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Found 16 results

  1. This is a personal project i've been working on in houdini . so hope u like it .
  2. Hi everyone,i'm a new gay about houdini.english is not my first language,and my english skill is not well ,sorry about that. i want make some realistic clouds.i use the cloud rig shelf tool,but i think it not what i want. i have a few questions about how to make realistic clouds. Q1: The shape of clouds.if i want make cloud like a cat,should i use a cat geometry as source? Q2:the noise about clouds.i try use turbulence noise or curl noise make the cloud have a better look,but i didn't find a good noise to simulate cloud.do you have some good advice about noise?
  3. Hi, I have a box converted to a volume. Using a volume vop and noise I made some clouds. Here is the problem, I want a lot of clouds. So i go to my original box and scale it up. Since i scaled my box now i need to increase resolution. However, I cant increase the resolution high enough to get the clouds looking good when they are near the camera. I would need a ridiculously high amount of voxels to do that. Even 58 million voxels isn't high enough. Here is what I dont understand, I can do a similar thing in Maya. I can make non-dynamic texture based clouds. Here is what I like about Maya: When doing texture based clouds, I can use low resolution (small amount of voxels) but still get high quality clouds because the opacity of the volume is being textured by a high quality noise pattern. Look at the 2 viewport photos. Both the high resolution and low resolution (bottom two photos) produce basically the same render (top photo). How can I do some thing like that in houdini? In houdini, it seems like the resolution of the noise is dependent on the voxel resolution, where as in maya I can have low voxel resolution, but high quality noise and get good render. Any thoughts? Thanks
  4. Hey, What is a good way for creating large masses of clouds? I tried using the regular cloud node, but it seems really slow. At large scales it seems to run too slow to have a high enough resolution. I am trying to do something similar to this, just covering a bigger area. Any suggestions?
  5. Hey guys! This forum has been immensely useful on my journey of using and learning Houdini, and for once I am finally trying to apply my new knowledge and make a present for someone special to me and today is the last day I get to work on it, for this last part I need to have some clouds moving around on screen (I'm creating a surrealistic cloudscape with some floating cloud objects) but I have an issue! Okay so the issue is, I can create a normal geometry object inside of Houdini from the shelf tools (Such as a normal box) and apply a cloud rig to it, then key frame it in one position at frame 1 and then at frame 10 at another location moving the box_object1 node then it animates fine and the cloud floats from point 1 to point 2 between frames 1 & 10. However in the very same scene if I import a custom geometry (In this case a fairly low detailed heart nothing insane just a 3D Heart shape) and create a cloud rig from it it looks GORGEOUS but if I scrub forward in the timeline it disappears! the gizmo is still there but it is not, so trying to set a keyframe at frame 1 then going to frame 10 to set another doesn't work because the object is invisible. I am still moving the heart object thing like I was the box, what's the difference here? Is this possible at all? I really need to be able to do this to finish the present on time and I have been trying to solve this myself the last 2 days alone and am just so frustrated I figured I would turn over to you guys, thoughts? What I need to be able to do: Animate custom cloud geometry (Created with cloud rig) across the scene. Issue: The cloud object disappears after I move the timeline anywhere past frame 1 so I can't even animate it because I can't see it I feel there is some insanely obvious easy answer to this problem I am not quite getting or some concept I don't understand but I am still fairly new to Houdini so I apologize if so. Thank you SO SO SO much for ANY basic help you give in this situation because I am on such a tight deadline I am thinking for the first time in my life renting freaking rendering farm time just to get this thing out in time, but first I need to be able to move my custom clouds! I have tried SOOO much other software trying to do this and this is the only one I get close to it on. Thank you! - Damien P.S. I can attach a project file if I have too but I figured this might be simple enough to might not need one, but if you do I will gladly!
