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Found 59 results

  1. I'm currently following along with Rohan Dalvi's Motion Graphics tutorial, and I've run into two issues with the particles from the outer ring that I thought would have simple solutions, but so far have completely stumped me. The first thing I've found is that each point would spawn two particles, resulting in two lines very close together, and I want to get only one particle/line for each spawn. I've figured out the reason for this happen is that in my POP network I do two separate replicates, each on a different particle stream/group (so that I can have differing life lengths), and the replicate POP passes through the original particles (even those no being replicated) so after merging the replicates back together, I end up with two separate sets of the original spawner particles. Now the solution I came up with was to remove the points I didn't want to replicate, do the replicate for each group, then merge them back together (exactly like I would if I had this issue in SOPs). Problem is though that didn't work at all. I tried both Kill POPs and POP Wrangles, and a few different setups but nothing worked. I've included some notes with the scene file to give better explanations. Secondly, when the spawner particle collides with the tube, the replicator keeps replicating it, so we end up with a bunch of points stacked on top of each other, which I don't want. My idea to fix was to have a node placed straight after the replicate that removes any particles in the "hitparticle" group from the "stream_General_Spawner" group. That way, on the next frame, all the collided particles won't be replicate again. But this didn't entirely work either. "Combine Groups" on the Group POP almost did the trick, but in addition to removing the particles from the spawner group, it also removed them from the hitparticle group, which I don't want because I have a wrangle that does stuff with that group. Does anyone know why these issues exist? I'm guess that I'm missing some sort of foundational knowledge on how POPs work? Any recommendations for tutorials or articles to go along with the documentation to help with this? POPs_problem.hipnc
  2. Hi I'm new to Houdini and recently I've been getting into DOPs. I have a question I've been trying different things out in dops to see how they work, been playing around with the "Gas Match Field" node and found that it works quite nicely when both fields you are supplying the node with are from the same object Like on picture 1, both the "myField" field and the "heat" field are part of the same object and the node works just fine But what I can't figure out is how to make the node work when I'm supplying it with fields from different objects. On picture 2 "myField" is part of an empty object and the "heat" field is part of the smoke object, I tried to reference them via their paths like on the picture 2 but unfortunately it doesn't seem to work. Does anyone have any insight into why this may be, I can see how referencing field from different objects can come in handy not just for this scenario.
  3. Hello everyone. I've did not encounter that challenge before. I'm trying to simulate an exlosion with flying out of particles that should leave smoke train behind them. It's takes a lot of time and resources to simulate them all at once. I've decided to simulate them separetely. I've already saved my main explosion cache to disk by using Rop Output node. And now I want to simulate and save to disk each particle smoke simulation one by one. Is there any way to do that automatically? Does anyone have any an opinion how to do that? It's not a big deal if i had let's say 5 particles but in my case I have 25. I would be graceful if Anyone could help me with that question.
  4. Question

    Hello guys how to make fluid or particles attached to them fluid moving from the bottom point and in the end got the scope.
  5. Dynamic RBD - Houdini to Unreal

