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Found 126 results

  1. Hello Everyone, http://www.hossamfx.org/math-in-houdini-vol2/ Hello Everyone, Description: In volume two of Math in Houdini training. We will continue exploring the big role of math in creating visual effects and controlling the simulation behavior and this time we will move to more advanced concepts and provide cool projects. I will explain one of most important physical parameter: the gradient. And show you how to use it in rigging and collision and give you wide idea about using gradient in different operations in Houdini also We will go indepth with matrices and learn cool techniques using the matrix: it is the “Frame of Reference” you must know this magic secret about matrix. If you have many questions about Quaternion parameter, So we will dive into this concept and answer all questions with cool projects and we will see how to create quaternion field to effectparticles motion and if you don’t know what is the Vector 4, we will have cool project about using vector 4 inside the wire solver dynamics. And I will show you how it to build your own cloth simulation from scratch, this part will give wide idea about how the dynamic solvers work and what is the constraint , gravity , and how the collision is calculated ….. and many other math topics. Thank you. Lesson plan WHAT IS THE GRADIENT, AND FOR WHAT !!! all dynamic solvers use Gradient and normal and velocity and collision calculations, all this Physical Parameters use Gradient, you absolutely Know what is the Gradient !!! ? 1. Gradient & Slope Relationship– Are there any relationship between it? 2. It can create Normal – slope can create normal, how? 3. Speed and Velocity calculates –it is awesome how slope can calculates speed for everything. 4. Slope & Dot product in Rigging – No more tutorials about how to Rig the wheel. 5. Gradient of surface – Slope can create Gradient 2D field. MATRIX IN DEPTH !!! we will start by talking about for what we need matrix and next it will be more clear how it is easy to use matrix, and Frame of Reference is strong concept that you must have idea on how to use. 6. Why we created the Matrices – to understand matrices I must know for what it was created. 7. Recreating the Matrix – Now we will see how it is more easy with Matrices. 8. Frame of Reference – it is cool Concept you must know how to use with matrices. QUATERNION, NO MORE QUESTIONS ??? you don't know any thing about quaternion! you will know every thing about it, for what, when to use, how to control and how to build field of quaternion to advect particles. 9. What is the Quaternion – You will Have depth understand of this Scary parameter. 10. Quaternion Field part 1 – Quaternion inside Dynamics can create awesome animation in Particles. 11. Quaternion Field part 2 –How to Keep Particles inside defiened Volume using quaternion attribut VECTOR 4 IS A QUATERNION, ... !!! the orient attribute in the Wire solver is very important and you must know how it work, in this project we will manipulate this Attribute to create procedural dynamic animation. 12. Quaternion & Wire Solver – Big role of Quaternion in wire object. 13. Feelers & Quaternion part 1 –Feelers of insects moving around all the time, we will simulate this motion with quaternion. 14. Feelers & Quaternion part 2 –How to control the physical parameters of feelers to get nice real motion. SIMULATION CODE & COLLISION it is very important to get depth understand of how the Dynamic solvers work, we will see how we can build cloth simulation and add collision to this simulation using the Point VOP and Sop Solver. 15. Apply Gravity –Without any dynamics solvers, we will create our solver and start by adding gravity force to objects using the point vop and sop solver. 16. Create Cloth Force – Define the force spring between cloth object points and create pin constraint for new solver. 17. Gradient & Collision –Gradient of Volume is the way to create collision between objects. ِAll Content With Project Files . Full information Here
  2. Hey friends, I am trying to shade a snow smashing to the wall. What I tried was using VDBfromParticles and then use vdb smooth (median value gave me a best look). However, for the animation. I saw there were some effects when the snowball hitting the wall which make it looks more like a fluid not a snowball. Please note that the erode area which makes it look like a fluid : (. Any suggestions and help I would appreciate! There is a short animation in the attached file. Thx! 0001-0240.avi
  3. I have three individual components to this briefcase, the body, the handle rings and the handle, the body is a static objects and the other two are RBD packed objects, all concave. I am trying to get the handle to hang from the suitcase naturally but they are falling through each other, there is a slight reaction but i cant get them to completely react to each other. I have attached a zip of the three .obj files and the .hip file if anybody could have a look. Any help would be really appreciated ! Thanks! Assets.zip
  4. Hello! I'm trying to kill points inside DOPs (well a popnet actually). The way I'd like to do this is by finding the closest point to the ground object (how do I reference an object in DOPs?) and computing the vector from the POP point to the nearest point, then dotting that onto the ground points normal vector. That's a nice way to figure out which side of the ground the point is on, then killing it. At least that works outside of DOPs. I'm wondering how I can do this inside DOPs because I don't want to post-process kill thousands of points if I can kill them in the simulation. Any ideas? Thanks, cw
  5. Hey, I am caching out my ocean simulation. Inside the dop network I went to the output node and hit save to disk. I cached out around 112 frames. Back in obj level I click on my dop network and hit playback simulation. However, it keeps loading the last frame of the simulation, even if I am on frame 1. The only way to get it to work is to turn off play back simulation, then load ONLY frame 1. Then turn play back simulation on again. After that, I can load the the rest of the cache. As I advance foward on the timeline, it updates as expected. But if I tried to load a previous frame, it won't update. For instance, it I go to frame 10 from frame 1, it updates correctly. But if I try to go back to any frame before 10, it won't update. However, it I go to frame 15, it updates fine. But now nothing before 15 will work. What is going on? thanks
