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Found 18 results

  1. Hi Everyone, I'm looking for some advice to make an animation of a glass of cola soft drink with ice in it. I've been using Houdini only for one year or so, so still fairly new to it If you can point me to how get started, which approach would be most logical or a tutorial that would be appreciated. Here is a reference attached
  2. Hi everyone, I need a help in modelling a shape for a project. I am trying to model square sawtooth kind of cube over a circular base. It needs to follow the base circular profile with alternate height. What is the best way to do it? I am looking to do it in procedural way but not getting there. I have attached a roughly drawn reference image. Any pointers will be helpful. Thank you for your time.
  3. Frame VR is a rapidly growing, Australian based, virtual reality production company specializing in out-of-home and training virtual reality projects. We are currently seeking a Houdini artist for a quick turn around job rebuilding a polygon reference model of a boat by breaking down it into individual parts and then rebuilding them as Houdini Digital Assets for use in Unity3D via the Houdini Engine plugin. The work can be performed remotely and there is a negotiable budget based on experience. Interested artists should send a link to a showreel of previous work to info@framevr.co
  4. Hi everyone, I am modelling a lid of jar for a project and it needs a twisted cut in lid. I am using cookie sop. Its cutting neighboring primitives too. Is their an alternative to do it or fix it? I have attached a hip file in case any one wants to have a look at it. Thanks in advance. cookie_error.hip
  5. Hi guys, I've worked a little with this robot. I'm kind of a noobie within the field of 3D. I think I might have done a few mistakes. Eg. I used cookies instead of polysplit/knife-tool when I modelled the mouth. Hopefully I'll learn from that in future. Please feel free to tell me what You think about it :-) I have used a refference from 3D World magazine.
  6. Hi I want to create a good subnetwork that rebuilds mesh with vdb. The problem is that my nodes gradually destroy mesh details. All notes in attached scene. Thanx vdb_remesh.hipnc
  7. I have a bunch of hexoganol primitives. Each hexagon has a spine(curve) that I want to sweep the hexagon along. Each spine shares the same primnum as its associated hexagon. What is the best way to do this? What I've been playing with is a ForEach Loop that sweeps each hexprim along each spine.... but my results are confusing and bad. hexRox2.hip
  8. Hi all, I made a quick "cover surface with single-square lego pieces" for a character at work and I wanted to develop it a bit more now that I have some downtime. The idea is to have any surface, static or animated covered in blocks, with some height variation here and there. Initially I was dealing with the height in a rather manual fashion, reading in a texture height map and manually selecting grey value ranges with group nodes to separate out each level before displacing them along a normal. These points then all got merged back together before being plugged into my final Copy node.. The results aren't bad, albeit a bit slow (see my screenshot), but I'd like to be able to choose how many levels I want with a slider & have this all filter through nicely. Here's what I have figured out - load a height map texture in a vop, with a bit of fit range, divisions and value flooring assign each point a "height level" attribute. Ascertain max height level value (I just promoted my point attr to a detail attr using a max filter, or i suppose i could just take my input value!). Now .. what I'm a bit stuck with is how to do what I was doing before - selecting all the points within certain ranges, displacing them upward...selecting next lot, displacing them up... and then finally merging my points back into one node before Copying! I'm sure its because I'm not thinking in a Houdini way still (Maya user here). What are my options for looping through? Or is my approach not the most efficient? I started looking at the "add point" node in Vops, is this a good road to take? The For loop structure doesn't work how I imagined (for i=0; i<max height level; i++ <-being able to do this would be amazing...I know it's possible......somehow..) Oh - and thanks in advance for any pointers!
