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Found 56 results

  1. Hi, I'm trying to remove part of a sphere with a bunch of other spheres that I converted to vdb then to polygon to use like metaball and have a single geometry to use to "cut" the other one. Thinking (silly me) it would make it easier. if I switch the input of the Boolean node it kind of work, but I need the reverse of it. It was working great with the cookie SOP before. but I'm guessing new node require new workflow (which is fine, I just haven't understand it yet).:) The boolean node is giving me a warning "NonManifold edges in solid...pnumbersnumbers" I added a Clean sop afterward to try to fix it but no luck, I included my hip, if anyone of you nice people could help or point me in the right direction it would be much appreciated. I also attached the intended result, which I got with the cookie sop a long time ago. thanks SplashScreen01.hip
  2. I am trying to learn how to make a procedural building but I don't know the best way to apply windows and doors to the walls. I can use CopyToPoints to apply my components to the walls but if the component has a surface that is inset deeper than the wall, I need to use a boolean node to remove that part of the wall. The procedure that I have come up with involves using two CopyToPoint nodes, though. One to boolean out the wall and the other to apply the component. I doubt this is the best way to accomplish this task. I would appreciate a suggestion for how to do it the right way. TestBool.hiplc
  3. Using Bend in Houdini

    I need help with using the Bend feature in Houdini 16.5. I need to be able to bend a tube or cylinder-like structure in a couple of places. I have never used Houdini or any other 3D modeling software before. I know absolutely nothing about 3D modeling or associated software. If anyone can describe how to do this, I would really appreciate it. I have spent many hours searching tutorials and videos, but none of them are specific enough or they are too advanced for my skill level. Since I have no knowledge of how to model, please explain things as if you were trying to teach it to a monkey. Resources with extremely in depth tutorials for beginners is also appreciated. Thanks in advance.
  4. Is it possible to show wireframe on subdivided geometry (with "+" hotkey) in Houdini 16.5? https://s9.postimg.org/64077xehr/2018-01-20-090918_1920x1080_scrot.png
  5. Prevent destroying Edit SOP

    Can I prevent somehow deleting Edit SOP when entering other state with unchanged geometry
  6. Hi everyone, After a successful first edition in 2016, the Everything Procedural Conference on procedural content generation for games will return in 2018. We have speakers confirmed from leading AAA game studios, which will be revealed shortly. The conference is not all Houdini related but might be of interest to all. Location is Breda, the Netherlands, Europe. http://everythingprocedural.com/ https://www.facebook.com/everythingprocedural https://twitter.com/everythingproc
  7. Direct Modeling HDA

    I'm glad to introduce my new asset for Houdini 16.0 / 16.5.
  8. Robots in Hip (hip)

    Hey magicians, I uploaded a video with some RD for hard surface stuff, you can check it here: Hip file is in the video description Cheers
  9. How to get smoothed UVs at seams in new Subdivide SOP? It was possible in Houdini 16.0...
  10. Either you are junior, mid or senior, good at modeling, texturing or lighting... No matter what, as soon as you can show a quality portfolio, have interest for Moment Factory's projects (from pure 3D animation to hyperrealistic projects on a variety of multimedia platforms) and looking for versatility in 3D tasks, we have openings for permanent or contract. Here is our content reel: http://bit.ly/2rzJKbE Our works: http://bit.ly/2tJMlAB Please note for urgent matter, we will consider only artists eligible to work in Canada. Please send your resume or LinkedIn profile and portfolio or demoreel to julietb@momentfactory.com
  11. Hello friends. I would like to ask you for help. This is addressed primarily to those who want to model in Houdini. As you know, I developed an Asset for Houdini called Flux. I was asked by many people to sell the asset for modeling called Modeler. So I decided to ask you. Not everyone realizes that I decided to turn Flux into a full modeling plug-in with lots of features for both organic and hard surface. Now about the problem. I and my family now have a lot of debts. This happened due to our imprudence. I can lose my computer (and not only) on which I develop tools. I ask everyone who would like to model in Houdini, please buy the Flux 1.0 asset now. When I finish working on the Modeler, you will be updated to Modeler 1.0 for free. I ask for help. Thank you in advance and sorry for the unusual request. It's really hard for me right now( Gumroad link: https://gumroad.com/l/bIpqU or PayPal account for donation: marielucie8489@gmail.com
  12. Fancy font tools?

