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Search the Community: Showing results for tags 'procedural'.

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Found 52 results

  1. My latest commercial training in Houdini about using CHOPs in Procedural Animation , Hope you Like it more info here : http://www.hossamfx.org/chops-in-houdinifx/ Hossam aldin Alaliwi www.hossamfx.org kind regards !!!
  2. Any idea how I can add procedurally a brick wall structure to this circular watchtower?
  3. 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.
  4. Hello everybody! I have a simple grid animation like this: The animation is driven by a $F*0.001 expression in mountain node offset channel: Is there a way to: 1) Loop this animation seamlessly And the most important: 2) Is there a way to export this animation to Unity? If yes, what format is better for the task and what export/import settings should I use? Thank you for your time.
  5. 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
  6. I want to jack the streamer visualizations from my fluid source and use it to extrude shapes along. Is this doable? I want to do this because of how cleanly the streamer lines are distributed within a volume.
  7. Hi all, I'm trying to make a glyph generator based on a 3x3 crossed grid. This is where I have got to so far. The way I've created this is pretty rough. I made a grid, divided it, flipped it, merged the results, fused, converted to wireframe, assigned random colour for primitives, delete by colour, stamped with copySOP. Instead of converting the edges to a primitive, i would prefer to assign a random attribute to the edges and delete them on that basis. But my knowledge has hit a wall as edges aren't really attributable according to the geospreadsheet. Further, I need to figure out a way to identify when a 'X' happens and delete one of the edges. Maybe I could fix this further up the tree by stamping a grid which randomly flips a divided cell (rather than flipping the whole grid and merging+fusing them). If anyone has any pointers let me know, I will also attach the hip too. Hope I make sense! Cheers. glyph.hip
  8. Hello everyone, Here I am sharing the breakdown of How Sony Pictures Imageworks has created electric bolts and dematerialisation effect of Amazing Spiderman 2. we can create the same kind of effect. Can anyone help me in that. A hip file will be appreciated.
  9. Hi! This is my first post here, hopefully I'm posting in the right section. I recently released a procedural rock generator asset for Houdini. It can generate various types of rocks by using geometric or volumetric displacement, perform remeshing and polygon reduction, create UV coordinates and also apply a procedural texture which can be baked to a file. Link: https://www.orbolt.com/asset/Techie::rock_generator::1.0 I hope to add more features later on. I'm sure most of you here can create this sort of asset easily but maybe it's still useful for some of you, I've spent quite a lot of time on creating it. If you have any comments (e.g. if the price is fair or not) or features you'd like me to add, let me know.
  10. My current development. Digital asset for creating production-ready animated trees and other plants. A few types of wind (Real time wind system and accurate dynamic wind), many many options to customize plant as you wish. Additional examples of wind animation will be a little later. Basically, you need only 8 hours to create fully dynamical 3d tree. (2-3 hours for tweak a shape and all other time for dynamic) Implemented by python, HDK, and a lot of free time This is noncommercial thing. - Module system for any kinds of vegetation - All in one DA - Maximum flexibility - Fast internal modules based on HDK ( C++) - Auto smooth trunks - Dynamics - Leaves mesh builder http://vimeo.com/58316944 Please, feel free to contact me any time. Thanks.
  11. Hello Everyone, I am rookie in houdini and currently i`m struggling in making a gun impact system in houdini, which should have a characteristic to make dents according to the properties where the bullets like metal, concrete wall, brickwall, wood etc. Please help me. A help with a hip file will be nice and helpful more to me
  12. Help a brother out, I'm getting headache by trying to figure this out. At this point assuming it's a limitation of the software. I've been getting more into procedural texturing and shading and sometimes want to blur those textures for example to use as a mask. This far I haven't been able to figure out if there is a way to blur or filter SHOP textures in a similar way you could in COPs with Blur node. I guess SHOPs can't do this since the procedural textures are resolution independent. However is it possible to maybe import the texture to COPs and then after blurring there back to the shader again. The main thing being I want to avoid writing out the textures in between, if there is a interactive solution for baking texture out then maybe that would be fine. Attaching a examle scene file with texture() blur and example procedural texture I want to blur out. Thanks! textureBlur.hip
  13. Hey guys! I'm approaching my senior year at University and I've been trying to think of a project I can start on, or a procedural system/tool I can create in order impress recruiters. My instructors don't know much about dynamics/Houdini in general since they have experience in other fields, so I'm not able to get any feedback as to what VFX recruiters look for in a Demo Reel. I have multiple projects I've completed but none that I feel really stand out. If you've had experience in the industry I'd love to hear some insight as to what makes a great dynamics reel, and any project ideas/challenges would be greatly appreciated, thanks!
