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Found 405 results

  1. Hi ! I was trying to do some Vector Field or Velocity Grid for Unreal. And during my research, many forums redirected me on the asset Velocity Grid Exporter by Benny Yang on Orbolt. That's an amazing tool but it doesn't work on H15.5 with Particle Simulation. I don't know why, I tried to look through the code, but I can't see what's wrong. Do I make a mistake in using it ? Is there another solution to export Vector Field or Velocity Grid to Unreal ? Any help is welcome ! Cheers, Gaël.
  2. SideFX will be doing a Houdini + UE4 training session on the Unreal Engine Twitch stream this Thursday, Jan. 12th at 11am PST/ 2pm EST. Get more info and the livestream link here: https://forums.unrealengine.com/showthread.php?133203-SideFX-s-Houdini-UE4-Plugin-w-the-SideFX-Team-Jan-12th-Live-from-Epic-HQ!
  3. Hi I am a new user of Houdini living in Korea. I want to give a vector blur in the direction of the dots. I tried to draw a pass and draw a vector blur in nuke, but the direction is straight. I tried it with normal and I tried it. Failed to resolve for a week. So I simply gave the vector blur to the sphere and it did not work. It seems to be a render problem and I do not know what the problem is. I upload two hip files. Why does the value of the copy node remain the same? Finally, how do you study vop? ... I know that it's related to arithmetic math. But it 's confusing and hard to see. Please help me.. vector_2.hip vector_1.hip
  4. Hello Everyone, This is a series of videos on how to use the Redshift renderer in Houdini regards Rohan Dalvi
  5. I've always been fascinated by procedural set modeling, so I figured I'd try my hand at modeling some tropical marine life in Houdini. I'll be posting my progress here! I have started hashing out a few basic types of coral, anemone, etc. Hoping to eventually get this all into a large scene. I apologize, but I cannot currently share hip files of these scenes. Anemone motion test:
  6. This is a small project i had been working on lately, mostly had to limit myself with the render settings as this almost took 1 hour per frame. any feed back would be appreciated. Thank you
  7. Here`s my latest houdini sims. In May 2017 will be my first year working as fx TD
  8. Hi all, I am trying to use geometry to control attributes on particles. Would anyone know how to do that? Problem. I have a flat bed of sand grains with their "static Kinetic" set very high. But I would like the collision geometry (a hand in this case) to diminish the "static Kinetic" attribute to a very low setting. Much like using the sop solver for fluids. Cheers, dreamagery
  9. Hello guys, need your help, About week I fight whit this and without success... So, please look on example. This is a cheese cream. If you look closely at beginning falling cheese have a small viscosity value (create some splashes almost like a milk or similar) and after some time he become more viscous (create some almost static ripples). I was try to affect viscosity value with temperature value (like lava effect) and try some manipulations with age of particles but this is didn’t show proper result. I'm stuck..... Any suggestions and attached hou files will be most appreciated.
  10. Hey guys. I'm pretty new to the houdini world, and I've been experimenting a lot of things. Is there a way to get the RGB values of scattered points using attrib wrangle? Im not too familiar with the VEX syntax, so Im having a hard time figuring it out. I have random colours signed to a scatter node and some geometry copied on to the points using a copy node. I want to limit scatter the geometry based on the colour of the scattered point. Thanks!
  11. Hello! I'm Vladimir. I just finished CG Spectrum FX course and currently I'm looking for job. Thanks for watching. Best regards, Vladimir.
