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Found 96 results

  1. Hi all, hoping someone can help with this -- I've got a beach break sim, waves crashing on the rocky shore, etc. As the wave crests and curls over to crash, there's problems with the interior surfaces. While trying to eliminate variables and track down the issue, I've been working with a smaller section of the sim and turned off all the filtering on the mesh so it looks a bit crunchy right now, but hopefully this shows things clearly enough: (front view) (back view): --There it is, frames 98-99, a big part of the mesh just disappears, *pop*! This was done with the particle fluid surface SOP by the way, Houdini 15.5.565 . I've opened it up and have been digging around to try and diagnose the problem and so far all I can do is cause that shape to disappear on a different frame, sometimes it reappears for a few frames. So far I think it has something to do with how the surface layer of particles gets combined with the source @surface field out of DOPs. I get the same problem with or without using the Fluid Compress node. I've been all over the place with the erosion scale, droplet size, etc., but nothing is improving things If I look at the particles coming out of DOPs, I can see that the interior detail is there, nothing's popping from the sim: , and if I view the surface field coming from DOPs, that looks more like what I would expect: Anyway, I'm running out of ideas on how to fix this. I'd really like to take advantage of the fluid compression and the features that Particle Fluid Surface offers, but the "unioning" of the VDB from particles and the compressed fluid SDF isn't working so well. If I give up and just use the surface field straight from DOPS, I lose a lot of control over the detail and breakup of the splash areas. Any advice or tips are most welcome! Houdini 5.5.565 / Mac OS X 10.11.1
  2. Melting plastic approach

    Hey guys! Started some RnD recently on melting plastic with shrinking due to intense heat. Do you guys have any idea how to approach this effect? I have been trying with FEM but denting works but not melting. However I am not sure how flip fluids will shine in this area? Didn't get time to test it out. Any help on this is gonna be amazing. Cheers, b
  3. Hey everyone, Im trying to do a simple disintegration but am running into an issue with a crossed boundary error in the Boolean SOP. On those frames (17, 21) it seems to cause the particles to pop and I am not sure how or really why I am getting the error. I attached a couple pics to show you what is happening as well as my node tree so far. Any help would be much appreciated?
  4. Ocean mesh flickering problem

    Hi, Here is my WIP for a deformed wave. I need some feedback on this. The ocean surface is flickering quite a bit, what's causing this problem and how should i go about fixing? Is this a shading problem or something else entirely? Thanks
  5. Deformed wave WIP

    Hi, Here is my WIP for a deformed wave. I need some feedback on this. The ocean surface is jittering quite a bit, what's causing this problem and how should i go about fixing? Here's the video:
  6. Houdini beginner needs your help

    Hi guys, I'm having a problem I am using two different version that are non-licensed and indie. One of them does not work even though when I copy nodes and expressions exactly the same way. I will attach two different files please help! Thanks Grain_dancer_indie.hiplc Grain_dancer_nc.hipnc
  7. Blending 2 waves together

    Hi,I have used the attribute VOP to create 2 separates wave deformers. I would like to blend these 2 together to get the shape that I want. I tried using different attribute nodes but I can't achieve the effect of blending the meshes together. How do I go about doing it?I have attach my nodes network and the image here. You can clearly see that the meshes are separate, I want to combine the mesh. I tried joining the 2 attribute VOPs one after the other but that only increases its amplitude and nothing else, I want the 2 mesh to join at different position so I get a v shape effect like the png image I show here. I thought of perhaps multiplying the 2 wave matrix together by using the attribute wrangle node but i'm not sure how to call out the VOP variables individually when both waves' output is the same (position P). Is there a better way to do this? Any help and advice would be appreciated, Thanks!Eunice
  8. Can't make "Font" function work

    So I've been trying to follow this tutorial: at 13:24 he uses a stamp function and changes it to a 'stamps' (string) then particle fonts change to '0' and he continues with his tutorial. On my project however, 'stamps' doesn't do anything for me. Have I not set up the previous nodes correctly, or did i misuse functions? please help! MatrixScreen.hipnc
  9. Houdini FX TDs - Trixter Munich

