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Found 435 results

  1. Hi! I want to attach a geometry (some voronoi fragments in this case) to a moving/deformed mesh, i.e. I want to deform my base mesh freely and the voronoi fragments follow the deformations (Position and rotation or normals directions) without stretch it. I already try it with Point Vop but, how can I send the information of N directions to each voronoi fragment? If I send it with Cd looks like this: I animated the geometry with a mix and a group generated with color. I hope that someone know how to do this. Your feedback is welcomed and thanks so much!! Constraint Obj Test 01.hipnc
  2. Download 3DModel (voronoi fracture) : House Destruction For R&D.hipdropbox.com/s/cl8tjaodus96eaz/House%20Destruction%20For%20R%26D.rar?dl=0
  3. Hi all, I am trying to create an effect where I can take any high rez model and smoothly reduce the number of polygons so that it is high rez and smooth on one side, and very low rez and faceted on the other. This is purely for aesthetic purposes, as I think that look would be quite cool. The area where the transition happens should be arbitrary (ie. a group of points) but to keep it simple initially let's just say the transition happens over the entire model on the Y axis, so at the top it has the highest density of triangles and at the bottom the lowest. My initial idea for accomplishing this was simple - put down the model, create an attribute called 'weight' and assign it to points according to their position in Y, then use a Polyreduce with the Attrib Weight set to 1. Alas, this did not work. It reduces the mesh alright, but instead of a smooth transition I get a very sharp transition from smooth to completely faceted. Worse, the keep% parameter doesnt really have much effect on how faceted it is after enabling the weight attribute. Can anyone think of a better way to do this? im sure there is.. Ideally looking for something that could almost be a digital asset and would allow the most flexibility in defining where and how the transition occurs (ie. painting the model, groups, point attributes, etc.) Attached is hip file and screenshot for reference. (p.s. it takes a few min to cook at the current model resolution). Thanks! Smooth to Facet_2.hiplc
  4. Hi, I'm totally new in using Houdini software and I'm trying to recreate the Flat Tank Off the Shelf tutorial here. I used a boat instead. However, my boat is not colliding with the water properly and water goes through the boat. Does anyone have any idea what could be the problem and how should I go about fixing this? I have attached my .hipnc file here. I got the boat model online and I have included it in this post. Thanks. Eunice BoatSim.hipnc boat.obj
  5. You are a Lighting TD for several years now and love to work on movies with a very high quality? RISE FX is currently looking for Mid to Senior Level Lighting artists to join our team ASAP for very exciting feature projects! Required skills: experience with Maya is a must; Nuke and Mari are a plus experience in shading, lighting and rendering with Houdini and Mantra advanced knowledge of pbr shading techniques advanced knowledge of both traditional lighting and hdri based lighting using fg and gi techniques advanced knowledge of lighting and shading for multi-pass output good knowledge of scene file optimization for rendering Responsibilities: you can efficiently follow your cg supervisor’s creative and technical briefs you have a perfect eye for detail and realism you are able to adapt your light as the brief evolves you have the ability to work in a team of creatives you are comfortable in working with deadlines you have a great sense of humour If you are interested please send an email with a LINK to your newest SHOWREEL and a CV to jobs@risefx.com. We are always looking for meeting new talents to join our lovely team! PLEASE NOTE: You need a valid working permit for the European Union in order to apply. Unfortunately we can’t assist you in getting one for the moment beeing.
  6. You are a FX TD for several years now, love to work on movies with a very high quality and always wanted to work in one of the two studios worldwide with a HOUDINI based pipeline? RISE FX is currently looking for Mid to Senior Level Houdini artists to join our team ASAP for a very exciting feature film! Required skills: minimum 2 years houdini experience prior experience creating photo-real fx elements for feature film experience in shading, lighting and rendering with mantra, both fx and hard surface experience creating water, particles, explosions or destruction sequences is highly desirable Responsibilities: efficiently work to direction of vfx + cg supervisor’s creative and technical briefs create exceptionally realistic fx animation and effects work with animation + lighting as necessary in order to meet fx animation objectives ability to adapt your effects as the brief evolves If you are interested please send an email with a LINK to your newest SHOWREEL and a CV to jobs@risefx.com. We are always looking for meeting new talents to join our lovely team! PLEASE NOTE: You need a valid working permit for the European Union in order to apply. Unfortunately we can’t assist you in getting one for the moment beeing.
  7. If someone would help me with this I would greatly appreciate it: 1. I have a SOP with animation on it. 2. It is instanced via the point instance technique Question: How would I offset and randomize the animation timing on each instance? Copy sop is too memory intensive and the geometry is heavy as it is.
