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Found 64 results

  1. Hi! This is my first post here, hopefully I'm posting in the right section. I recently released a procedural rock generator asset for Houdini. It can generate various types of rocks by using geometric or volumetric displacement, perform remeshing and polygon reduction, create UV coordinates and also apply a procedural texture which can be baked to a file. Link: https://www.orbolt.com/asset/Techie::rock_generator::1.0 I hope to add more features later on. I'm sure most of you here can create this sort of asset easily but maybe it's still useful for some of you, I've spent quite a lot of time on creating it. If you have any comments (e.g. if the price is fair or not) or features you'd like me to add, let me know.
  2. Hey guys, Im playing with the Wire solver and I managed to get a series of wires from one plane to another to dangle (mostly using the shelf tools). What I would like to do is to start with just a couple of wires and over time increase the number. As you can see in my scene file the number of wires is determined by the scatter nodes... but if I animate the points count there the simulation breaks. Any idea ? thanks! mj_wires.hip
  3. Hi all, I'm trying to get the SHOP procedural called 'Houdini Engine Procedural: Point Generate' to work, but so far I've had no luck. There's no example and the documentation doesn't actually say how to use it. There's the obvious docs listed here: http://www.sidefx.com/docs/houdini/nodes/vop/enginepointgen But that's all I can find. I've also attached the closest I have gotten. If you go to the shop > vm_geo_enginepointgen1 you can see I've told the procedural to call the Scatter SOP, which it seems to try and do so, but it complains that there are not enough sources specified. Which is fair enough, but I see no way of telling the called scatter to use any geometry as input. So, has anyone got this working? Perhaps calling their own asset? Point_Procedural.hipnc
  4. Greetings. I can't throw away my idea about creating forest and plants generator. And for this purpose i will use houdini l-system. Yes, this is hard, but other systems usefull only for bushes or some abstract plants, i think. It will be long project. Later will add some progress pictures.
  5. Hi I can successfully group unshared edges to get the boundary edges of a flat grid. However, how might I procedurally remove the very inside enclosed hole edges (such as the three holes in the attached image), and only have the very outside perimeter remain in the group? Any advice appreciated
  6. Hi Houdini hive-mind new here (sort of) looking for some advice on how I might be able to create a grid where the cells are arranged in an opus pattern. I have a cell of a minimum dimension (lets say 200x200), I want to be able to have the other cells multiple dimension of that in x and y. (400x800, 600x400 or even 200x2000 for example). Crucially there are no L shaped/tetris type arrangments. Im fairly sure it involves making a grid of cells with the minimum size, and making random selections to delete and build bigger patches, but not sure the best way to go about it without creating odd shapes. I've reached my intelligence limit, and I defer to clever folk here for any kind suggestions (or of course, solutions posted elsewhere) Thanks
  7. Hello everyone, I have a question please, I'm using the new terrain tools in Houdini 16, but I can't find an example of how to carve a road in the terrain, please I need any hint or example, thanks....
  8. Hey guys, I don't have a lot of experience in SHOPs yet so I'd like to see if someone could give me some ideas for this. I'm developing a procedural eye and I'm able to do it's veins procedurally on SOPs but I guess it would be much more useful if I could achieve something in the shader, maybe using some kind of noise. I don't know. I'm kinda stucked in the beggining so I just need any kind of ideas here's a good reference (I like the thickness variation)
  9. Hi guys, I'm fairly new to Houdini and even newer when it comes to modelling in Houdini so was wondering if I can get a few tips. I'm trying to create a mesh for a lightning bolt. I would like to be able to procedurally create different shapes fairly quickly, once the initial mesh has been set up. Ideally I can have some options for number of branches, random thickness, smoothing etc. Any help would be very much appreciated. Thanks
  10. hi, i am currently new to houdini and have been using arnold so far. Currently i am trying to build a procedural texture and have been using ambient occlusion as mask extensively and was happy with the result. However when i render it with animation, the objects move around and so the ambient occlusion mask moves as well for every frame. is there any way i could bake the ambient occlusion mask as a static mask? or stop ambient occlusion from recalculating every frame? the geo consist of a huge polygon with many sections being animated that has already been unwrapped with uvs. would really appreciate any help thx.
  11. Studying VEX i create penrose tile setup, maybe it will be interesting for someone who is beggining scripting in vex. HIP https://www.dropbox.com/s/m6ysgiljl7m0k40/penrose_tile.hip?dl=0
  12. Studying VEX i create penrose tile setup, maybe it will be interesting for someone who is beggining scripting in vex. HIP https://www.dropbox.com/s/m6ysgiljl7m0k40/penrose_tile.hip?dl=0 https://www.behance.net/erikbaymukcf7d
  13. I'm trying to add this geometry to the primitives of an object, in this instance a cube. I'm quite lost and have no idea how to continue, any suggestions? Also, is there a way to have a rectangle spawn from the corners of the grid towards the center, whilst following the height of the surface? VFX1.hipnc
  14. My latest commercial training in Houdini about using CHOPs in Procedural Animation , Hope you Like it more info here : http://www.hossamfx.org/chops-in-houdinifx/ Hossam aldin Alaliwi www.hossamfx.org kind regards !!!