    Would anyone know how to pre-fracture geometry in houdini, bring it into unreal engine and have it be dynamic (responsive to real-time collisions)? I know unreal has a way to do it and be dynamic, but Im wanting to be able to art direct from houdini for the area where my collision will happen in the level. I have already tried pre-fracturing with voronoi and exporting as alembic and fbx but no dice. Just wanted to see if anyone had a solution to this. Any ideas?
  6. Hi guys! I would like to share with you one project made by our student who has accomplished our Multi-Dynamics course: https://vimeo.com/209750174 Two groups have just finished this program. Now we invite everyone who is interested in improving Houdini skills to join us. The next course starts on May 20th, 2017. The program of the Multi-Dynamics course is focused on solving non-trivial dynamic tasks. We master the knowledge by creating FX-assets using virtually the entire selection of Houdini solvers. You can find more details by following the link http://onlinevfx.ru/eng/courses/9-course-houdini-multy-dynamics
  7. Hello Everyone, http://www.hossamfx.org/math-in-houdini-vol2/ Hello Everyone, Description: In volume two of Math in Houdini training. We will continue exploring the big role of math in creating visual effects and controlling the simulation behavior and this time we will move to more advanced concepts and provide cool projects. I will explain one of most important physical parameter: the gradient. And show you how to use it in rigging and collision and give you wide idea about using gradient in different operations in Houdini also We will go indepth with matrices and learn cool techniques using the matrix: it is the “Frame of Reference” you must know this magic secret about matrix. If you have many questions about Quaternion parameter, So we will dive into this concept and answer all questions with cool projects and we will see how to create quaternion field to effectparticles motion and if you don’t know what is the Vector 4, we will have cool project about using vector 4 inside the wire solver dynamics. And I will show you how it to build your own cloth simulation from scratch, this part will give wide idea about how the dynamic solvers work and what is the constraint , gravity , and how the collision is calculated ….. and many other math topics. Thank you. Lesson plan WHAT IS THE GRADIENT, AND FOR WHAT !!! all dynamic solvers use Gradient and normal and velocity and collision calculations, all this Physical Parameters use Gradient, you absolutely Know what is the Gradient !!! ? 1. Gradient & Slope Relationship– Are there any relationship between it? 2. It can create Normal – slope can create normal, how? 3. Speed and Velocity calculates –it is awesome how slope can calculates speed for everything. 4. Slope & Dot product in Rigging – No more tutorials about how to Rig the wheel. 5. Gradient of surface – Slope can create Gradient 2D field. MATRIX IN DEPTH !!! we will start by talking about for what we need matrix and next it will be more clear how it is easy to use matrix, and Frame of Reference is strong concept that you must have idea on how to use. 6. Why we created the Matrices – to understand matrices I must know for what it was created. 7. Recreating the Matrix – Now we will see how it is more easy with Matrices. 8. Frame of Reference – it is cool Concept you must know how to use with matrices. QUATERNION, NO MORE QUESTIONS ??? you don't know any thing about quaternion! you will know every thing about it, for what, when to use, how to control and how to build field of quaternion to advect particles. 9. What is the Quaternion – You will Have depth understand of this Scary parameter. 10. Quaternion Field part 1 – Quaternion inside Dynamics can create awesome animation in Particles. 11. Quaternion Field part 2 –How to Keep Particles inside defiened Volume using quaternion attribut VECTOR 4 IS A QUATERNION, ... !!! the orient attribute in the Wire solver is very important and you must know how it work, in this project we will manipulate this Attribute to create procedural dynamic animation. 12. Quaternion & Wire Solver – Big role of Quaternion in wire object. 13. Feelers & Quaternion part 1 –Feelers of insects moving around all the time, we will simulate this motion with quaternion. 14. Feelers & Quaternion part 2 –How to control the physical parameters of feelers to get nice real motion. SIMULATION CODE & COLLISION it is very important to get depth understand of how the Dynamic solvers work, we will see how we can build cloth simulation and add collision to this simulation using the Point VOP and Sop Solver. 15. Apply Gravity –Without any dynamics solvers, we will create our solver and start by adding gravity force to objects using the point vop and sop solver. 16. Create Cloth Force – Define the force spring between cloth object points and create pin constraint for new solver. 17. Gradient & Collision –Gradient of Volume is the way to create collision between objects. ِAll Content With Project Files . Full information Here
  8. Small scale tyre burnout

    Hi all, I'm trying to create the effect of a tyre burnout, like in this topic; customise pyro emitter. However, I'm trying to achieve the effect on a much smaller scale, and with 4 wheels instead of just one. I'm finding a few issues at the moment. The first issue is with the fluid source for the pyro sim. I can't seem to get the fluid source to accurately represent the shape of the wheels, unless I reduce the "Out Feather Length" to a near zero value. I also need to decrease the division size massively, which is obviously slowing down the sim. Is there a more memory/time efficient way of representing the wheel shapes in the fluid source? Secondly, when I run the pyro sim (with the best fluid source result I could get), the velocity from the wheels don't seem to be effectively moving the density in the sim. The fluid seems to be just randomly emitting from the wheels and floating about. I have a feeling that these issues are going to probably boil down to reducing the sim resolution, however, it just seems to be running far too slowly for me to effectively iterate on the sim. Any ideas would be greatly appreciated. Scene file attached. OdForce_fluidSource_v01.hip
  9. Made this, after watching entagams tutorial on object packing. i used vdb to cover the spheres to give a slimy look and feel hope you like
  10. I discovered today that a ground plane doesn't need a static solver to work with an RBD sim? The Ground plane shelf tool adds a static solver to the dopNetwork but if removed it will still work. Is the RBD solver solving for the ground plane?
  11. H16 - Hair Dynamics fields

