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Found 14 results

  1. The Cube

    Hey all, I got super excited on this image and started to make something based on it And now I'm reaching out for some guidance. Attached is where I was heading... still not getting the nice symmetry and variety that the image has. Any help would be appreciated thanks! cube_v001.hipnc
  2. The Cube

    Hey all, I got super excited on this image and started to make something based on it. And now I'm reaching out for some guidance. Attached is where I was heading... still not getting the nice symmetry and variety that the image has. Any help would be appreciated thanks! cube_v001.hipnc
  3. Hi All, I am not sure I am posting this in the correct Forum segment..if note please let me know. For the life of me I cannot find a way to replace/control the hair shapes from ribbon to cubes or hexagons and etc..... Trying to achieve in the images below using Hair and Fur as it is much faster than using the Copy stamp Sop. I have tried Polywire (super slow) and I was using the Hair shelve tools. So created a Geometry Node with object merge using the output of the Hairs ====> Polywire. Any suggestions would be great The below is the result achieved so far....super fast performance Cheers!
  4. Seven Dancing Swirling Blobs

    This is an enhanced version of an earlier animation. This time it was rendered with a dual 1080GTX G1 and 960GTX in Redshift. So instead of taking 3 hours, it took about 1hr30 - I guess there are ways of making it quicker but I'm still in the learning process
  5. 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!
  6. Sharing my tutorials

    Hey magicians, Wanted to share some Houdini tutoriales I did You can find them here: https://caskaldesign.com/tutorials/ Cheers!
  7. Hello all, I'm having trouble recreating this image... I'v made a sphere have tried to slice it in vdb's but cannot figure out how to achieve the shape? If anyone could point me in the right direction it would be much appreciated! thanks,
  8. face meshing

    playing with some idea's setup's from the many new tutorials, which popping up last days.
  9. Hey there, im new to houdini and i really want to create some partcile trails that are floating around the shape of an object. Would be great if someone can explain me a quick way without attribute wrangles as im not experienced in coding at all. Thanks in advance. Nick
  10. Object Displacement

    Hello, I'm attempting to recreate something similar to the reference geo in this link: I'm using a tube and then painting where I want my displacement but I'm not happy with the results as it isn't really resembling the reference image. Does anyone have any suggestions as to a different way to approach this? Thanks for taking a look. disp_geo_js_v01.hip
  11. fractal landscapes

    i am starting to experiment with fractal landscapes. first try: golden Forest *rendered with Thea render
  12. soap sim texture

    Hello! stuck a little, need help! reference https://www.shutterstock.com/en/video/clip-9239504-stock-footage-soap-texture.html?src=rel/9239561:1/3p I did a lot of tests with pyro and flip sims and came to almost what i want. biggest problem with pure fluid simulations - mixing of colors, resulting dirty one color, i abandoned this method. solution was to make particle advection while fluid simulations and it was good, but not enough detail. 1. to add details i have included 'add' and resample lines every frame, after 400-500 frame sim time makes me sad.. 2. there are still "black holes" (img) 3. points gives dirty render anyway. soap_effect_v01.hip soap_effect_v01.hip
  13. Hey everyone, I've been playing around with VOP networks with a little bit of VEX here and there and I wanted to give myself a challenge (not that it isn't already a huge challenge) while I learn these new techniques. I'd like to eventually create something that grows and animates into something like this image. I know there are potentially a lot of steps involved in creating an effect like this, so any guidance would help a lot. I'll be posting my hips along the way. I don't have a lot of experience with generative art, but I think the best way to begin would be to create a similar image with only texture so I can wrap my head around some of these noise concepts. Here are some of my initial thoughts on the process: I like the overall smokey/wispy movement to the piece mixed with the finer more viscous noises scattered throughout. I'm thinking maybe a particle driven growth will work? Like the particles will create the wispy flow as splines grow and follow. A finer noise will be layered on to get the sticky feeling I also like the depth to the piece, it looks like an alien mountain range. Maybe it would be nice to influence the growth with a painted attribute? A spline thickness or spline spacing falloff in the y direction would be nice too so i can get those peaks and valleys. Maybe the peaks and valleys can be created with a noise that forms in the negative space and the growth happens outside of that. Having a color ramp on the y axis would allow me to color the points based on their heights That's it for now. I'll try to post some starting hips as soon as possible.
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