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Found 82 results

  1. Hi! I`m looking into creating a digital asset of procedural trees, with the idea being to generate a hole bunch of pine trees that you can scatter in a background of a shot for example. I`m sort off lost in the whole procedural way, and the L system is way to complicated for what we are trying to achieve all though that might be something to look into in the future. Also is there a way of copying a line with different length the higher up it goes? Lets say you have a line 8 units long with 10 points, I have grouped every other points and want to copy another line on the grouped points, but I need the length of line to shrink with each copy Any tips would be much appreciated.
  2. Hey Came to London to work for Crowd at MPC. Here's a summary of the challenges I responded to in Houdini: At the moment, I'm looking for the next thing to hop on. Most jobs for Houdini are VFX centric and I'm mostly a generalist leaning more towards geometry, rigging and motion processing side of things. Here's some public Orbolt Assets: https://orbolt.com/search/?q=probiner Building one right now to upload, to alike the matrix one, visualize arrays of vectors: https://i.imgur.com/ZPki1XN.png Let me know if there's something fit mid-term going be it for Houdini or XSI or even just if you're around and want to have a chat! Thanks
  3. Made this a while ago, finally got around to uploading it to gumroad. https://gum.co/ofsD
  4. I am doing pcopen in cvex to to render points as volume but for some reason I am not able to scale the density as much as I want. It looks like it is clamping the density values and doesn't allow me to go higher. When I use smaller IFD bounds this problem fixes itself but also it cuts my overall object. Also vex volume procedural doesn't seem to work with new mat context. Thanks for the solutions, Alican
  5. Hi I'm still a beginner in Houdini and i decided to create a mini project to learn it and stay motivated. I want create a procedural train tracks. I would like to have the tracks follow a spline and depending on the angle and the lenght of the spline the system will place the correct blocks. I will build each blocks straight and curve separately. Here is the schematic of each blocks and a quick render i did in Houdini http://www.woodenrailway.info/track/trackmath.html# Any idea where to start ? Thank you for your help. Thomas
  6. Hi Everyone I'm currently trying to create circular point groups, inside a voronoi fracture. My outputs are groups currently are primitives but when I conver them to points, i have to many clustered together. I'm thinking of a solution by either getting the max/min two points of each primitive inside my group and delete the other points from the group. Unfortunately my VEX skills are very limited, I seem to be declaring my max function wrong. If someone could help me figure it out that would be great, also an explanation to why my attempt didn't work/ any other solutions towards achieving the same result would be more than welcome. Cheers Example.hipnc and for any questions im trying to make a tool that creates ground slams, as you can see there's distinct circular fractures which im trying to replicate, but also make procedural.
  7. Vex Volume Procedural Grid Rez

    Hi! I've found many examples with volumes using this render approach, but there is somthing I'm missing out. How does this VEX Procedural Volume gets its divSize/resolution? I've seen the "octree" option but it's another thing (An optimization for getting less render time) So how does this volume define it's grid resolution? I'm just curious!! Thanks.
  8. Hello, I am relatively new to houdini - I have used it years prior for some things but now I have just acquired an indie license for development of my unreal game. At the moment I am making a building facade system that will place premade modular pieces depending on a few variables. I was hoping that perhaps some guru's could peruse this little plan i have drawn up for how i envision it to work. at the moment I am trying to workout step 4 by using bounding boxes made from the original geo to select the new resampled walls and place them into sections. I want to bound them and in the groupSOP name the sections per iteration of the foreach node they are inside. finding the correct syntax for this has been a problem so any help would be greatly appreciated. Ill be keeping this thread alive over the course of my findings. Cheers Az BuildingGenerator.hiplc
  9. Hi, I'm looking to procedurally grow a wire sculpture similar to the one in the photo I can do vein growth and space colonization fairly well, but I'm not sure how to create this wrapping around style Any ideas? Cheers
  10. 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
  11. 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
  12. Procedural Lightning

    Hesitant to actually call this finished but here is a test render of a procedural lightning tool I've been working on the past couple of days. Hope you like!
  13. Procedural Shells

    Early stage WIP of procedural shells, planning to do a tutorial when I'm done.
  14. reset to origin.