    Hi, Is it possible in H16 to use an external field to affect the Hair Guide dynamics? Like for example a Vortex Force. Tks Cheers!
  12. Replace fur by other geometry

    Hi, I just started learning houdini for my graduation work. Is there any way I can replace fur by other geometry? I am trying to make something like in the picture. What would be the best way to approach this?
  13. FX Artist

    FX Artist (Dynamics/Particles) The FX Artist will work closely with the Animation Team and Creative Leads to develop 3D FX elements to accomplish the vision of the Director for unique and high-profile 3D animated stereoscopic projects. For a better idea of what we do, check out our branding video! https://vimeo.com/166223263 Responsibilities include: 1. Establish and understand project FX needs/requirements. 2. Develop particle, rigid body, fluid and volumetric effects Develop in a fast-paced environment with an iterative workflow. 3. Maximize FX rendering techniques with AOVs for compositing. 4. Basic compositing of FX layers/AOVs in shots. 5. Identify creative and technical issues and elevate solutions to appropriate team members. 6. Communicate development status and forecasts. 7. Meet project deadlines set by production. 8. Maintain high security standards for confidential studio assets. Qualifications: 1. Professional industry experience preferred. 2. Strong foundation in using MAYA FX systems and/or HOUDINI. 3. Experience with shader development and render AOVs preferred. 4. Experience with NUKE compositing software a plus. 5. Stereoscopic film production experience a plus. 6. Experience using KRAKATOA, FUME-FX a plus. 7. Programming experience in MEL and/or PYTHON a plus. Submit your application online at: http://www.falconscreativegroup.com/en/about/careers/ Contract and Staff positions are available Falcon’s Treehouse, LLC is a drug-free workplace and employment is contingent upon passing a drug screen. We are an equal employment opportunity employer. All qualified applicants will receive consideration for employment without regard to race, color, religion, gender, age, national origin, disability status, protected veteran status or any other characteristic protected by law.
  14. Hi, I'm fairly new to Houdini and was working on a fur simulation in Houdini 15.5. Changing to H16, a lot has changed in the hair and fur department and now I don't seem to get my simulations working anymore when using an alembic archive file. Tests with a sphere (which I animated with just a few keys to give it some movement) work perfect, giving it some short fur sticking on the spheres surface (without extra simulation), and some long hairs on which I used the "simulate" button. This test works fine and the long hairs move nicely with the movement of the sphere. (I'm rendering the hairs as points to give it a more experimental look) Using an alembic file (alembic archive) of an animated lion, the short hairs still stick to the surface and it moves along with the lion nicely (No extra simulation) , but when I create some long hairs and press the "simulate" button, it doesn't work. The hairs stay in the same place and I keep getting errors from my Hair_gen node : invalid bounding box. Since the setup for fur in H16 is totally different then in H15.5, (you don't need to set up your mesh as a rigid body and setup the collisions anymore since H16 does that apparently automatic with the "simulate" button ?), I don't know what to do. Any suggestions or tutorials on how to use the hair & fur on an animated file in Houdini 16 ?? Could the alembic archive node be also the cause of the problem? I use a geo node with an "object merge" to bring in the simulation from the alembic archive file.
  15. We are looking for a part time teacher to teach Advanced Houdini course to international students at a University. Houdini experience a must. Teaching experience or presentation/training experience preferred but not essential. Good attitude and communication skills are essential. Excellent pay. Classes are once a week in the evening (7-10pm). Course length: 15 weeks. contact pbakic at academyart.edu
  16. Expanding Rubber Glove Effect

