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Hi Every One! My first post here. Venkys Turbulence is officially launching as the Indie Edition for Houdini 21.0.440 It’s ABSOLUTELY FREE!!! https://venkyshoudini.gumroad.com/l/venkysturbulence If you wish me to continue supporting future versions of Houdini, please share it with everyone! Venkys Turbulence is the world's first truly physically based turbulence solution for CG fluid simulations like pyro. It's the next major evolution in the field since the introduction of wavelet turbulence in 2008. This is not based on any Technical Paper. ( unless I write one ) I hope you all see its true potential and share it with everyone. Have fun!3 points
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There is no keys in simulation and you cant get them with export. If you need keys per each piece you can bake them after simulation and export baked geometry1 point
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From what I understand: If you dive into the FLIP solver's Surface Tension feature, you'll find that the key parameter is the scale of curvature. The solver is based on the Navier-Stokes equations. It uses divergence to measure whether particle flow is shrinking or expanding, and then applies pressure to push or pull the fluid, ensuring incompressibility. With surface tension enabled, the solver applies surface pressure based on curvature. This pressure is summed and submitted during the pressure update step (FLIP solve), which then influences particle motion. In FLIP, the surface tension force is defined as: Code F = scale_ST × mean_curvature × surface_normal Where: F is the force density from surface tension FLIP Surface Tension parameter: scale_ST is the surface tension coefficient, typically based on particle separation or voxel size mean_curvature represents how much the surface is expanding, greater expansion leads to higher curvature magnitude surface_normal indicates the direction of the shrinking flow Here’s the link to the article I wrote, which includes a full default HIP file download with extra (paid) solution. It explains in detail why the method works (rock solid), how to use it, and offers various techniques to help you solve problems across different cases. https://medium.com/@vupham_37726/houdini-flip-surface-tension-demystified-f1239da880ce For more background, you might want to check out the paper “Continuum Surface Force Method.” It's important to note that the standard Navier–Stokes equations do not account for surface tension directly, they only solve for inertia, pressure, and viscosity. The Continuum Surface Force model is a technique used in computer graphics (CG) to inject surface tension behavior into fluid simulations. It’s designed for visual realism in animation, not for physically accurate modeling of real-world water materials. The blur radius feature acts as a smoothing filter to reduce volume noise and jitter. It uses a kernel radius to apply the blur. Increasing the blur radius reduces precision, which in turn diminishes fine details such as tendrils and thin films. The higher the scale ST, the stronger the surface tension pushes inward. Small droplets quickly transform into bulk spheres, and tendrils disappear faster. Reducing the scale ST makes films and tendrils harder to hold, causing them to scatter more quickly into floating dots. Maybe someone else could help make it easier to understand from an art direction or VFX perspective, rather than just explaining the dry technical details of the solver. One-day dev for this article and sample files, fueled by years of grind and the smart Houdini gang before me. I'm leaving it here for future reader.1 point
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Hello, I'm very new to Houdini and still trying to get familiar with the UI and workflow. I've finally managed to get to the rendering stage, but the result looks much rougher and lower quality than what I see in the viewport preview… I'm not sure what I'm doing wrong. I've attached the scene file for reference. Thank you. houdini question.zip1 point
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The simplest way I've been able to do this is by using UV Flatten to split the edge groups into separate islands (I call it uv2 or something to avoid overwriting existing uvs) Then subdivide. THEN use Group From Attribute Boundary, which looks at UVs by default. Change it to your custom uv2 channel.1 point
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New USD/LOPs tutorial for anyone interested in asset authoring and composition arcs. Basically an in-depth explanation of what the component builder nodes do under the hood with some tips and tricks sprinkled in.1 point
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I do not think a discord is the right thing for odforce, as Marc mentioned, the info get lost easily. Even though you can search etc still is not as nice as having it in a forum.1 point
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Perhaps. There are a few Houdini discords out there. The problem with discord is that it's hard for it to be a repository of knowledge. Good luck finding this kind of thread in Discord: I do think we can do more to increase interactions here. I'm looking for a few good people to help me run the site! As it turns out, running an animation studio doesn't leave much time in the day for monitoring a forum! ;).1 point
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Hi magicians, I'm finishing a tutorial about how to create hard surface helmets procedurally in Houdini, here's a previz:1 point
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Hello everyone! For the past 8 weeks I have been working on a Japanese Town House generator! This project was made for Breda University of Applied Sciences as a part of my Block A. This is my first Houdini project, so if anyone has feedback for me it would be greatly appreciated. The project was made from scratch as I did not find the built-in Labs building generator easy to build upon. The building generator allows you to change both the roof tiles, the lattices, the windows and the flags for different variances. The size of the building is determined by user placed bounding box, so the tool is able to generate an entire street from just a blockout! Here you can see a diagram of the basic logic used to generate the buildings, excluding the preview mesh generation. I have also made a short video using PDG to showcase different ways that the building generator can create distinct and unique outputs: WhiteOutSpedUp (1) (1).mp4 Here is the tool working in Houdini SpedUpHoudiniShowcase.mp4 And finally, the tool working in Unreal! ToolInUnreal.mp4 Thank you everyone for reading, if you have any questions please ask away!1 point
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There is a known issue with 565 NVIDIA drivers. https://www.sidefx.com/forum/topic/98442/1 point
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I would just pack each pighead. Do a group based on the distance function, and transfer that group over when unpacking. Then it just has to calculate over a few points instead of all that geometry.1 point
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that's tricky, and several weeks ago I used another approach for maintaining edge group on subdivided geo, hope there are some useful informations for you https://www.sidefx.com/forum/topic/85561/ cut_plane_with_edges_v2.hip1 point
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just try initialzing nextid and id attributes in SOP before sim vellumID_0010__vellumid__v001_od.hiplc1 point
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This nice model could definitely not be left without texture. There is two model with UVs. The first (PigHead_v01c_UVs Conformes.obj) is "original asset material compatible", as you can see it's really far to be perfect. In addition to the visible seams, the bucolic look is a bit lost. But it's not really the point, the second model (PigHead_v01c_UVs.bgeo.sc) has clean uvs, also not perfect, but at least no overlaping or stretching, and ready to paint. The next step haha. I attached also a hip file with the UV network. Pighead UVs.rar Pig_EyesOfLamia.hiplc1 point
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I've attached a cleaner and updated (for H17.0+) version of this hip file. In the original file, the rubber toy was in there for initial tests. It serves no purpose. Load your alembic geo in as houdini geo or delayed load primitives. Put down an unpack sop, and a convert sop to manipulate it in Houdini. If you're in need of more help, upload your file and your alembic caches so I or anyone else can set you in the right direction. run_smoke_v003.hipnc1 point
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Hey--im reposting this here -- this video was extremely helpful in resolving my problem. Thank you Andrew!!!1 point
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You know what I actually noticed when I imported the ABC into C4D R20 that there was a polygon selection for each section of the extrude including the side, so that worked out. The 2nd image was just an error in my Normal node (cusp angle was off). Thanks so much for your help!1 point
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$GCX $GCY $GCZ (group centroid) in a foreach and an add sop?1 point