  9. Hi, I've started a thread in rendering about a shadow pb : http://forums.odforce.net/topic/25244-wrong-shadow/ seems like the pb is in the model, so I'm looking for modelling help here. 1- what is wrong with how I made the wall ? cookied curves + ployextrude. Is there a better way ? A better way to combine curves maybe ? 2- I need the opposite wall, with the copy SOP I made a reflected copy (scale -1 on 2 axis) The resulting geo is all normals inside, and still have the shadow problem. Renders as weird as the original wall. 3- What would be the best way to control/flip my normals? I saw somewhere a simple VEX line in a pointwrangle or attribwrangler, but I can figure out where I saw that. The reverse node doesn't seem to reflect the change in the viewport (but affect the render). Thanks for your time, on any or all points. <- could write that in vex? here is the hip file: shadow-pb.hipnc
  10. Hello Community, ( I hope that's the right thread for this type of questions.) in the course of my second year studies at the Animationsinstitut in Germany I'm going to shoot a short film showing the metamorphose of a man, whose skin turns into printing press letters. Concept and references: My skill set mainly covers Compositing and the basics of Visual Effects. So I thought to use a project with real deadlines to boost my 3D skills. For some time now I gradually familiarize myself with Houdini. Feels like doing some kind of 3D Compositing. Like it so far. Now I definitively could need some help for the technical realization of the concept. Tutorials on the web are great, but don't cover this particular Effect. As can be seen from the images I want to randomly scatter letters across a surface. So far I experimented with displacement maps but I'm not sure if that's the right approach. I was told SOPs are the way to go. Is it possible to randomly instancing geometry so they move close together without overlapping? And if that was the case, would there be a procedural approach to generate the different letters/symbols? Regarding animation: I just want the transition to be animated. So we move from skin (live action) to roughly brushed plumb to the letters. Imagine the brushed plumb gets grooved and reveals the letters underneath. Any ideas and comments are very appreciated. (By the way, I put in my head to finish this project somehow by the end of July.) Thank you very much for your attention and interest. Regards, dk
  11. plzz help how to create this type of effect ... video link: http://vimeo.com/116582567
  12. How to create Aloe polyphylla plant..
  13. Hi everyone, I am trying to develop my first procedural asset and I am facing some basic problems. I want to place a ribbon bow on top of the box and set it as it remains on top of the box no matter how tall or wide the box is, I am sure that I have to link the pivots some how. The other problem I'm facing is the binding of the present and as well i want it to stay around the box no matter the size of it. I attach my houdini file. Thank you in advance. christmas_box_01.hipnc
  14. Here is a warthog picture I am doing . Comments are welcome!
  15. I'm trying to create a high resolution procedural tree model (without using SpeedTree etc). I looked into L-systems but thats not much use for a more detailed model that is made of one mesh. This is a really interesting tutorial (and has been posted before) - http://www.andyboyd3d.com/siggraph_talk/img27.html But i'm wondering if theres a procedural way to create the branches (seen here - http://www.andyboyd3d.com/siggraph_talk/img32.html). I'm guessing this part was actually done manually but it would be great to have a procedural method! Cheers, Mike
  16. Hi Guys, I'm really new to the world of procedural modelling and wondering if anyone could help . I've made two walls for the hut I'm making but having trouble getting all walls to line up and be built procedurally. If anyone could help I would really appreciate it...Thanks for looking at my post 0.1.hip
  17. Hi everyone, This is my first post, so thank you for taking time to help me out. Any pointers are very much appreciated. I am currently trying to model a paneling surface in hou, by this I mean - I am trying to define one shape, that then is copied onto a surface and repeated several times to cover the whole area. In order for this to work, the defined shape, will need to bend and deform to match the surface. You can see an image that illustrates this here. http://1.bp.blogspot.com/_xQcRvrIdDbs/TFlZGcj4QGI/AAAAAAAAABw/KRujR4J9i1Y/s1600/attractor.gif This is done fairly easy in Grasshopper (rhino plugin) - in there, each shape's bounding box is used to deform the defined surface. Here is some info on Panelling tools, the plugin used in grasshopper - http://wiki.mcneel.com/_media/labs/panelingtools.pdf Please let me know if you know any tutorials that use this, even if its not exactly the same - or any hints! thanks so much. Frederico
  18. We are currently looking for a Modeling/Texture Artist for both our Toronto & New York City locations Responsibilities: 3D Modeling and Texturing for feature films, using a wide range of reference material, Work very closely with the shader writers, look development artists and the riggers to generate organic or rigid object models that are suitable for feature film work, Creating textures for CG Assets With guidance from CG Supervisors, helping to determine the best approach to solve 3D challenges and develop final look. Qualifications: Strong spatial awareness and a good sense of form, scale and proportion, and a keen eye for detail, A full working knowledge of modeling in Maya is required, Ability to deliver a model with clean topology and strong UV layout skills for texturing, Ability to work with Z-brush and/or Mudbox A full working knowledge of Photoshop basics Mari Experience preferred Knowledge of Houdini would be an advantage, Knowledge of Linux would be an advantage, 3+ years of experience Modeling for Feature Films is required. Comprehensive knowledge of lighting techniques is an advantage All interested applicants should email their resumes with the subject reading “Model/Texture Artist". Please include the address of your web portfolio in your cover letter and/or resume or send a DVD of your demo reel to: Attn: Recruiting- Model/Texture Artist Mr X Inc. 35 McCaul Street, Suite 100 Toronto, Ontario M5T 1V7 Please note: demo reels will not be returned. This is a contract position. We thank all applicants for their interest. However, only those candidates selected for an interview will be contacted. No phone calls please.