  6. I am having two issues. One i am unable to get mantra to render a single frame. It tells me i have to delete all of my nodes to render. my second issue is that my shattering glass that i cached out is not showing up when i source it into the file node. Please have a look at the scene files and advise. Shattering_Glass_cash_File_Help.hipnc RBD_Destruction_Help_File.hipnc
  7. Hi there! I can't get to work HQueue. All my clinet paired on ready/idle, everything seems fine. When I submit a job, the job fail and I alwyas get only this error message “Could not find output file for job ‘23’.”. All my client can read and write the directory where the .hip file is. Even when everything is configered to default, so everything is pointing at $HIP. The other very strange thing I sliced up my sim to ways and only 1 job apperaring in HQueue. Can anyone point me to a tutorial or something? Thanks! (I have alread yfound the master class on distribution in H15 https://vimeo.com/148518740)
  8. I have a load of RBD packed objects smashing on a Ground Plane, they're all intersecting by a consistent distance through the Ground Plane, the RBD packed objects are all convex hull rather than concave although changing between the two doesn't seem to make a difference. I've tried replacing the Ground Plane with a static box and trying different geo representations on it but that doesn't seem to work either. Any suggestions on how to fix this would be really appreciated! Thanks
  9. I run a pyro simulation (flames), using Houdini 16 non commercial, cached the sim (120 frames) using the import_pyrofields node (save to file->save to disk). I can see the cache in the hard disk 115MB file. But when I try to play in the sim after clicking load from disk, I hear a weird noise (this happened on two different days, the noise has to do playing the simulation), and the sim is completely frozen on the last frame I had played. Even if I go back to frame 1 you would see exactly what in the picture. Any idea what I may be doing wrong? After closing and reopening the file, I no longer hear the noise but the simulation is still frozen on the picture you see no matter what frame I move to.
  10. Hello everyone, so we finally got the full FX license for Houdini and I merrily went about rebuilding a setup that I built in the apprentice version, some FLIP shenanigans. The apprentice version wouldn't simulate when I enabled checkpoints, I thought that was so you can't simulate in apprentice and use the cache in the full version. But now I've got the paid license and the problem persists. I set up the checkpoint file name but no matter what interval or trail length I set, all it ever does is simulate frame 1 and write it to disk, then stop simulating the DOP network, showing me memory cache blue in the playbar and just playing the animation. I'm stumped. Is there anything I'm missing or is it a bug in H16? Any help is appreciated. Thanks in advance Paul
  11. I have two separate stacks of geo made using copySOP's, i am trying to get them to interact with each other. They do interact with each other but the constrains only effect one model, i can switch them in the merge but its only ever one that holds together, the other falls apart instantly no matter what the glue strength is. Ive put photos below and attached the scene file with the model that needs referencing in. New to Houdini so any help or advise would be greatly appreciated! Thanks PlateSimulationTest001.hipnc plate.obj
  12. I Have stacks of plates and bowls that i made with a copy node on one original model of each type of plate or bowl rather than importing each model multiple times. I want each object to be able to fall and smash independently which i am struggling to work out. When i make the stack a RBD Glued Object it either all moves and smashes the exact same way like they are being read as one whole piece rather than individual plates/bowls or they move individually but the glue errors saying "making objects from different solvers mutual affectors" so they cant smash. Sorry if this is a basic question i am new to Houdini, any help would be greatly appreciated!
  13. I have an animated cabinet that i have imported to Houdini from Maya as an FBX. I want to drop cutlery into one of the draws in the cabinet, i have imported the spoon .geo and made the cabinet a static object and the spoon an RBD object. when i drop the spoon onto some parts of the cabinet it lands fine. I want to drop it inside the draw before it opens but when i position it above the draw and play through it doesn't move, it is just frozen in the air. Im guessing its a problem with bounding boxes? Sorry im new to Houdini any help would be greatly appreciated! (Sorry for the bad angle, the draw is closed)
  14. FX Artist (Dynamics/Particles) The FX Artist will work closely with the Animation Team and Creative Leads to develop 3D FX elements to accomplish the vision of the Director for unique and high-profile 3D animated stereoscopic projects. For a better idea of what we do, check out our branding video! https://vimeo.com/166223263 Responsibilities include: 1. Establish and understand project FX needs/requirements. 2. Develop particle, rigid body, fluid and volumetric effects Develop in a fast-paced environment with an iterative workflow. 3. Maximize FX rendering techniques with AOVs for compositing. 4. Basic compositing of FX layers/AOVs in shots. 5. Identify creative and technical issues and elevate solutions to appropriate team members. 6. Communicate development status and forecasts. 7. Meet project deadlines set by production. 8. Maintain high security standards for confidential studio assets. Qualifications: 1. Professional industry experience preferred. 2. Strong foundation in using MAYA FX systems and/or HOUDINI. 3. Experience with shader development and render AOVs preferred. 4. Experience with NUKE compositing software a plus. 5. Stereoscopic film production experience a plus. 6. Experience using KRAKATOA, FUME-FX a plus. 7. Programming experience in MEL and/or PYTHON a plus. Submit your application online at: http://www.falconscreativegroup.com/en/about/careers/ Contract and Staff positions are available Falcon’s Treehouse, LLC is a drug-free workplace and employment is contingent upon passing a drug screen. We are an equal employment opportunity employer. All qualified applicants will receive consideration for employment without regard to race, color, religion, gender, age, national origin, disability status, protected veteran status or any other characteristic protected by law.
