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Found 43 results

  1. 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
  2. hey Guys!! I want my Scatter Point to 3D-Triangulation Mesh ? How can is Possible ? thanks alot's
  3. 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!
  4. 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 ?
  5. 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
  6. 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.
  7. 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
  8. 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
  9. 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
  10. Is there a way to define a group of primitives based off the faces created by PolyCap?
  11. 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
  12. 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.
  13. 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
  14. 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?
  15. 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
  16. 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
  17. 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?
  18. 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!
  19. 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
  20. 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
  21. Join Moment Factory, the multimedia leader! julie@polyglotgroup.eu https://goo.gl/OeoWAW
  22. 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
  23. 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
  24. 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