    Hello Odforce! I often find myself in a situation wanting to take each piece of geo I have from an alembic, move it to the origin and "reset" rotation for convinience, do some operations, and then move it back to its original place with its original rotation on it. However I often find my knowledge short to do this stuff. I have crafted an example file here of my problem and hopefully some of you can help me with a few examples on how to do this. As described in the file, this is what I want to do: - move each piece of geo to the origin. - calculate the rotation thats on the piece of geo, and "reset" it so that the point with @Cd = {1,0,0} is upwards. - put the geometry back to its original position with its original rotation. I hope you guys can help fill the gap I have when it comes to this kind of stuff. Cheers calculate_transform.hiplc
  15. I've recently started using Houdini coming from a Grasshopper/Rhinoceros + Architectural background and quickly I realized it's such a great tool for parametric & procedural design for modeling some geometrical shapes which sometimes GH is not good at. I'm planning to post tutorials for Houdini to following Facebook page and Youtube channel as my note how to make geometries I'm interested in. [Facebook Page] https://www.facebook.com/ParametricProceduralHoudini/ [Youtube Playlist (Fast ver.)] [Youtube Playlist (Slow ver.)]
  16. Procedural Caves WIP

    Working on a procedural cave generator using input curves for the base shape and cellular automata. The goal is for them to be game engine ready with textures, what do you think?
  17. Hey everyone, My procedural ice tool is now on Gumroad! https://gum.co/icetool Enjoy!
  18. Tree and Foliage Tools

    Hey, thought I'd share this here. Preview of tree and foliage creation and layout tools now available on Gumroad. I've released them as "pay what you want" as my contribution to the community. I plan to keep supporting and improving these tools in future as well as releasing other tools. Let me know if you have any feedback/suggestions and I look forward to seeing what people create with them. Enjoy! https://gumroad.com/l/zWFNX
  19. Procedural robots

    Hey magicians, sharing some procedural concepts, all the first setup comes from a decahedron, you change that shape and get another character completely different, the second one is more focus on get a proper functionality, still messing with the shape language
  20. Hi all, I'm trying to get the SHOP procedural called 'Houdini Engine Procedural: Point Generate' to work, but so far I've had no luck. There's no example and the documentation doesn't actually say how to use it. There's the obvious docs listed here: http://www.sidefx.com/docs/houdini/nodes/vop/enginepointgen But that's all I can find. I've also attached the closest I have gotten. If you go to the shop > vm_geo_enginepointgen1 you can see I've told the procedural to call the Scatter SOP, which it seems to try and do so, but it complains that there are not enough sources specified. Which is fair enough, but I see no way of telling the called scatter to use any geometry as input. So, has anyone got this working? Perhaps calling their own asset? Point_Procedural.hipnc
  21. Hi I can successfully group unshared edges to get the boundary edges of a flat grid. However, how might I procedurally remove the very inside enclosed hole edges (such as the three holes in the attached image), and only have the very outside perimeter remain in the group? Any advice appreciated
  22. Opus Pattern Grid

    Hi Houdini hive-mind new here (sort of) looking for some advice on how I might be able to create a grid where the cells are arranged in an opus pattern. I have a cell of a minimum dimension (lets say 200x200), I want to be able to have the other cells multiple dimension of that in x and y. (400x800, 600x400 or even 200x2000 for example). Crucially there are no L shaped/tetris type arrangments. Im fairly sure it involves making a grid of cells with the minimum size, and making random selections to delete and build bigger patches, but not sure the best way to go about it without creating odd shapes. I've reached my intelligence limit, and I defer to clever folk here for any kind suggestions (or of course, solutions posted elsewhere) Thanks
  23. Greetings. I can't throw away my idea about creating forest and plants generator. And for this purpose i will use houdini l-system. Yes, this is hard, but other systems usefull only for bushes or some abstract plants, i think. It will be long project. Later will add some progress pictures.
  24. Hello everyone, I have a question please, I'm using the new terrain tools in Houdini 16, but I can't find an example of how to carve a road in the terrain, please I need any hint or example, thanks....
  25. Procedural Veins material?

    Hey guys, I don't have a lot of experience in SHOPs yet so I'd like to see if someone could give me some ideas for this. I'm developing a procedural eye and I'm able to do it's veins procedurally on SOPs but I guess it would be much more useful if I could achieve something in the shader, maybe using some kind of noise. I don't know. I'm kinda stucked in the beggining so I just need any kind of ideas here's a good reference (I like the thickness variation)
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