  6. Hi guys! Firstly first. My name is Nacho and this is my first message in this amazing forum. I'm a newer to Houdini, so please, bear with me and my English language as well I've prepared a very basic file to try to explain you my issue with this cloud animation, consisting basically in a cloud (using cloud and cloudnoise nodes) and a DOP network which I would like to use to give some turbulence to my original generated cloud. This is my issue: (please, open the attached file for more understanding) I animated the offset of the noise of one of my volume VOP nodes used (cloud_DeformationNoise4 (blue colored in my file)) to give some variation in time to that shape. It's a very basic and exaggerated animation just to show you the issue. So at that point, inside the cloud generation process, no issues are found. But when I try to import that cloud within a DOP network, the original noise animation is completely lost. Since I'm using a setup file from a work college, I did the basic procedure from scratch in a new file and it worked like a charm, so I can't understand why it's not working with my college´s setup. Could any of you (ohhh true Masters of Houdini) be so kind to have a look to the attached file and tell me what I am doing wrong? Looking forward to hearing from you guys. I have been breaking my head with this (probably stupid) issue for too long. I'll be eternally grateful :_ ) Cheers! test_cloud_animation.hipnc
  7. I have seen this question posted several times throughout the forum without much of a definitive solution and I have personally been asked several times how to do this, so I prepared a hip file with 2 different ways to achieve this effect, with some notes explaining what is happening. Basically you have to properly prepare your rest coordinates and then use them as a source for the noise. Hope some of you find it useful NJ_volume_deform.hip
  8. Hey Guys, I finished this project a while back. I included it in my showreel just before the FMX. If you want to see breakdowns of the scene, it's in my showreel. I also show the diversity of the shader used. The Breakdown starts at 00:40. In the bottom video you can see the WIP too. Everything but comp is Houdini. Mountain range is completely procedural. The Shader is procedural, snow amount is slope and height dependent mixed in with noise, you can determine the snow / rock bias too. The rocks under the snow is in the same shader and is controllable by reflection and displacement amount. There are three smoke sims on the left, top and right of the shot. The top one is a clustered pyro sim. In the top sim I used the velocity field to advect some particles for the snow effect. In the background the clouds are VEX Volume procedurally generated.
  9. Hello everyone, does anyone can help me, I just have no idea. What is the better way to go for? Thanks Carrier_cloudStorm_Playblast_003.mov
  10. Hello everyone, does anyone can help me, I just have no idea. What is the better way to go for? Thanks Carrier_cloudStorm_Playblast_003.mov
  11. Hey , i've made the cmivfx houdini fractals tut and made clouds, but i'm having problems with the rendering time. can anyone help me with that?
  12. Hi everyone SHED is looking for a talented and skillfull FX TD working on Houdini for a permanent position in Montreal. Artist will have to cover the scope of those different tasks that we often need to produce: - Rigid and Soft bodies - Fluids - Cloth - Clouds - Fire, Smoke Anyone interested into this position can email me directly at sly@shedmtl.com thanks sly Sylvain Lebeau // SHED V-P/Visual effects supervisor 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
  13. It feels like the cloudlight node doesn't do anything in the rendering, but in the viewport only. I changed a lot of parameters in the Render View and it felt like it didn't affect the rendering at all, even though being at Volume Quality 1 and a decent sampling rate. Therfore I set the Cloudlight color to red...no effect, either. Is there anything wrong in my scene or can anybody confirm the feature is not working at the moment (tried with 13.0.547, Windows7, VC11 built). cloud_01d_nonC.hipnc
  14. Hi guys, I am currently trying to do a cloudscape with Houdini's CloudFX and was hoping that you guys can give me some advice. I am trying to form clouds like this reference image But using following the cloudfx tutorials only gives me spherical clouds as the image below: Here is some hero cloud stillframe renders: So, my question is how do I go about doing those elongated shape clouds? Do I need to model out a similar shape and copy to a template or is playing with the cloud node settings enough. Thanks!
  15. Hi, recently, I'm using Houdini to make clouds. I use the Houdini self tool "Pyro FX->Volcano" to emit smoke from a lot of spheres, and then I can make the clouds I like. Please see the attachment picture 1, which is rendered by Mantra. Because I feel it quite slow when using Mantra, and I have Pixar's RenderMan in hand, so I try to render my clouds using PRMan to speed up rendering. But, I can't get what I want, please see attachment picture 2. I know I need to using Light Template when using PRMan, does I miss anything else for successfully rendering Pyro in PRMan? Thanks a lot.
  16. What do you think? https://vimeo.com/60872935 Peeling using Houdini 12.1 clouds and fog using Maya 2013 composited in nuke