  14. Hey guys, i'm trying to create that flat intersection real life bubbles have when intersect with each other. Like this: I've found an old topic about it (from 2006-2008) where the guy called Macha solved it (download hip) and it looks almost perfect but I don't really understand what is going on there. Could anyone help me to understand it? It's done using the old for each sop. Would it be better to use the new loop tools? Here's a couple of screenshots of Macha's setup: Thank's Alvaro
  15. I've made a distant forest out of 50 million points, which I've cached out in a single bgeo file to load at render time using the delayed load procedural shader. Is it possible to add additional functionality into the procedural? I would like to add some minimal movement to the points, as an indication of wind. Rather than generating a sequence of files, I was wondering if it's possible and how to put together a procedural shader to load the cache and add some noise offset at render time. thank you georgios
  16. 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
  17. Lune from Feline Arts talks about how Houdini was used to create procedural game art for his indie game DragonMaze. Learn more about DragonMaze at: http://www.felinearts.net The Procedural Art of DragonMaze
  18. Hi guys. I am trying to create a winding coil like the one on this image. The user has to be able to rotate the handle with green ends to wind up the coil around the handle. As soon as the user lets go of the handle the coil unwraps. I really have no idea how to approach this. Thanks for your help.
  19. I thought this video by Seb Potter showing his procedural workflow for creating and populating low poly trees was pretty cool. https://youtu.be/006iPuxJyV0
  20. Hey guys, I recently watched this cinematic from The Crew game And I appreciate some advice to create this piece formation with lines and some kind of voronoi procedural inside. Thanks https://www.vimeo.com/117897084
  21. You might have already seen this when it was published back in January, but here's a Gamasutra article about procedural workflows for games written by Side Effects Software President and CEO Kim Davidson. http://www.gamasutra.com/view/news/233899/Sponsored_Go_Procedural__A_Better_Way_to_Make_Better_Games.php
  22. I recently came across this student project by Niels van Diermen that I thought was interesting. Has anyone else tried creating terrain for use in a game engine using Houdini and Houdini Engine? http://www.nielsvdiermen.com/?portfolio=procedural-terrain-generation-in-unreal-with-the-houdini-engine
  23. I couldn't find any good ways of doing procedural edge loops (let me know if there is a good way!) so I wanted to see if I could do it in VEX - also as a bit of an exercise in VEX. I got pretty close; it seems to do quads fairly well - it doesn't do tris or ngons currently but i'm sure that could be implemented. I'm sure there will be issues with it not carrying across attributes etc. I haven't really done much testing, but i'd like to see if this is interesting or useful to anyone. Or if anyone can improve it that would be good too! (its pretty messy so i'm sure it could be made more efficient at least) File is attached edge_loop_02.hipnc
  24. I must be missing something but how can I create a shader with a procedural texture and view it in the viewport??? Do i have to create an GLSL shader?!
  25. How would you extract the position of an object animated on a curve? I'm trying to make my animation more procedural and easily alterable in future, so a curve for a path seems sensible (?) - but when I pair that in the geometry sop it doesn't actually update the geos translate position, meaningI have nothing to work with. I've tried inspecting in the details view too and there's nothing there so I'm assuming I have to create the attributes myself but where would I get the actual position from if the geo isn't being translated?