  15. Hi all, is it possible or a way to enable all my GPUs for OpenCL? i have 3x titan-x and a quadro m4000 total of 4 cards. thanks
  16. Hello! I was wondering if anyone knows a way to run a flip simulation over specific geometry. The closest visual reference I can think of would be the workflow from Moana. Would you have to turn the geometry in to a fluid object, or is there some way to have the simulation run on top of the geometry?
  17. I want to create a digital asset where I need to simulate pieces of a fractured object falling down to the ground to get a plausible initial "lying-on-the-ground" orientation for further processing. Is it somehow possible to simulate until a certain condition is met (for example all pieces are frozen) and then fetch that state as an object merge or something like that? I am sure this is possible with python, but I'd rather take an approach that relies on the SOP dependency analysis alone if thats possible. Any hints would be very appreciated!
  18. Does anyone uses afanasy to do distributed sim? Afanasy has a mantra renderer but did anyone managed to send a sim job to farm. Latest sidefx classes by jeff shows how to distribute by hand but i couldnt think of a way to write afanasy submitter. Git hub submission if you'd like to get updates: https://github.com/CGRU/cgru/issues/153
  19. ice

    How to create this behavior in a simulation, without fungus. What would be spread flip simulation evenly with a residual slowdown. Like on video ice.hip
  20. Hi, I am an experienced Software Engineer with a good eye for Visual Effects. I have over more than 10 years of experience in developing advanced software systems for simulation and animation companies. In addition, I've invested that last 5 years exploring and educating myself all about Visual Effects. Below is my demo reel. Please check https://www.linkedin.com/in/khaledabdelhay for more details on my technical/artistic skillset.
  21. I have replaced the file with just a cube so you guys can still see what is going on. It's very basic. It's just a box with points at the center of each piece telling what is active and what is not active. however when I put this expression: point("/obj/Angel/AC", groupbyvals("/obj/Angel/AC", D_POINT, "name", $OBJNAME), "ACTIVE", 0) in the active value DOP that I got from another dude on a forum on here, that expression doesn't work. Can someone please tell me what I am doing wrong here? This is for a demo reel project so I am on a time crunch..that's why I'm posting this. Thanks so much!! Angel_Destruction_3.hip
  22. Hello artists! I'm trying to create an airfield alike effect but for geometry. Kind of like this effect : vimeo link Im also using VDBs for collision How'd you guys tackle this? Cheers and good work!
  23. Hi Guys, I just started learning about smoke simulation. I am trying to create a tornado simulation using smoke solver instead of Pyro. I followed the custom force tutorial from Ben Watts. The problem that I am facing is that when I start my simulation, after a while the smoke spread out and remains floating and it doesn't follow my velocity field. How can I get it to follow my velocity all the time, or is there anyway to kill the smoke based on their age? I have attached a quick preview and my hip file. Thanks, Preview.mp4 Tornado_test7.hiplc
  24. Hello! I was wondering if some of you had a strategy to render high resolution simulations. For exemple, to render a high resolution smoke, can you render at a low resolution multiple times? Thank you!
  25. Hi all, been learning Houdini since mid Feb and thought it time I better share something back as I've found the forum immensely useful ;-) RnD of Houdini particles flowing over a hard surface model to simulate a condensation/rain/rivulet/droplet effect. This is part of a larger RnD project I'll render & upload shortly (this is one section of a larger flying object - a cloud seeding drone... just an excuse to learn a load of Houdini). Partly inspired by Mark Theriault's Sucker Punch Intro Breakdown using Pflow (vimeo.com/39161208) and having just starting making the switch for fx from Maya to Houdini, this was one of those "I wonder if I can do that now in Houdini" things that I just had to try. I remember years ago doing something similar in Maya and it taking a heck of a lot longer! This effect took about a week of tweaking. The sim is basically just a popnet which relies on an SDF volume (isoOffset) for surface interaction and uses a voppop (VEX) to control the "drip off threshold". Once I had a working method, I then used 3 duplicate variations for the different rivulets (trail SOP) and finally added a random scatter SOP for some extra motionless droplets. As the final shot won't be so closeup, I have to option of increasing/decreasing the uniform sampling of the SDF to fit. When all this is done, I'll hopefully be taking this RnD further with a rain-on-a-window-pane high-detail/realism sim. Thanks to SpencerL for advice on the initial VEX methodology.