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Found 34 results

  1. 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
  2. Is there a way to define a group of primitives based off the faces created by PolyCap?
  3. 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
  4. We are currently looking for a talented 3D Modeling/Texture Artist to work at our Montreal studio. Our ideal candidate must have a high degree of technical skills and artistic judgement. Our 3D Modeling/Texture Artist will be an expert at creating photo-realistic textures as well as organic and hard surface 3D models. Previous experience in film and television is essential. Folks has built a solid reputation in the industry as an artist-driven boutique studio. We value detail-oriented design through teamwork and creativity. Our team is composed of some of the most talented artists and creative pros in the business. We are known for great storytelling through high-end visual effects. This is a full-time position available immediately. We offer a great work environment, salaries to match your skills and a comprehensive benefits package. If you think you’ve got what it takes to join Folks, please forward your resume to jobs@folksvfx.com to set-up an interview.
  5. Saw this video on youtube Thought I would try it out. It took a lot longer than 62 seconds, but I learned some things doing it. I am happy with the shape, but I feel the model could be more procedural. If you have any suggestions to improve the model, or if you know a better way to do some of the steps, I would love to hear them. I attached the .hip polyCount90secondChallenge.hiplc
  6. Hi Internet, My initial 3D application was Solidworks. It's frustrating at times, but I like the precise nature of the program. Over the past six months I have started poly modeling, spending some time with C4D and Maya. They are both very capable. Then I downloaded Houdini. It feels wonderful. I love that I can go back and change things. The hierarchal structure makes perfect sense to me. Also the interface! That middle mouse button input menu is fantastic! Unfortunately, something is holding me back from getting too excited. My first goal is to create hard surface models with realistic atmospheric lighting. Is it a better idea for me to stay with Maya or learn something like Modo, or have I finally found a home?
  7. Hi, I have a fractal patern on which I copy stamp multiple inputs geo from a switch I would like all the stacks to be different height and type but I can't figure how to do this using the copy stamp. Could someone point me in the right direction. Thanks example_od.hipnc
  8. Hi. I'm working on a tool that allows to selection-paint fracture pieces. It works great on simple things, like spheres, planes or tori, but ... when it gets to a more complex, organic shape, like a human face, and the model has holes, things start getting hairy. The weak link is the Break SOP. Right now it seems to me it's almost unusable on anything complex. The only thing I can think of to fix it right now, is to convert the model to a flat set of patches based on UV's, do the cutting and then wrap it back to its original shape, or replace the Break SOP with something else. Any advice? Best Regards Filip
  9. Hi This is probably a dumb question but the thing here is that I dont use Houdini for modeling and I just tried to extrude a curve (polygonal or NURBS) and it simply doesn't move the newly created faces. (pic1) The only way to make them show up is apply some twist. (pic 2) Where is the mistake?
  10. Modeler for Houdini is allmost finished. But i haven't working hardware at this time. Also I have some financial problems. I need some support from you, guys, who want to try the results of my work. With new hardware i'll finish Modeler very quickly and it will be available as free open source project. Features list: 1. Poly Modeling a. Improved standard modeling tools b. Additional poly tools with PySide and VEX power c. Accurate (high precission modeling) with numeric editor d. Soft geometry deformation with Move Brush (like in traditional sculpt programs) e. Moving components with Blender style 2. Retopology You can use all the modeling tools to retopologize geometry (not only TopoBuild SOP). 3. UV Separate asset for quick UV layout. You can create UVs in 3d space and 2d space seamlessly. 4. Sculpting Seamless integration with ZBrush for geometry edition in both programs at one time. 5. Objects list Tree style objects list for very accurate scene manipulation. Same as Layer Manager in other programs. 6. UI Modeling environment is combined in one separate editor with its own viewer, node editor and parameters panels. Also it has custom UI elements like numeric editor or objects list. 7. Customization. All aspects of UI are very customizable: a. UI elements visuals, like size and color b. Mouse button shortcuts c. Keyboard shortcuts d. Editable menu with tools list e. And others 8. Old videos where you can see some features: www.youtube.com/vuxster My PayPal account: vuxster@gmail.com Best regards!
