanks sensei! means a lot!
  6. @ikoon my man! Thanks a lot! Shotout to @eetu for sharing too. Cheers!
  7. Thank you! Will give a shot!
  8. Hello magicians, I saw a great image by Lee Griggs the other day and I tried to replicate, here is the original effect He did it with Arnold (i think in maya), by projecting a texture into a volume density, here is some explanation https://support.solidangle.com/pages/viewpage.action?pageId=55710284 I didnt know how to project a texture into density, so I projected a texture, the deleted by color and converted that into vdb > fog, but that way I don't get any depth, any ideas? I've read about a rest field that does something like UV on volumes but cant figure out how Here are my attempts: Hip file attached, Cheers! volnoise3.hip
  9. @ch3 thanks for the info!, about the rest field, how do I add that manually? rest sop has nothing to do with it, right?, I readed that when you do a pyro sim the rest stuff can be added checking a box, but how do I add manually in the sop context, ie: if I create my own vdb? About volume vop, I understand the half of the stuff but will play with Houdini until I get there, thanks again for the direction! Cheers
  10. Figured out, not sure if this is the best option but seems to work, scattered points and used a point cloud, I'm glad I finally understood the point cloud stuff Hip attached in case someone finds useful Cheers! voldensed.hip
  11. @f1480187 @Atom @eetu any of the wizards got a clue on this? Cheers
  12. Thanks for the useful info @f1480187 , you are a great teacher! Cheers!
  13. Hello magicians, Been trying to tackle an effect from ManvsMachine with no luck, here is the effect (black voronoi at begginig) I'm having issues to control de inset (or thickness attribute) with a attribute transfer, I dont know if they do this way or with a noise, but I'm not able to make the voronoi caps small with that smooth effect. Also the shapes there seems to be not only a voronoi fracture but more uniform, I tried a voronoi based in curvature and with a paint sop, here is what I have so far: Attached are my files, any tip would be great, thanks! @f1480187 tagging the master here. hypervenom_test01.hip hypervenom_test02.hip
  14. Thanks for the tips guys! There it goes again @f1480187 with those handy vex snippets, still afraid to make the jump myself. Awesome tip in the spikes question by @atom been strugling with those a lot. Got a couple of questions: 1) f1 you made the noise with a wrangle to drive the scale, it will be the same if I do the noise via VOP and export as an attribute to read them later in the primitive scale sop? 2) When I do noises they dont have that jiggly/woobly smooth effect, what is driving those in your wrangles? if im correct the paramenter in vops is roughness but still these seem smoother 3) On the geo part, polys seem to have different vertex count (or maybe is my eye and all are 5 with small splits), I tried with voronoi, changing the pscale size and driving the scatter by curvature to get randomness but didnt get to that, best result I had is with a paint spray sop, any ideas on this? I did a "cheat" version myself by doing the base mesh in houdini and using a cinema4d morph with falloff to drive the animation, and I thought these can be done in Houdini with a vdb morph inside a solver, my question is, there is a way to drive the vdb morph with a falloff? (like an attribute transfer) Sorry if im being picky here, I get crazy when I think I can do something and I'm stuck in the middle Thanks again! Cheers!
  15. Hello magicians, I've been struggling with this all the morning, reading on forums and trying different stuff (att transfer, att promote, att interpolate, p deform) with no luck. I'm studying a file done by Ian Farnsworth , a awesome growth effect done with vdbs and curvature/gradient calculation. Now I'm trying to add a texture that sticks on the deformed sim, coming from a solver sop, but the texture doesnt stick. it keeps on the same space, I need to do this in order to texture properly in C4d (octane) http://i.imgur.com/mPryDKP.gifv File by Ian: http://fx-td.com/content/misc/recursive_growth_v2.hiplc Any help will be really appreciated. Thanks!
  16. Hello community, Some months ago I asked how to achieve this kind of effect Blackpixel user at sidefx forums did an awesome job with a mantra shader, at that time I was just learning the basics so I get stuck trying to understand, here is the post if someone wants to check out ( https://www.sidefx.com/forum/topic/44970/ ) I'm uploading the file that blackpixel did, all in mantra with shader builder, now that I learn the basics of shader builder I'm trying to really understand what he did, here are my thoughts: So he take a worley noise (4 points) and split up to 5 fit ranges, one is set to the refraction, he multiplies 2 to get the displacement, then he does several multiply with colormix, is this to get the colours on the borders? I tried to do it myself from scratch (attaching the hip too) with a similar but not the same result, I started adding one by one to see what is doing but I can't figure out yet. My main cuestion is, from a designer point of view, lets say I want to create a shader that is black/milky (btw he isn't using SSS but it looks like), how should I think to say: this will be the plastic hole, this will be the border one, this will be the main surface, I guess he's doing all of that dividing the worley in fits right?, mantra is kinda scary yet so powerful. Sorry for the long read Cheers! worley_holes_blackpixel.hip worley_holes_caskal.hipnc
  17. Hey @trojanfoe thanks for the tip, that will make things much easier to understand, will give a try now, cheers!
  18. Hey magicians, I've been trying to do some pattern stuff inspired by Ehsan Parizi, but I can't get my head on how to do it. Here are some Ehsan examples And this is what I did so far lol I know this is probably not the best way, im stuck to rotate them in certain axis like he did, any tips on how to create this different types of patterns will be really helpful. Attached is my file. Thanks! gridtest.hip
  19. Time to sleep http://i.imgur.com/H74Wb75.gifv http://i.imgur.com/RCW486L.gifv
  20. Some progress but not there yet
  21. Hey magicians, I just saw a great animation by Diego Diapolo and there were some effects that blow my mind, I wonder how can they be achieved, is this wire solver? or can be made within pops?, also the green thing, is fem? any tips will be very appreciated here are some gifs: http://i.imgur.com/ResVXoy.gifv http://i.imgur.com/h92G1CR.gifv http://i.imgur.com/HGn8i0U.gifv And here is the entire animation (great one): Thanks in advance Cheers!
  22. Thanks a lot Atom!, didn't know Matt was updating the wiki, lots to check!
  23. Hello magicians, I'm stuck in a R&D for a client, been trying to do a particle behavior for 5 days without success. Heres a video gif of the latest client ref: http://i.imgur.com/dvtTkL1.gifv Also attached is some early image references the client sent but I would like to focus on the gif one. Here is a gif with some of my RDs, I tried advecting particles from pyro, doing a pop network with curve forces and some more stuff, the behavior the client wants is some sort of flock/swarm like a monster that chase a person. http://i.imgur.com/Bs9kFbK.gifv Thanks in advance Cheers!