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  1. Houdini FFX Collection Get it here: Gumroad: https://davidtorno.gumroad.com/l/ffxcollection FFX Collection is a collection of scene builds and techniques for the intermediate users of Houdini. Those looking for quick setups, wanting to get more familiar with VEX use cases, and wanting to get started in Karma and Material X. This collection of “presets” as it were showcases a variety of topics within Houdini. Builds include FLIP, RBD, Vellum, POP, Pyro Solver, SOPs, LOPs, TOPs, Karma, and Material X. All renders use 100% fully procedurally generated textures created with Material X noises. The only exceptions are the test geometry textures which are directly read from their HDA embeded jpg textures. The HDA is a simple drop down list of all fifty builds, of which you choose the one you want and click “Build It” to have the tool generate the entire build for you. By default there is Network box organization to help understand the flow and processes that are occuring. Additionally there are annotated tips, and helpful explainer sticky notes to help inform an techniques used. These annotations are also optional and can be turned off before building the network. For those wanting to dive straight into everything there is to offer, there is a “Build All” button to create all 50 builds. This option will have each build turned off by default, so as to not overload your machine with too many items trying to cook. All builds involve various techniques and useful information. Each “category” is defined by the primary method used for the solution used. Be that by SOP nodes directly, VEX code, VOPs network, or even by simulation type like Vellum, Flip, RBD, or Pyro. Vellum does have a few builds under the VEX category as well. Builds include: FLIP Attraction To Curve Shape FLIP Fill Solid Object FLIP Melt Object FLIP Object Surface Advoidance ForEach Incriment Point Count Per Curve ForEach Poly Reduce Pieces By Volume Attrib ForEach Stacking Random Cubes PyroSolver Geometry Ripples PyroSolver Pyro Color Change Over Time PyroSolver Pyro Color From Texture RBD Activate Pieces RBD Apply Proxy Sim To HiRes Source RBD Attraction To Curve Shape RBD SOP Emit Every X Frames RBD V W Constrained Axis SOPs 8Bit SOPs Cull Random Curve Segments SOPs Dissolve Curve SOPs Dissolve Geo SOPs Echo Curve SOPs Post Shrink RBD Pieces Over Time SOPs Stone Path Vellum Animate Restscale Via Attrib Vellum Basic Fluid Cloth Two Way Coupling Vellum Cloth Flows Along Curve Vellum Define Cloth Ripping Vellum Flag In Wind Vellum Inject Geo Over Time Vellum Paper Whirlwind Vellum Spheres Expanding In Box VEX Blend Mask VEX Cull Back Faces VEX Custom Guides For Vellum Hairs VEX Falloff Radius Around Curve VEX Geo Look At Target VEX Geometry Ripples VEX Guided Infection VEX Per Poly Transform Via Particle Proximity VEX Per Prim Rotation Around Edge VEX Repeat Ramp Values VEX Ring Waves With Falloff VEX Rotating Grid Tiles VEX Sin Cos VEX Sliding Points Along Curve VEX Vellum Dangling Cables VEX Vellum Sim Forces From SOPs VEX Vellum Source Emission Instancing VEX Voronoi Fracture Animated VOP Blend Mask VOP Orientation Along Curve
  2. I managed to find some time to make this tutorial on building USD hierarchies in SOPs. I couldn't find many resources on things like setting pivots and altering transforms so once I figured it all out I thought I'd share the approach. Hope someone out there finds it useful.
  3. Hello! I am attempting to use a multiparm block list to dynamically create groups from a selection. The selection is coming from the top of the HDA using an action button with a string parameter. Currently I am able to make my selection but when iterating over it in a for loop for some reason I’m not able to bind the channel reference to my parameter. Basically what I am doing is taking that string and trying to bind the “Group” variable of a vex node so that I can run some vex code to give a name attribute to just those selected primitives. I know I can bind the group to a parameter because I am doing it in other places in the tool but for the multiparm the channel never turns green even though I pass it a string to my HDA’s parameter Has anyone attempted this? Will I need python? If so what should I look into?
