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Search the Community: Showing results for tags 'growth'.

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Found 20 results

  1. Hello all. This is the latest project I have been working on for my demo reel. Houdini / Redshift. I used growth to effect redshift displacement, some flaking using simple voronoi and spring sop that was activated by the same growth as the displacement. I plan on growing the infection across the beam sections and having them break apart. I was told it needs to be more saturated too. what do you think? All feedback is welcomed.
  2. Hello everyone! Our new GridMarketsFeatured Houdini Artist is Ehsan Parizi. Learn why he dedicates time to personal projects and discover his colourful Houdini growth patterns! We hope you enjoy the new feature! Have a great week, Patricia and the GridMarkets Team
  3. Hello Guys, I am wondering if anyone can help me get my head around a little problem. I have a subdivided mesh being generated with a for each loop, similar to the Entagma setup, with an ends sop set to unroll. I would like to select a point on said mesh then have each point draw a line to its subsequent neighbour, repeating this processes until the whole mesh is formed...creating a kind of growth effect. I would also like to add some randomness to the speed of the connection on a per point basis. Now I have tried to achieve this a few different ways but I just can't seem to pull this off. Any help will be greatly appreciated. Thanks, Clive Growing_lines_between_points.hipnc
  4. Hey guys, after having much fun with all the growth methods in Houdini, I asked my girlfriend to have a go at the easiest one, here is the result
  5. Hi there, I'm relatively new to Houdini, but not new to 3d I'm trying to recreate the effect seen here (from 0:40 onwards) where the mesh grows along a set hexagonal path: I've followed Ben Watts' quick tip on Growth Propagation, but was wondering how I'd now get the points to grow along hexagonal paths, instead of just searching with an outwards radius value? Many thanks!
  6. Hi everyone, My aim is to create the animated blossoming flower and some vines hanging from the trees. At the moment I am working with L-system to procedurally generate vines and so far I am happy with the results, however I would like to ask you if you have any suggestions on how to approach the flower blossom effect. Whad do you think would be the best way to create flower petals and the leaves and how to make them appear when the plant grows? Here is the reference video (made in 3ds max and cloth)
  7. Hi guys, recently i m researching lightning strike, after i finish the basic curve shape, i want to try the growth from the start point to end point. But lightning has many curl branches, i know base on the distance wont work correctly and i should find the nearest points according to radius, then generate curves one more time, but i still didn't succeed. Could anybody show me how to do that? Thanks so much!
  8. At 0:21, This is so beautiful,please help to share some information about this kind point move.
  9. At 0:21, This is so beautiful,please help to share some information about this kind point move.
  10. Physarum, an experimental animation designed to show off a slime mold simulation, based on a research paper by Jeff Jones. What started as a redshift renderer test, quickly evolved into something much larger. Soon after implementing the paper in Houdini, I realized the simulation could be used to generate some pretty incredible designs. In this case the simulation is attempting find the most optimal paths through a given volume, creating tube like structures that are constantly evolving. I can attach the project file if there's any interest! If you are interested in reading the original paper, here’s a link to that: eprints.uwe.ac.uk/15260/1/artl.2010.16.2.pdf Bonus wireframe simulation showing my first 3D implementation of the algorithm: vimeo.com/182029750/74f8965df6 Bonus steiner tree example: vimeo.com/181717693/fe912eb22b
  11. Hello, I'm trying to understand the process in Ben Watts tutorial So initially he made 2 scatters, one will be the points on the surface and the other points will be the start propagation ones. Then he does 2 attribute wrangle with this: f@accum =0; and in the other f@init = 1; I'm new to houdini and trying to get the basics in vex, already toke hellolux intro to vops and I was thinking on Vex in Houdini by Shawn Liposwki but that one seems for advanced users, so if anybody got a nice VEX for ultra noobs web or tut will be great! So, f@ means frame at? and accum / init are attributes he made?, 0 means no and 1 means yes? What I understand from solvers is they repeat actions right? he made an Attribute vop there and plug the first node in prev_frame and second node into input 2 (one for each scatter) In the att. vop he made a point open (saw this in a lot of tutorials but can't figure out yet the function), same for the pc filter, where he put the attributes he created earlier. Finally he does @Cd = set (1.0.0) where I understand he takes the color and set to red (1 for R) then @Cd.x = @accum; (why the .x?) I really enjoy houdini propagation effects and want to dig more into this, I also saw the thread of reaction diffuse and analized the files, its kinda advanced for me but everyday I learn new stuff and then when I go back I have a better overall idea Thanks