  12. Hi, I have been trying to deform scatter point over the surface of the geometry, What would be the way to deform or slide scatter or give slide scatter points with offset over time on the surface of the geometry ? I have tried with color texture and it worked, but i am looking forward for the VOP method, can someone guide me over that ? I am still to houdini and trying things out. Thank you,
  13. Hi guys, So have a explosion peice ive been working on working upto final render - now im looking for a way of efficiently seperating out each element (Base explosion, dust blast, shockwave, trails) - I would use deep but i know deep files get huge for volumes quickly and im not sure on how the houdini deep pipeline works. - I really dont want to add extra render time tbh, soo any handy or efficient tips? - thought about rendering each element seperately instead too rather than all together - but it would need the holdouts/influence off the other elements and tested this using force matte/phantom but couldnt get what i was after - would provide a hip file but i feel theirs no need this is more of a general how would you go about it? Will give me more control in comp and mean i can do breakdowns of the elements without rendering twice Thanks Chris
  14. Hey folks, I've been trying to tackle a smoke element which involves an object being launched at a high speed with a propellant(something like hot steam coming through a nozzle, I guess). The object is a canister of sorts(imagine the propellant to be pressurized gas in the canister) - which tumbles and rotates on its central axis, thus having to orient the 'jet of steam'. It also interacts with the ground as it bounces. Since it has a small exit for the fluid, my emitter should be small. :\ I have tried the following approaches - 1. Small emitter - high velocity - high substeps(16) After a lot of tweaks, the best I could crunch out of this was a trail that didn't have any defined shape of sorts, and could not achieve the 'cone'-ish shape that I was looking for 2. Particle Trail - as custom velocity -as emitter -as force guide Same Problem as above - particles only left a smear with no shape - even with high substeps(32) 3. Modelled Hollow container with exit - placed emitter within - plugged density of emitter to divergence -high substeps(32) Got a more promising result - but at high velocity portion of the animation(especially at assumed 'launch' it would only leave puffs of smoke. Unfortunately, I cannot post any scenes at the moment - will try on recreate the approach and the problems in an example scene. :\ Is there any other solutions that anyone could suggest? Or add up on what I've been trying?
  15. Creating a node takes ages. What could be the problem that is making it so slow? It did this after the latest update (updated 15.5.632 to 15.5.674) Please note that we already tried to install versions as far back as 15.0 and until the latest version of 15.5. The problem keeps occurring even without virus scanners and windows defender being turned off. It also doesn't matter if it is installed on a SDD or on a HDD and all the drivers are up to date. Even if all the preferences have been deleted (in the documents directory) it stays the same and it also doesn't matter on which Houdini License server it's running: in Standalone mode or not. I'm running out of ideas to what the problem could be. If you know the solution or have an idea what it could be, let me know! Please ignore the audio in the example video below, it is in a noisy classroom with students discussing different nodes (not related to what you see, you can watch without audio)
  16. Hey Guys I created a simple Quick start video so everyone can get started with Renderman for Houdini hope you like it Thank you
  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, Is it possible to change the the preset location to a server location or shared folder. So you can share it with colleagues? I found some on the forum to save them in otl's. But it would be easier to share a folder and direct to it? How is this problem solved in big studio's? Thanks!
  19. houdini

    Hi there, i would like to show my latest personal project, just for fun. Hope you like it. https://youtu.be/u_oTSpCITQk
  20. 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.
  21. Hello fellow Houdini users! I am using the Houdini Crowd setup. I am trying to trigger a state change in fish from a fast swim to a slow swim. I understand that using the triggers and transitions I can get animation clips to smoothly blend together over time. However I can't get the crowd steering nodes to transition together smoothly. Beneath my fast swim and slow swim states I have separate chains of crowd steer nodes, one that has low drag and high movement, and the other with high drag and low movement, and they then feed into the 'merge states' node and then into the crowdsolver. But when the transition is triggered there is no interpolation between these states, they immediately switch over regardless of the transition duration. Does anyone know a way I can get a smooth transition between two separate crowd steering states? Thank you for your help!
  22. Hey guys so I have been working on a whirlpool simulation for a couple weeks now. I am fairly new to houdini. Only about a month in the program so still a lot to figure out. I got the whirlpool itself meshed and it looks good for what i want. Where im stuck now is getting the foam to look good. So far all i can get is this smoky look on top of my mesh. If anyone has any thoughts i could really use some help. Cant find much on the forums so far. Ill attach a screen shot of what im talking about and also my most recent houdini file. Project is due soon and really need some foam/whitewater to complete what im looking for. Thanks in advance for any help! untitled1.picnc whirlpool_v053.hipnc
  23. Hi A few months ago I started learning Linux at school (CLI commands and some networking stuff) and I just realized that a lot of things in Houdini seems to be "Linux-based". Like the textport (wich I haven't found any usage yet): its exactly like linux command line interface, and you can type commands like cd, ls, pwd, etc...wich are actually linux commands... Also in houdini we have the concept of starting from root and going througt the various context... Whats going on? Is houdini really based on Linux? If you could explain this fact I would really appreciate it.
  24. Hey guys! Need your help. I create some smoke going on top and decide add some custom vel field. I follow this masterclass but after sim I got this strange square look on edges of the smoke... Any suggestions?
  25. Hello, this is my student demo reel showcasing what I've learned within 8 months of learning Houdini and I was wondering if I could get some feedback on it.