    TRIXTER Munich is currently looking for experienced Mid & Senior Houdini FX TDs. Location: Munich Project: "Thor: Ragnarok" Type of contract: Freelance. From as soon as possible until end of September with option to extend in other projects. Responsibilities: Working closely with VFX Supervisors to creatively solve effects challenges and develop final shot look Deliver all elements in a structured way that allows efficient integration into the pipeline. Working with other TD's and artists to create photo-real effects and physically accurate simulations Working with production management to prioritize tasks. Creatively solve problems and achieve art direction for a shot. Anticipate, communicate and troubleshoot any creative and/or technical problems Requirements: Minimum 3+ years experience in the feature movie and/or television industry. Expert working knowledge of Houdini Software. Experience with rigid body and particle dynamics, volume modelling and rendering, procedural geometry generation and fluid dynamics Proficient knowledge of FX techniques and workflows. Understanding of Linux/Unix based operating systems. Familiarity with one or more coding /scripting languages (Python/Mel/etc) Good communication, organizational, time management and interpersonal skills. English language skills Due to the immediate need of our current project, we are only able to consider applicants who are already eligible to work in Europe. We are very much looking forward to receiving your application! Please send us your CV, the earliest commencement date and daily rate to laila.sleiman@trixter.de Thank you so much!
  10. Hello, The effect I'm trying to create is a dragon fire effect, However since I've added new translation to the particle emitter and and container the simulation no longer runs correctly. I believe this is to do with the individual DOP networks yet I'm not sure. Any help would be great since I've been stuck on this issue for some time Thank you Dragon_flames11.hipnc
  11. Cloth collision like gum

    Good morning people: I'm a beginner in the 3D world. My main skill is photography and I'm searching a way to integrate some kind of VFX onto my images. Now I'm trying to generate a kind of big sheet of bubble gum colliding with a head. I don't know it the Cloth collider approach is the best or FLIP could be better. I'm stuck in this part, with this setup, I need a more stretchy look but I don't know how to achieve it. Thanks for your time. Best regards, Pelayo. clothCover.hipnc
  12. New Quick Pyro Tutorial at CMIVFX

    New quick tutorial explaining basics of Houidni clusterin for Pyro and creating flare effects. https://cmivfx.com/houdini-pyro-and-cluster-simulations
  13. Houdini FX Artist - Available

    I am currently available for Visual Effects work. Please contact me at: jameshadkins@me.com
  14. Hello, I'm trying to get particles to drive a pyro simulation to create a flamethorwer effect. However i keep getting random unexpected motion, I've tried sourcing the velocity of the particles to fix it but it doesn't give the look i want. I've attached my hip file Dragon_flames5.hipnc
  15. Pluralsight is proud to offer three new courses... one covering intermediate level ocean shot development, a second covering the development of visual effects for Unreal Engine, and another covering the fundamental math concepts that are pivotal to working within Houdini. Below is a bit about each course and a link where you can check out the course overviews. Houdini: Intermediate Ocean FX by Andreas Giesen Link: www.pluralsight.com/courses/houdini-intermediate-ocean-fx In this course, you'll learn how to setup a procedural ocean and do a flip fluid simulation for a traveling boat in choppy waters. First, you'll discover how to use the ocean spectrum to create an infinite ocean. Next, you'll add the boat, do a flip simulation for a specific area with high detail, and add whitewater and mist. Finally, you'll extend the simulated area and set-up the shaders to render all the layers. When you're finished with this Houdini 16 course, you'll not only have an ocean rendered with a high detail fluid simulation, but you'll also have a workflow on how to master your own ocean and fluid challenges in the future. (Software required: Houdini 16.) Houdini VFX for Games by Andreas Glad Link: www.pluralsight.com/courses/houdini-vfx-games Have you ever sat down in Unreal Engine to create an effect, and not had a clue where to start? In this course, you'll start from the very beginning by creating the textures for your sprites. Next, you'll create debris in a way that allows you to use it repeatedly and uniquely. Finally, you'll add all the extras to really sell the effect, like decals, camera shake, and a shockwave. When you are finished with this course, not only will you have gained a deeper understanding of timing and the importance of telling a story with the effect, but you'll have planted the seed for future endeavors into proceduralism. (Software required: Houdini 15 and up, Photoshop and Unreal Engine 4.) Practical Houdini Math Tips by Beau Garcia Link: www.pluralsight.com/courses/houdini-practical-math-tips In this course, you will learn the math that drives Houdini effects production. First, you'll learn about Sines and Cosines. Next, you will explore the concept of Vectors. Finally, you'll finish the course learning about Matrices, Quaternions, Dot Products, and Cross Products. When you're finished with this Houdini course, you'll have a solid foundation in the math skills needed to produce high end visual effects. (Software required: Houdini 15 and up.) Thanks, and as always, I'd love to hear your feedback on these courses so we can continue to improve! Learn more about SideFX and Pluralsight: www.pluralsight.com/sidefx
  16. Hello, I have done another disintegration effect on a sphere, that I need for the end of my animation for university. I have alembic cached out a girl from Maya. It only has subtle animation on it. The girl geometry needs to be swapped with the sphere so the effect is applied. I have attached a file with the cache's in it but without my attempt at swapping the geometry as it crashes Houdini. The animation starts at frame 2670 Thank you! disintergration_ballet_007.hipnc END_Death_camera.fbx End_death.abc
  17. Hello, I am a third year animation student starting vfx. I have a simple disintegration animation for my major project that I have done on a sphere and now I need to transfer it to a hand animation that I have done in Maya and cached into an Alembic. As the animation and FBX camera export start at frame 1671, I changed the simulation to start on that frame. However, the simulation has stopped working and I'm not sure if I have transferred the effect correctly. I have provided the files, thank you! shot16.abc shot16.fbx I have provided new files! I managed to get the sphere to swap with the hand but the effect doesn't work still? It doesn't become smoke and disintegrate infect_point_Scene16.hipnc
  18. Hello, I am a third year student and have just started using Houdini this year. Whilst doing a basic pyro effect using the shelf tools, I want to render an effect I have applied to an alembic cache animation (done in Maya). I don't want the person to be rendered out but I want the effect around her to be rendered. I tried applying a shadow matte as a material, however, when I do render tests, the whole effects is visible when parts of the character should be covering it. Is there a way to fix this? And also, is there a way to make the fog vanish just before the end of the scene? Also, I was wondering if there was a way to match the Houdini scene to Maya scene? I have tried importing the Maya camera in as an alembic but the camera animation doesn't work and the scene doesn't match to Maya. I understand Maya works in cm whilst Houdini is in M... thats all I know though... I have attached the files! Thank you!!! I hope this made sense! Sorry I'm asking so much!!! Shot_3_v2_002.hipnc KT_Scene_3_v2.abc
  19. Liquid Droplets?