  12. Hello all, Any idea how to add velocity to a growth propagation ( from bwdesign tutorial ) ? Here is a sample file, I don't know what to do. I would like the points to have velocity ( in the direction of the growth... ) thanks. Here is a sample file without velocity of course growth_noVel.hip
  13. Ok, so this is about me (and anyone else interested) learning how to manage particles in groups/streams and I'm going back to the type of growth I've done before, stacking POPs, but never managed to get working in one single POP network. Basically, the groups and/or streams just don't act as I expect them too, I just don't "get it", how the streams/groups are handled through the solver cycle... So this is what I came up with, because if I understand how to set this up, I know I "got it" - so to speak. Here's the "rules". Blue particles are born from the orange input point on the first frame. Blue particles create a trail of red, static particles. At a random interval, blue particles replicate a pink particle. Pink particles create a trail of green, static particles. Pink and blue particles avoid the static red and green particles. Pink and blue particles also travel through a noise field. The noise doesn't affect the red and green particles. Oh, and the colors aren't just descriptive, they should have these colors. And it all seems so simple - if I still was in Max, I'd be able to set this up in PF or TP in 10 minutes - but getting this going in a single POP, I can't even get half way before it "breaks", thus the very basic hip file. No reason to supply the 15 ways I failed to do this... splittage.hipnc
  14. Hey all! New Houdini user here, started learning a bit over 2 months ago. I just finished Shawn Lipowski's VEX in Houdini course, and feel like I have a pretty good grasp of the materials covered. I have always been fascinated by the works of people such as Christoph Bader (deskriptiv), and I want to start practicing what I have learned so far by reproducing similar works. So here is one of the first effects I want to recreate (floraform by Nervous System): I'm doing research on my own right now, but I would really appreciate any help I can get Any hints as to how I might achieve this effect? Thanks!
  15. 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.
  16. Hey guys, I recently watched this cinematic from The Crew game And I appreciate some advice to create this piece formation with lines and some kind of voronoi procedural inside. Thanks https://www.vimeo.com/117897084
  17. Hi. I would like to ask for an advice for making a tree growth animation in Houdini. If there are some tutorials or any other kind of materials that could help me, I would appriciate if you could share with them Growth happens for around 2 minutes. Tree growth will start like a seed (very small/thin trunk) similirat to this animation but without leaves https://vimeo.com/32134340#t=6s As more branches grow, thicker the trunk becomes. This animation has to be very art directable, so randomly growing is not an option (except the very last levels of branches). My inital plan is to to manuali draw first 2-3 levels of branches (including trunk) and then run it though some assets that I will build wich does the growth (with all the animation controls and etc). I have attached concept images that have to be replicated almost 100%. Thanks in advance! Tom
  18. Hi, I'm trying to create an effect that grows dandelion seeds over the surface over time. I've used a copy stamp to grow the seed from 0 - 1 for the coloured partic.es At the moment the seeds grow from scale (0 - 1) on the frame (0-100). So when the point is birthed at frame 50, the scale will be 50% because it's on frame 50. Does anyone know a way in which the particles start the growth from when they are birthed so it's not as uniform? I've attached my .hip file. Thanks in advance! Growth_Test.hipnc
  19. https://vimeo.com/72546982 Procedural growth, my last experiment with houdini in free times.
  20. So I want to select points based on geometry, which is animated, and have that selection grow. I found that when using the solver, it will look at the first frame from which points are selected, and ignore the animated selection of points in succeeding frames, and grow based on its initial identification of what was selected on the first frame. I tried adding an attribute to the selected points, and then putting that back in the solver and adding the pointnumber of that attribute to the group, hoping that at the next step it would then have all those points selected to further look at points around that point cloud but that didn't work. I'm sure this must be a simple issue that has been covered before. How would you continuously have it look up what is selected points, to grow from that? I attached the hip of this, and where I am stuck. multiple_origin_point_growth.hip