  8. Hello Everyone, This is a fairly long introduction to Arnold in Houdini.
  9. Platige Image is an award winning animation studio for creative endeavors specializing in designing CG imagery, 3D animation, and digital special effects. At Platige, we combine film and advertising work with a strong passion for art, education, and entertainment. Work place: Warsaw/Poland Type of job: Permanent Role: You will work closely with Art Directors and CG Supervisors to determine best approach to effects challenges and develop final look using commercial and property software. Use an array of software tools to produce photorealistic simulations of real-world phenomena. Be able to light, render and precompose your work. We offer: Fascinating place to work (old fortress, Warsaw, Poland). Flexible and long-term cooperation opportunity. Working with team of CG artists with passion to create. Unique, challenging projects for the world class clients. To become a part of a story. Benefits. Required Skills: At least 5 years production experience with effects simulation work. At least 1 year in Team Leader/Supervisor role. Extensive knowledge of Houdini confirmed by prior projects’ realization is a must. Proven experience in producing effects such as smoke, fire, clouds, water and explosions. Strong team-player attitude. Strong communication and organizational skill. Prioritizing ability. Plus: A good 3D general and artistic background is desirable. Production experience in any art role. Familiar with one or more of the following applications: Realflow, Krakatoa, Fume, Thinking Particles. Experience lighting and rendering with Arnold. If you are interested in joining our team, send us your portfolio or showreel via email address: HRBP@platige.com. Put the following title in the subject of email: „LFX_ENG_02_2017”. Please include the following statement with your application: „I hereby consent to the processing of my vital and personal data in so far as this is required under the ongoing and future recruiting processes, in accordance with the Act of August 29, 1997, on the Protection of Personal Information (JoL no. 133, item 883).
  10. Hi my name is Patar, Im FX TD/Artist i used to work as VFX supervisor for "infinite Studios Batam" doing several 3D TV serial and Feature Films. I look for new opportunities for remote work or full time(any place in the world). heres a few sample of my latest work http://www.mediafire.com/file/ostqwgb527u8bca/combinedNew.mov or Here also i attach my CV if theres any further uestion please dont hesitate to ask my email is patar3d@gmail.com ph:+62-87878516275 Best regards Patar PatarFerryChristianPardameanNapitupulu4.pdf
  11. Hi! I'm trying to create an animated crack effect using the L-system. What I did was project the L-system mesh onto the surface I wish to crack. What should I do next? Is it possible to do the cracks this way?
  12. Hey Guys, this is the first visualisation of a project for school. It's a Floating Island which has 4 different areas. A grasland, a sand desert, a swamp area and on top of the mountain an ice land. The base geometry was made with WorldMachine 2 and also the base textures were made with this tool. After that, the base textures were edited in PS. All of this data was then imported in Houdini and things like clouds and plants were added. Also the shading, lighting and rendering was done in Houdini with Mantra. This is my first project in Houdini, Greetings Chrizzo Floating Island_Konzept_V1.0_Ani_01.mp4
  13. Hey guys ! I followed through Ben's tutorial on the gorgeous melting angel flip simulation. I'm trying to achieve this effect on a personnal project, with a Rubik's Cube. The only way I found to keep colors on my cube's faces is to have UV's and texture on it. I googled my problem and I found many topics similar as mine. Like Toadstorm topic's on his blog, like rurik topic's on ODForce. So I tried many solutions but I can not get a satisfying result. Could you guys help me to figure what's wrong ? I attach my HIP file, sorry it's quit heavy :/ Thank you in advance for your answer, Gael. RubiksCube_v01.hip
  14. Hey guys, Im creating some procedural Sawdust using the copy sop onto a point selection - i want to sim the objects then dropping onto the terrain for placement, but so far have had no success - tried changing collision modes in Bullet but think the main issue is its all connected as such? (have tried convex hull and per connected set of primitves with no luck etc) and cant think of a way using the skills i have to select every peice of geo individually and then make dynamic quickly without doing it manually (which with thousands of peices of geo is not a good idea) Any help or ideas would be great Thanks Chris
  15. Dear Sir/Madam, My name is Sharan Vaswani and I am a recent MA graduate from NCCA, Bournemouth University and I would like to apply for a job as a Junior TD. About Me: During my masters I have specialised in SideFx Houdini in areas like procedural animation and hair and fur, I have also dived into areas like modelling, texturing and lighting. In addition to my 3D knowledge I have also used Nuke and After Effects as well basics in Fusion. Other software include Autodesk 3Ds Max, Gimp and Adobe Premiere. I have completed my internship at Create Advertising as a Graphic Intern where I have advanced knowledge of After Effects and Photoshop and basic Knowledge of Cinema 4D and XParticles Plugin. In my past job as a Graphic Designer at Contemporary Clothing I have used Photoshop extensively to create Fashion Prints and designs. I am sending you my resume and showreel for you to review and also forward to the concerned recruiter if required. Showreel: https://vimeo.com/185869738 Portfolio: http://sharanvaswani93.wixsite.com/sharanvaswani Please do not hesitate to query any questions that you might have, you can either email me or call me on my phone. Best Regards, Sharan Vaswani sharan.vaswani93@gmail.com +91 9821041951 Sharan_Vaswani_CoverLetter_2017.pdf Sharan_Vaswani_CV_2017.pdf
  16. Hello! I was wondering if anyone knows a way to run a flip simulation over specific geometry. The closest visual reference I can think of would be the workflow from Moana. Would you have to turn the geometry in to a fluid object, or is there some way to have the simulation run on top of the geometry?