    Hi all, I'm trying to achieve the effect of a rubber glove expanding. Here's a link to a reference for the effect. I'm trying to make the palm area of the glove inflate, but the fingers remain the same size. I found a way to achieve the inflating effect on another topic in the forum "Inflate cloth with a finite element solver". This method uses a sop solver in DOPS to multiply "targetv" by time. I have painted an "expand" attribute in SOPS, to confine the inflating effect just to the palm area. However, although the palm inflates, the fingers remain completely motionless and seem to not be affected by the FEM solver. I think it is because the solvers I'm using are not bi-directional. I have attached a .hip file and glove geo for reference. Any help would be greatly appreciated! rubberGlove_v01.hipnc rubberGlove_GEO_v01.obj
  17. Hi everyone, Preceding the conference on procedural content for games we are organizing, we also host a Houdini Dynamics Masterclass by Andrew Lowell. The Masterclass is free as long as we have places left. Location is Breda, the Netherlands, Europe. Please check website below: http://everythingprocedural.com/
  18. Hi whats the best way to group and constrain pieces of prefractured and already animated geo I am usin attr interpolate for scater but cant get fixed group based on name/piece to stay put please check the attached file fractureTest.hipnc
  19. Help, I need to damage the propeller of a helicopter when crashing into an object, the body of the helicopter does not interest me, but the problem is that eh downloaded dosarchivos forums and none serves me, one is with rbdpincosntrain, and the other bon rbdkeyactive1 but when I turn the latter the helices are flying by the effect of rotation, deputy simple scene of a helicopter passing an item but the helices fall oh oh stay still, urgent help!sorry for bat English helicopter.hip
  20. In addition to my previous post for Houdini Artists we are currently looking for someone with specific experience in setting up Fur Dynamics in Houdini. We need someone who can start ASAP in London. Please drop me a line if you are interested or want more info paul@moving-picture.com
  21. Houdini Multi-Dynamics

    Hi guys, We've just launched a new course - Houdini Multi Dynamics. It is focused on solving non-trivial dynamic problems. We’re mastering the knowledge creating FX-assets using virtually the entire selection of solvers available to HOUDINI, in most cases in combination with each other. You can find more details and video on the page of course.
  22. Hi everyone. I'm making a mine themed rollercoaster and i'm wondering how to avoid keyframing animation. I thought about some kind of "rbd path slider constraint" that allows the minecarts to slide, accelerate downhill, slow down uphill and so on... but i can't find the way. Do you guys have any tip on how to implement something like that? Thanks!
  23. Particle Artifact Problem

    Hi guys, i was playing around with the popnet and when i changed the emission type to scatter onto surfaces (in the particle source object), and i got a kind of artifact, that has assigned black sprites to the particles. Here is the screen:
  24. hey guys, a while back i was trying to make a boat look like its floating using ocean waves shelf tool. what i did was i took the boat model and converted it to static object and put that in the ocean wave and it worked. but now when i trying to recreate the same thing the boat is just stuck in the space and there is no effect of ocean wave on it. what am i missing? if anyone tried it please let me know. thanks Deepak
  25. Hello guys, I'm having a problem with my project. I have a destruction made in Houdini that I want to export to Maya. This is because it needs to be rendered in Maya. I am using an apprentice version of Houdini, because of this version a lot of export methods can't be used. The best chance I have is with OBJ sequence in my opinion. But when I write an OBJ sequence in Houdini and then export it (as a single file with file>import for testing purpose) to Maya it gives me the following error: / Error: line 0: OBJ file line 236743: index out of range for face creation. // I am using packed geo most of the time. If I unpack the geo and then export it, it still isn't working. Attached is the OBJ that gives this error. I wrote it with a file node. The file node is attached to the Dopimport node with "fetch geometry from DOPnetwork" chosen as an option. Also tried polydoctor but it gives me no errors. Can someone help me out? Thanks in advance! Aram objexporttest unpacked.rar
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