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Found 11 results

Hello, I was following a tutorial on how to create a sun in houdini, and I came across a technique used to keep advected points bound to the original surface where they were scattered from (in this case, a sphere). For the purpose of advecting the points, it was created a popnetwork with a curl noise affecting the velocity. To keep the points moving on the surface, the instructor did 2 things: -Turn the sphere into a mesh and convert it into a VDB. -Create a POP VOP, with a Volumesample and a Volumegradient, reading from the vdb converted sphere. After this, the gradient was inverted and multiplied by the output of the Volumesample node and added to the original positions, inputing into the new positions. This last point got me lost. The instructor referenced in some abstract drawings the utility of both this nodes, the Volumesample and Volumegradient and I tried to cross check with Sidefx's Houdini documentation but it didn't have that much info on the subject. Can some one briefly explain what is happening inside both this nodes, and their respective outputs? Thanks.

Hi everyone, I am dabbling with volumes recently and I wish to know how can I have a fall-off of volume, gradiently? (see image attached). I have zero to minimal knowledge of volume vop. Forum Users talk about volume sample and volume gradient when I search on forums regarding this issue. **Additional Info-- Better still if I can control, say, point A is densest and point B is thinnest.** Thank you in advance.

Hello guys, I am trying to build a shader, that in addition to what I have in the image, layers a black and white gradient in along the Y-axis. I am certain it must be very straight forward for anybody with more than a week of Houdini experience. Could anybody please point me in the right direction or outline the steps? Thanks in advance!
4. Point Cloud Tools with File

Hey everyone! Here's a demo of some point cloud tools I created to calculate concave and convex curvature as well as gradient and curl direction, also sharpening. Forgot to mention in the demo that the curvature calculation is a great way to do differential growth by advection along normal * curve * noise * parm. Also, the curl calculation can be used to make grass patches and groom fur by orienting curves along the direction to add swirly variance. There's a lot of ways these tools can be handy, interested to see what you all come up with! Let me know if you have any questions, enjoy! curveGradientCurlSharpen_v002.hipnc

Hello,I'm attempting to create the slitscan/timeshift effect. I'm creating a vector array in a for loop, each loop has an attrib from map and a wrangle that appends Cd to a vector array. It works when the attrib from map is always reading from the same file. When I change the attrib from map file read expression to anything that has to do with \$F or the meta nodes iteration Houdini crashes. I have a test scene that has documentation and even nodes setup to create test frames to work with.If it is a matter of the way that multiple files cannot be read at once please let me know. If someone knows of a better way to read from multiple files at once and/or achieve this effect please let me know. I'm aware that after effects has this effect and uses gradients to determine which frame to look up color from. While that method is great, I'd like to be able to write the gradients/lookups in vex to achieve results. Any help greatly appreciated. -T concept_025_slitScan_v001.hiplc
6. scatter Scatter more points in center of a primitive or polygon(circle)

I am trying to scatter some points on a circle. But I want the points to be scattered more near the center and less towards the outer side. In the old Houdini Scatter I could do it by making my Circle Primitive type to "Polygon" and then uncheck "Divide Non- Convex Polygon" on the scatter node. However, in the new scatter node of Houdini 14 and 15, this option is not available. Here is what I am trying to achieve, this is with the old scatter node. This is what I am getting with the new scatter node. Please help.
7. Redshift Mesh Light RSRamp

Hello, I'm new to houdini (maya user). I have some animated trails that I've turned into a mesh light. I'd like to get the trails to do two things: - emit a ramp from red to yellow - fade off at the end of the trail. I'm using the latest redshift_v2.0.52 - that has the new ramp node. And Houdini 15.5.523. I can get a ramp to work with the incandescent shader. But it would be great to use the mesh light. Thanks! Light_Trail_Mesh_v12_clean.hiplc