  15. Any idea how I can add procedurally a brick wall structure to this circular watchtower?
  16. Hi everyone, I need a help in modelling a shape for a project. I am trying to model square sawtooth kind of cube over a circular base. It needs to follow the base circular profile with alternate height. What is the best way to do it? I am looking to do it in procedural way but not getting there. I have attached a roughly drawn reference image. Any pointers will be helpful. Thank you for your time.
  17. Hello everybody! I have a simple grid animation like this: The animation is driven by a $F*0.001 expression in mountain node offset channel: Is there a way to: 1) Loop this animation seamlessly And the most important: 2) Is there a way to export this animation to Unity? If yes, what format is better for the task and what export/import settings should I use? Thank you for your time.
  18. I have a bunch of hexoganol primitives. Each hexagon has a spine(curve) that I want to sweep the hexagon along. Each spine shares the same primnum as its associated hexagon. What is the best way to do this? What I've been playing with is a ForEach Loop that sweeps each hexprim along each spine.... but my results are confusing and bad. hexRox2.hip
  19. I want to jack the streamer visualizations from my fluid source and use it to extrude shapes along. Is this doable? I want to do this because of how cleanly the streamer lines are distributed within a volume.
  20. Hi all, I'm trying to make a glyph generator based on a 3x3 crossed grid. This is where I have got to so far. The way I've created this is pretty rough. I made a grid, divided it, flipped it, merged the results, fused, converted to wireframe, assigned random colour for primitives, delete by colour, stamped with copySOP. Instead of converting the edges to a primitive, i would prefer to assign a random attribute to the edges and delete them on that basis. But my knowledge has hit a wall as edges aren't really attributable according to the geospreadsheet. Further, I need to figure out a way to identify when a 'X' happens and delete one of the edges. Maybe I could fix this further up the tree by stamping a grid which randomly flips a divided cell (rather than flipping the whole grid and merging+fusing them). If anyone has any pointers let me know, I will also attach the hip too. Hope I make sense! Cheers. glyph.hip
  21. Hello everyone, Here I am sharing the breakdown of How Sony Pictures Imageworks has created electric bolts and dematerialisation effect of Amazing Spiderman 2. we can create the same kind of effect. Can anyone help me in that. A hip file will be appreciated.
  22. My current development. Digital asset for creating production-ready animated trees and other plants. A few types of wind (Real time wind system and accurate dynamic wind), many many options to customize plant as you wish. Additional examples of wind animation will be a little later. Basically, you need only 8 hours to create fully dynamical 3d tree. (2-3 hours for tweak a shape and all other time for dynamic) Implemented by python, HDK, and a lot of free time This is noncommercial thing. - Module system for any kinds of vegetation - All in one DA - Maximum flexibility - Fast internal modules based on HDK ( C++) - Auto smooth trunks - Dynamics - Leaves mesh builder http://vimeo.com/58316944 Please, feel free to contact me any time. Thanks.
  23. Hello Everyone, I am rookie in houdini and currently i`m struggling in making a gun impact system in houdini, which should have a characteristic to make dents according to the properties where the bullets like metal, concrete wall, brickwall, wood etc. Please help me. A help with a hip file will be nice and helpful more to me
  24. Help a brother out, I'm getting headache by trying to figure this out. At this point assuming it's a limitation of the software. I've been getting more into procedural texturing and shading and sometimes want to blur those textures for example to use as a mask. This far I haven't been able to figure out if there is a way to blur or filter SHOP textures in a similar way you could in COPs with Blur node. I guess SHOPs can't do this since the procedural textures are resolution independent. However is it possible to maybe import the texture to COPs and then after blurring there back to the shader again. The main thing being I want to avoid writing out the textures in between, if there is a interactive solution for baking texture out then maybe that would be fine. Attaching a examle scene file with texture() blur and example procedural texture I want to blur out. Thanks! textureBlur.hip
  25. Hey guys! I'm approaching my senior year at University and I've been trying to think of a project I can start on, or a procedural system/tool I can create in order impress recruiters. My instructors don't know much about dynamics/Houdini in general since they have experience in other fields, so I'm not able to get any feedback as to what VFX recruiters look for in a Demo Reel. I have multiple projects I've completed but none that I feel really stand out. If you've had experience in the industry I'd love to hear some insight as to what makes a great dynamics reel, and any project ideas/challenges would be greatly appreciated, thanks!