    Hello everyone! I've been asked to do an effect similar to this (0:06) .. I've managed to create the ripple effect! I'm just wondering what's the best way to approach the droplets.. I've messed around with some POPs, meshed them and then did an SDF union with loads of smoothing. gives me somewhat a nice result but not that liquidy look. Idk if anyone has an idea in how to approach this. Thank you!
  20. Houdini Whitewater Particle query

    Hi, I am creating a waterfall simulation to integrate into a Matt painting, and I cant figure out how to get the spherical particles in the screen shot below, to become more foam like and not so geometric. They are part of the whitewater simulation and i've searched a lot online and asked people and gone through the nodes, but cant figure out how to fix it? Is there maybe a way to create a material for just those particles and change it to a more foam like texture and consistency or smoke, or is there a better way to do it? Really appreciate any help, as quite new to Houdini and working to a fast approaching deadline for uni! :/ Thanks!
  21. I have two separate stacks of geo made using copySOP's, i am trying to get them to interact with each other. They do interact with each other but the constrains only effect one model, i can switch them in the merge but its only ever one that holds together, the other falls apart instantly no matter what the glue strength is. Ive put photos below and attached the scene file with the model that needs referencing in. New to Houdini so any help or advise would be greatly appreciated! Thanks PlateSimulationTest001.hipnc plate.obj
  22. RBD not interacting!

    Hi guys, so I'm doing a scene where berries falling into a bowl but I use a sphere and a simple cup modeled to visualize then I realized when I use rbd object on the sphere and static object on the cup, the sphere doesn't drop into the cup but instead it drop just before the cup. I've been trying to figure out but I have no idea why it turns out like that. Any clue what happened? testyog.avi
  23. Flip Fluid collapsing in Bowl.

    Hi, (Disclaimer, still pretty new to houdini) I have a flip simulation that's intended to be a bowl of milk. I want the bowl to be full and to just settle until it's affected by outside forces, but the fluid just instantly collapses to a fraction of it's overall size, even with gravity off it just compresses in on itself. I've tried reading up on this problem online, and have tried various solutions such as disabling reseeding and enabling separation, increasing and decreasing the particle separation and grid scale, but nothing seems to work. Would someone mind looking at my file and telling me what i'm doing wrong? It's driving me up the wall and it's preventing me from completing class projects. Thanks, Richard Advert.zip
  24. FX ARTISTS - Falcon's Creative Group - Orlando, FL

    Falcon's Creative Group is seeking full time and/or contract FX ARTISTS and SENIOR FX ARTISTS to join our team in Orlando, FL. Our studio has been creating immersive experiences for special venues, theme parks, and attractions for over 17 years. From global entertainment destinations to cutting edge digital storytelling, to unparalleled themed experiences, our team successfully transforms everyday reality – every day. Check out our DEMO REEL! Position Description 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. 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://falconstreehouse.com/careers.html 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.
  25. Houdini FX Artist - James Adkins

    Hello, I'm James Adkins. Currently available for Houdini FX work. Please DM or email me(jameshadkins@me.com) for my demo reel password as the work in this reel is still under NDA. I have attached my CV as well, if there are any questions please let me know. jamesAdkins_resume_feb2017.pdf
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