  17. Hey guys, Im creating some procedural Sawdust using the copy sop onto a point selection - i want to sim the objects then dropping onto the terrain for placement, but so far have had no success - tried changing collision modes in Bullet but think the main issue is its all connected as such? and cant think of a way using the skills i have to select every peice of geo individually and then make dynamic quickly without doing it manually (which with thousands of peices of geo is not a good idea) Any help or ideas would be great Thanks Chris
  18. Hello Guys, I have some issue with @orient values for particles on POP context after plugging POP torque / POP spin.When I plug one of this nodes my copied geo on particles start look like on ex_v01 gifBefore sim I randomize v@N for random look instanced geo after coping to points.When I bypass POP drag / torque all look fine randomized, because I think use Normal for adjust orientation, on randome direction gif you can see it.How I can randomize orientation value at the beginning of simulation particles?Thanks advance!
  19. Has anyone else encountered an issue with an hda python module where the OnInputChanged evaluates twice? I'm not sure what's causing it... Even simple code in the module triggers it -- eg: node = kwargs['node'] print node ^ I get two printouts of the node each time i change the input connection. I originally noticed this when I was trying to query the connected input. When I did node = kwargs['node'] input = node.inputs()[0] print input I would get an error saying the index was out of the tuple range, followed by a correct printout of the first input connection. The first eval seems to trigger before the connection is actually made, hence why it errors the first time through. Then the second eval triggers once it's connected. This is bizarre, and I haven't yet figured out what's causing it. Surely this isn't standard behavior. Anyone else seen this or have ideas as to what's causing it? Thanks, Chris
  20. Hi! I'm really interested in doing a crack simulation similar to the one in this video: I've tried using voronoi fracture but it's more for complete destruction. Is there a way to control the cracks? Any ideas as to how I can do this? AttribTransfer maybe? I've heard about image generated cracks as well.
  21. Hey Guys! I have a pretty newbie question about some Python and HDA interaction. So in a nutshell I'm trying to create an HDA with implemented Python script which does the following: 1. I have an Original Geo, which is object merged in my HDA. 2. I select some primitives on my original geo (or on the HDA). 3. After I selected my primitives, with a press of a button on my HDA, the selected primitives will be added to a group's pattern parameter inside my HDA. 4. And of course it would be great if this could work with a relative reference, so if I copy my HDA multiple times it'll update the groups within the correct HDA. I have this code so far: import toolutils viewer = toolutils.sceneViewer() geo = viewer.selectGeometry() s = geo.mergedSelectionString() # How can I make THIS PATH relative reference? n = hou.parm('/obj/Colorzied_Geo_Asset_1/Colorized_GEO/group1/pattern') n.set(s) I put together a pretty simple example file and the hda, which will hopefully help you guys understand what I'm trying to achieve. In case my explanation is a little confusing. selectedPrims_python_problem_v001.hip colorzied_geo_asset.hda Any help or nudge in the right direction would be greatly appreciated! Thanks in advance! Best, Laszlo
  22. Hi guys, I use Houdini apprentice v 15 and I wanted to render RBD as phantom but nothing works. And i need your help to fix the issue. On the first picture file_kitchen there is the phantom option and it works when i do a render. The second example is different when i select the dinner plate there is no phantom option like on the first picture. In the render visibility section i chose the phantom option and the dinner plate is still visible. Does someone know how to fix this ? Thanks you all.
  23. Hello everyone, Our new Houdini Artist Profile is not a tutorial. Instead, CG Supervisor David Cunningham describes the skills and qualities that he feels make a good FX TD. Technical proficiency is only part of the equation - read on to find out what else matters: www.gridmarkets.com/david-cunningham And before I forget, check out David's amazing reel as well. Have a great week, Patricia and the GridMarkets team
  24. Turkish Houdini artist Alican Görgeç is producing amazing knitting work - using SideFX Houdini! If you'd like to find out more about his technique, you can read our new Gridmarkets artist profile: http://www.gridmarkets.com/alican-gorgec.html
  25. hi guys sorry if there is a thread on this? Is anyone off here going to this event in London on 6th February? I was surprised to receive an invitation for it. I'm based in Warrington which is: 1) vfx limbo in the uk - i mean the place sucks balls... its logistic truck centres, tanning salons and bookies amidst a sea of grime and misery. 2) its about a 5 hour drive from there to London (thanks to our "smart" motorways that just make everything a misery and completely offset any time saved on the toll road). anyway i'll be there for the evenings event so it would be fantastic if any of you are going off here as well? hope to see some of you there I'll only be there for a few hours then i gotta drive back again but i'm looking foward to it and seeing whats coming in h16 cheers ant