  11. Hi, I am trying to create the geometry left out after a voronoi cut plane offset on a planar geometry (box 2d voronoi). At first I thought this could easily be achieve with cookie but cookie is indeed very unreliable giving me sometime ok results and sometimes disastrous ones like the one I posted here. You can see my hip so far now...which works but like I mention the cookie makes the set up too volatile. Anyone knows a better way to get the geometry left out by the cut plane offset function? groundBreackV01.hiplc
  12. Hello this is probably a very basic question. How do you create a geometry that is attached to 2 other geometries? I am creating a spring simulation where a "bob" oscillates while its attached to a spring that is attached to the wall. I am recreating the simulation below: http://www.myphysicslab.com/spring1.html I want to have a spring or coil where one end is attached to the wall and the other is attached to the "bob." This means I want the coil/spring to squash and stretch. I've tried point snapping, fusing, object merging but I can't seem to do it correctly. I've tried grouping a set of points to both ends. Could anyone please offer me insight on how to do this or show an example where it is done? Thank you so much. Sincerely, Adam
  13. Join Moment Factory, the multimedia leader! julie@polyglotgroup.eu https://goo.gl/OeoWAW
  14. Hello Everyone, This training covers the process of building a highly detailed sci-fi power module and it's surrounding environment entirely from scratch in Houdini. To model this scene we shall use a combination of poly modeling, NURBS, VDB and a little bit of VOPS. This training will also help highlight the advantages of having a procedural system while building complex models and environments. The final chapter will take a look at how to render the scene in Octane Standalone by exporting the scene using Alembic. For further details kindly click on the link given below http://www.rohandalvi.net/advmodeling/ The final renders of the scene can be viewed in my still gallery. http://www.rohandalvi.net/stills/ regards Rohan Dalvi
  15. Hi people, I'm coming from traditional 3D modeling packages (about 13 years of experience here...) like Maya, C4D, modo, Blender and recently started using Houdini as I'm fascinated by its procedural tools and workflows. When I've been modeling in those traditional 3D applications I usually used that typical box-modeling approach for modeling stuff and used subdivision to get a smooth mesh. I typically used edgeloops to crease certain edges in the subdivided mesh - the usual workflow you are all familiar with, I guess. I'm wondering now about the best practices to crease edges for subdivided meshes in Houdini. How do you guys usually do this in Houdini? I know that I can do the same in Houdini and use edgeloops in my meshes, add a subdivide node and have the same result as in my traditional packages. The main concern is I want to stay as procedural as possible. I can change the position of my edgeloops afterwards in the specific nodes and keep the whole model history non-destructive, okay. I could possible also use the crease node on certain edges and do it that way. I have seen a lot of tutorials now where stuff like stairs etc. are modeled procedurally which is awesome. Everything is being modeled without any subdivisions but with plain hard edges - which doesn't result in very realistic geometry as we all know 100% hard edges do not exist in realilty. Okay, these tutorials are also usually aimed at game developers and in games you usually want to avoid too much polygons. None of those tuts show or even mention how to do the whole stuff with softer edges or subdivision surfaces. So what's your workflow when you want to model something procedurally that's looking as if it's been modeled the traditional subdivision surface way in the end? I'm sure there are ways in Houdini I haven't even thought about and I have just scratched the surface of Houdini yet:) thanks a lot for your help in advance. Marco
  16. Hello everybody! Although the question has already arisen in my last thread I would like to dedicate a separate topic to it since I deem it a quite substantial puzzle piece of our workflow and haven't found anything specific on this topic yet. (Unless, of course, there are smarter ways to do that in Houdini..) 1) Can anyone shed some light on how to make changes to selections, which have been created via groupSOP, for further use down the chain, e.g. applying a "deformer"-SOP? e.g. groupSOP selection --> convert to soft selection/ selection with falloff --> grow or shrink that groupSOP selection 2) How can I pass on the groupSOP selection to an e.g. Edit SOP and customize it there? (as it is possible with the MeshSelect- or VolumeSelect-modifier in 3ds Max) Thank you for reading. Cheers, Michael
  17. I've spend almost a year playing around SOP nodes over the same model during my rest time. Here are some results. https://picasaweb.go...feat=directlink http://www.z-way.org/script-and-gizmo/houdini/houdinimodeling
  18. Hey guys, after doing some setups in Houdini (rather new at it) I'm trying to basically "add" points into a given mesh by scattering them onto the mesh. What I'd like to do is remesh that old mesh into a new mesh which contains the newly scattered points as polygon vertices. How would I do that? Is there a SOP that divides a mesh at a given point position? Cheers & Thanks, Mo
  19. I'd like to start my first post with the words of gratitude to all and each of you contributing to the discussions here - od|force, which I've been searching and silently reading for few years, has done me enormous good. Thanks a lot, I mean it! So maybe you'll find some use as well in the procedural modeling demo I've put together. http://www.the-working-man.org/2015/04/on-wings-tails-and-procedural-modeling.html Thanks! D
  20. Here is something I started in Houdni 13 and picked up again when H14 came out. I'm learning/exploring, so it is taking a bit of time to find a good workflow for modeling. H14 made that easier, and hopefuly it will improve some more.
  21. Hello everyone, I'm getting into modeling with Houdini and I have a specific question. I'm trying to get a couple of vertices to align in a straight line, very much like the Grid snap + Retain Component spacing workflow in Maya. How can I do this in Houdini?
  22. Hi Friends ! Here are the screenshots of the deer I just modeled in HOUDINI ! It is Normal Box Modeling ! My question is - Is it possible to do PROCEDURAL MODELING (parametric) of Animals, Humans and other organic things in HOUDINI ? So that by modeling ONE DEER we could make variations of the same deer using parameters ( a young deer, male deer, female deer, big deer, small deer or may be another species of deer . Is it possible in HOUDINI ?
  23. Dear Artist Friends ! Here is my completed parametric sofa with all the controls. You can model any type of simple sofa by giving different values to the parameters supplied in the controls. Enjoy modeling simple sofas ! sofa_2.rar
  24. Hi Brothers ! I have just started to learn parametric modeling . I am attaching both the screenshot and the hip file. Those interested could advise me ! sofa.rar
  25. Hi Guys ! Here is my zebra all done in version 10. Please do comment so that there is scope for improvement !