  4. Hey all. Just posting a new tool I recently wrote in case anyone is interested. It's an HDA for saving attributes into either data textures or mesh vertex channels for use in realtime shaders. I needed to do some fancy pivot caching and mograph type stuff in a Unity shader and after hacking together a solution with a python SOP I figured I'd package it up nicely for future projects. https://github.com/pixel-ninja/packChannelsHDA/releases/tag/v1.0
  5. "Loops" is my latest Houdini.School class covering process loops like for, for-each, while and do/while loops. I'll illustrate numerous examples that will focus on SOPs, VOPs, VEX, COPs, and LOPs. Learn more about the class and enroll here: https://www.houdini.school/courses/hs-231-loops
  6. Hi folks, I've got a vellum sim of scattered strings that have an animated falloff mask attribute, that wipes from right to left. I want to get dopnet's popcurveforce to pull them in as the mask moves. Although the mask attribute is detected, it's stuck to the first frame. Any way I can get this to update per frame so that popcurveforce reads it? lines.hiplc
  7. Hi - I've got a feeling there's a node somewhere that does this as one of its options, but I can't remember where/how. Basically I want to take a sphere and connect longitudinal lines around it, to form rings like this: I've got a simple setup going where I'm manually connecting points and polywiring them into rings - but it feels clunky, and isn't very procedural! I'd like the rings to be closer/denser too, so there would be tons of loops to connect. Plan is to do some sort of soft-body thing with the polygon sphere and use point deform to make the hoopy version follow along. Or something... Hope there's a nice solution! Thanks :-)
  8. Liquid SOPs is a new class focusing on building art directable liquid FX without actually using any simulation solvers. The goal is to generate the look and movement of liquid, but without the overhead and complexity of actual simulation calculations. So this means no flip particle simulations, no volume advection, not even vellum will be used in this class. Just good old fashioned ingenuity, procedural animation, noises, curves, VOPs, and of course some VEX to make it all work together. This class should get you to think about the mechanics of liquids, which will allow you think differently in breaking down that information into simpler ways that can be built with just geometry. Enroll today: https://www.houdini.school/courses/hs-224-liquid-sops Teaser: https://vimeo.com/678063221
  9. I’m looking for a way to go about connecting points based on a min/max distance. My goal is to skip connecting the points closest to the starting point, and only connect to points within the minimum distance threshold.
  10. I'm having an issue with the Beach tank shelf tool when I try to use the Ocean Waves SOP (along with a couple of Ocean Spectrum SOPs) to seed the waves. As you can see in the video, the velocity of the waves seems to be transferred to the boundary layer of the simulation, but nowhere else, and the passing of the instanced waves seems to have little impact on the simulation, when the waves should in reality be breaking on the beach. I've already played around a lot with this and I believe it could have something to do with the velocities of the points on which the waves are being instanced, but I'm not sure. Any suggestions would be great, thanks! Beach Tank Issue.mp4
  11. I'm currently building a POP network to simulate rain on a window and would like to mimick the small variations in surface tension that help cause the erratic motion of rain drops running down the surface. I know how to do vary an attribute using VEX, but I'm not sure how to go about it with parameters, since I can only assign one friction value for the whole of the geometry in the Static Object SOP. Any help would be great!
  12. Hi guys/ladies, how can I compute a proper vector field that's tangent to any arbitrary mesh in VEX? I used the polyframe SOP but there are some inconsistencies with the vector directions and plus I'd love to know a VEX approach for creating a proper tangent field on arbitrary mesh. Thanks in advance. (I've provided a file with the mesh I'm currently working on; see attached) compute_tangent_field_HELP_01.hip
  13. Hi guys/girls, so I built this voronoi scale set-up for a mesh (see attached file) and would like to transfer uvs from the original base mesh to the scales, I've tried several different look-up methods but nothing has worked thus far. I managed to bother Jonah Friedman on linkedIn who did a similar set-up on a chameleon spot for psyop (see video link attached below) and he said that he'd done that in fabric engine and to copy the uvs from the original mesh he did a closest point lookup, but sadly that has not worked thus far for me. The final model will be texture painted in substance painter. Any help from a some uv and texturing wizard would be much appreciated! OH, AND I THINK I HAD SET THE VIEWPORT STATE TO MANUAL REFRESH, JUST IN CASE SOMEONE DIDN'T REALIZE! TRIPS ME UP SOMETIMES. Psyop scale set-up voronoi_scales_RnD_06_odforce.hip
  14. I am trying to rearrange all the primitive blocks using for loop but couldn't find a solution. I want to revert all the pieces back to their original place from the centroid. I used 2 transform nodes in the for each node to bring all the pieces to the origin. Now, I want to bring all the pieces back to their original position aka the first screenshot. Heres the hip file. Thank you for reading reaarange_test.hip
  15. Hi everyone, I have a plant (leaf and stem) merged as one piece of geo with some dynamic animation. I'd like to animate the leaf separately and still be able to keep the current animation. Is there anyway you guys can think of that I could do this in a procedural way? any suggestions would be much appreciated. Even if you have suggestion on how I could do it differently from scratch that would be appreciated too. See attached file. Thanks in advance. philodendron_model_03_for_forum.hip
  16. Greetings all! I’d like to know if it’s possible to pipe any one of the Maxon/Redshift noises into a SOP node in order to displace geometry on a mesh (rather than having Redshift handle the displacement at render time). I need to do this for the following reason: Maxon/Redshift has the specific noise I want (don’t want to spend a lot of time trying to replicate or approximate using one of the SOP noises). I will need to generate vine growth along the object I will be displacing with noise, so unless I’m mistaken, using render-time displacement is not an option. If there’s some workaround to this I haven’t considered, please enlighten me!!! Preemptive thanks for any responders! NpF
  17. Is there a way to distribute points on a line according to a ramp's density? I'm aware of the scatter node's density input , but that uses a random sample which isn't ideal for my use case.