    Hello SOPpers, Are there any slightly more advanced font tools for Houdini floating around the internet? I'm looking for Illustrator style tools that will let one have fonts follow a path and also maintain distances and shape, etc.. Extrusion and beveling tools aren't needed for what I'm doing now but it could be useful in the future. Basically a Font tool for motion graphics. I can always roll my own version but it sounds useful enough that someone else has already done it. Cheers, Jon
  13. The title says it all... I would like to scatter some spheres (with different sizes) like I can do with the Spray Paint tool but making sure they do not interest... is there an easy way to do this ? In the image you can see what I did with the spray paint tool (+ a boolean cut)... the distribution and size is exactly how I wanted it, just I wish they didnt intersect! Thanks!
  14. Hey all! I'm pretty stuck in a rut trying to think my way through what I want to accomplish with a brick tool I've been working on. Currently I can feed in a box, tube, or an L-shaped box that I've modeled and I can get well stacked bricks around the perimeter. What I'm stuck on is then taking this and adding in holes for windows/doors/etc. Similar to what is seen here: https://letshoudini.wordpress.com/2016/06/19/031-procedural-modeling-for-destruction/ What I want to be able to do is copy a pre-fractured brick to the points, like the simple box I have now in the attached hip file, with rotations to help vary the layout a bit. Thus, should I boolean out holes from the mesh after generating bricks? Maybe taking into account where windows are (will be) and then not placing brick points there? (then I would have to have half bricks to copy). Not sure the booleans would behave as I want to be able to instance high detail geo to the pieces after simulation. The solution in the link looks to be a boolean as the simulation then only runs with simple bricks clustered to add some interest to their breakup (https://letshoudini.wordpress.com/2016/09/18/037-earthquake-building-collapse-rd-01/). I don't think I'm seeing this problem clearly right now and would really appreciate some nudges in a direction to help grease the logic wheels! Hartman- BuildingForDestruction.hiplc
  15. Hi, I am looking at this and I like how the topology flows wrapping a grid around (bending ta grid). I have tried a couple of stuff like using the bend node on a grid, another approach by creating an open arc circle (spiral) with skinning and etc. But I am new to Houdini. Getting my head around how to go about this. Would appreciate the help or point of direction. Thanks!
  16. hey Guys!! I want my Scatter Point to 3D-Triangulation Mesh ? How can is Possible ? thanks alot's
  17. Hi I consider myself a new user of Houdini. Other than using it sporadically a few years ago . Been a Maya power user the last 12 years so I've been set in my ways I guess Anyways , I'm embarking on learning Houdini afresh for procedural modelling, and I'd like a few pointers and suggestions on what I should focus on Sorry for long post initially I'd like to get to grips with managing 'loop iterations' and creating multiple variations of assets which can be scattered or accessed using IDs. I'd normally write a python Maya UI and offer the user a 'step by step, now click this' type of approach which is .....because Maya I guess a simple exercise would be a field of cabbages : Import an alembic containing several leaves Duplicate n number of randomly selected leaves around a pivot repeat to make layers warp them to make them look a bit organic --do this n number of times and store results in a cabbage array -- take a random cabbage place it somewhere on a plane assign a random range rotate / scale --etc etc-- So from the above example I can see that I'd need some basic functions such as - gathering n number of leaf asset(s) IDs from an imported file -or splitting an imported geometry into different assets ( primitives ) - selecting n number of them - set their pivot to their minY - radial rotating them around a pivot - declaring the result as a new cabbage asset ID - have n number of these - scatter them across a plane - avoid intersections Without python it's pretty crazy to do this in Maya, with python it's easy . So what sort of nodes and workflow should I adopt in Houdini ? Can I avoid scripting ? Im guessing nodes like copyToPoints, group, transform are ones to use, but what about for loops and if ? Can I represent those sorts of queries in a node based manner ?
  18. Can't attach geometry to primitve

    I'm trying to add this geometry to the primitives of an object, in this instance a cube. I'm quite lost and have no idea how to continue, any suggestions? Also, is there a way to have a rectangle spawn from the corners of the grid towards the center, whilst following the height of the surface? VFX1.hipnc
  19. 3D Artist- Moment Factory - Montreal

    Are you crazy about textures, shapes and colours and constantly looking for new inspiring creation challenges? Are you passionate about 3D? Do you consider yourself great technically and creative? Do you like playing around a variety of software to get your aesthetic and realism always higher? Do you sometimes dream of joining a multidisciplinary team of pioneers based in Montreal and feel you’d thrive amazingly in international ambitious multimedia experience projects? Here is our content reel for you to be inspired: https://vimeo.com/178357432 Moment Factory is looking for creative and expert 3D Artists in different aspects of the 3D pipeline with special interest for modeling, texturing, environment and FX. Our tools are Maya and Houdini. Please note: we are not looking at character animators or any other kind of specialist 3D animators but our 3D artists also animate objects and abstract images and, therefore, a knowledge of animation is a requirement for this role. Send me your CV/linkedIn profile and portfolio/Demo reel at julietb@momentfactory.com We offer to sponsor the working visa for non-residents in Canada. Some rules apply. Note: advanced level of English is necessary and only artists with relevant portfolio will be contacted.
  20. Normals/Shading Issue

    I'm having trouble figuring out this phong/normals issue. The picture shows it best but I extruded a shell to give it some depth. On the edge I pointed the normals where I thought they needed to be but I'm still getting a weird shading issue. I'm not sure whats causing it. Any ideas how to fix this? Thanks AJ
  21. Hey friends, for me as a beginner in Houdini it's complicated to understand what Houdini tries to tell me. Maybe someone could help with one sentence. I'm simply modeling for training purposes and try to make some parametric holes into a curved surface. Cylinder+Sphere -> extruded with back -> tubes intersecting! The Tubes intersect with the geometry as I want them to. It's also possible to add and decimate the number of cutted holes by simply adding rows to the connected geometry. So far so good. But in the next step I try to give the cutted holes a bevel at the edge. Houdini shows up an error! What does this error mean? How can I achieve beveling an edge when working with parametric models? I tried to convert it into a vdb but the resulted mesh looked terrible! Cheers, Sebastian
  22. How do I randomise scale on copies

    Hello, Trying to learn and understand Houdini's procedural modeling processes. I am trying to build a bookshelf like so Can anybody suggest a good way to randomize the scale of each copy? Ideally, no expressions if possible. Prefer to visually connect nodes in Houdini TEST 06 Book shelf.hiplc
  23. Can I get a group from PolyCap?

    Is there a way to define a group of primitives based off the faces created by PolyCap?
  24. Waterfall

    Hi all ! First Happy new year ! It's First water project I made in Houdini. Simlation and modeling and destruction was done in Houdini. Thx