  18. Ive followed Entagma's tutorial to make a the custom snowflake growth solver, everything is working great. Ive added an ID point attrib to keep a constant point id. What I am now trying to do is to create an emitter from the latest points 'created' in the past 3 or so frames. I fully understand that I can import into a popnet and use all the age/life/birth/jitter options to get the effect im thinking of.... the problem here is that all points from the start of the snowflake growth sim, exists on every frame, which reads into the POPsource, not giving me the effect of NEW points making a trailing emitter. so ive been trying to do something as simple as using a SOPsolver IN SOPs(not dops/pops), to fade @Cd.r=1 every frame to black, then just using a blast or removepoint in wrangle to delete a threshold of points below a certain chf('threshold').....but i cant get it to act on the newly created points of the snowflake solver.... my second attempt has been: int prev = pointattrib(1, 'id', @ptnum, 1); if(@Frame > 1){ if (@id == prev){ @Cd.r=1; } else{ @Cd.r=0; } } [ NOTE: Im using colour to just automatically visualize this before swapping to removepoint or using a blast node w/ threshold ] So, wiring the stream from the snowflake sim, into a timeshift( $F-1 ), then into opinput1 of my pointwrangle, so i can read the id point attribute from the previous frame, compare it to opinput0, in which....logically in my head, should colour the current frame points to be RED, and the PREV frame points matching CURRENT frame points to be BLACK.... even if this worked, id be slightly lost on how to blend it with the past few/N # of frames.... to dumb my question down to the most basic, im needing to add an manual AGE attrib based on the per point creation frame or even just a time/seconds float.... keep in mind, this is not set up in dops/POPnet as of right now. im probably missing something fairly simple, unfortunately a search of odforce, cgwiki and sidefx forums havent provided me with a solution. THANK YOU!
  19. Question 1 Hi guys/girls, so my issue is I have a branch-like structure growing around a bottle with some fruits being grown out at ends, however I used the findshortestpath node to get the branches to be correct size as they're grown and now the point sorting is all messed up and I was wondering if there is a better way to get correct scaling of branches? Question 2 How can I get the growing plants to offset there growth in time in an orderly manner once copied to the branches. Question 3 Any tips on how to properly generate UVs on the growing structure? I've attach the Hip file, any help would be much appreciated. Thanks in advance. growth_on_bottle_test_01.hip
  20. Hey Houdini legends, I am trying to create the centre of this flower. I have created all the tint disc flowers but now need to clone them onto a radial hexagon grid sort of thing. I have made a sphere and managed to get a honeycomb grid with the divide sop but I need the polys to get larger towards the outside and the pscale to reflect the scale of the prim. Any Ideas?
  21. rayt

    Hit data in SOPs

    Hi, As the title says, I'm trying to make hit data in sops. To expand on that I have a sequence of points moving through a piece of geometry and I would like to create a point that lasts for one frame at the point of intersection on the geometry. Is this possible? I have a rough setup that uses nearestpoint and fuse, but the points I am getting are not accurate enough for what I am trying to accomplish. Mostly because the moving points are very fast and all have random speed. Any help would be greatly appreciated. Thanks in advance.
  22. hey... I had an idea of directly fitting in the whitewater source via a sop solver in dops as a post solve, is this possible? I have tried it. but with no luck, also by applying a compress fluid. before Im gonna send scenes Im just wondering. And about the experience. was trying to get some more fluids overtime to fill gaps like you would do in a sopsolver in dops thnx
  23. Hey all, it's first post here and new to Houdini so I appologise if this isnt the easiest to follow. I have been trying to create a robust system for controlling vornoi fracture points, their glue strength and a way of manually breaking constraints between points. Ive been following some tutorials piecing together relevant bits from each to try and achieve this. My current issue Im facing is that once I play the simulation and the constraints start breaking they start flickering back on and glueing parts of the object which have already been broken. From my undertanding I think the manual breaking of constraints which is conflicting with the remove_broken SOP solver within DOPs, but I can't figure out how to get them both to work together. Any help would be greatly appreciated as I've hit a brick wall with this. Ive provided my scene file - I hope it's all easy to undertand. Thanks. Fracture_v001_notworking.hiplc
  24. Hey Guys, I have a bunch of jellies and a want to do a vellum soft body sim on them but the issue is that they all intersect and I don't want that. So I threw them in foreach and scaled them down. Now I want to scale them up while doing the vellum soft body sim. I tried the pressure thing already but it destroys the shape completely. So I went with a sop solver but that doesn't seem to work with vellum. Attached you find an example file. I hope somebody can point me in the right direction. Cheers, Lucas jelly_lb_v003.hipnc
  25. Like everyone else, I use a bunch of tools for my work. But I found myself using Houdini more and more for 2d work, including making a sketch or etch style of pictures like these. I did it using sops, and while I imagine there is at least a million ways to do that in Houdini, it was bloody fast, took just a few nodes, and with plentiful variations.
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