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Showing most liked content since 04/28/2020 in all areas

  1. 6 points
    I built a non-linear editor/clip mixer for Houdini. On pre-sale right now (PC only, while I continue to work on the Mac version). It's great for bringing in a bunch of different FBX mocap files and mixing and blending them together with a graphical interface. https://gum.co/houdiniClipMixer
  2. 5 points
    Hi folks, I am actually coding some basic operators like divergence, gradient in vex and python to demistify them and wanted to share the file with you. Feel free to update or correct the file since i might not be sure of some operators. it contains : - Divergence (voxel and points) - Gradient (voxel and points) - Curl (voxel) : the curl seems to not have the same order as vdb curl so still in wip - Laplacian (voxel) : The computed laplacian is somehow less precise than vdb laplacian - Covariance matrix and eigen vectors (points) : It works but the scale is normalize - Laplacian matrix of a mesh (python) - Bernstein polynomials basic_operators_001.hiplc
  3. 4 points
    New video blog post! Time indoors has lead to A VERY detailed step-by-step video on how to set up Houdini Engine and Unreal Engine on Linux, including obtaining source, licensing, compiling and installing. http://eyevex.com 40 Minutes of excitement guaranteed (|;-D>
  4. 4 points
    Added dandelion flowers and seeds. I'm very happy with the results
  5. 4 points
    In case you were expecting real trees ; ), here is a concept on creating networks for neural surfaces in nature such as leafs, barks, bushes and trees. The cost attribute of the shortest path node can be used for scaling sweeps, animating growth, texturing, scattering objects and so on. nature_paths.hipnc
  6. 4 points
    POP Attract is unfortunately of pretty limited utility in a lot of situations. It does have a mode to attract to specific points or parametric locations on geometry (similar to the Creep SOP). You just need to provide the goal points to attract to. Scattering a number of points onto the goal sphere equal to your number of particles and giving them an i@id attribute to match with is an easy way to do this. You'll just have to deal with carefully fine-tuning your forces, because POP Attract only modifies the v@force attribute so there will be overshoot. If you want more control, it's not too hard to define the goal yourself in a POP Wrangle and bind it to some other attribute, such as the v@targetv wind force attribute. The VEX is pretty straightforward: // get matching goal point by id int match = idtopoint(1, i@id); // get vector to goal point vector goal = point(1, "P", match); // set targetv (wind force) to move towards goal. // targetv and airresist are the attributes generated by pop wind. vector targetv = (goal - @P) * ch("force_scale"); v@targetv = targetv; f@airresist = ch("air_resistance"); Those two attributes being bound at the end there are special attributes that the POP Wind DOP generates. The POP Solver uses these to define a target velocity and a bias for mixing with other wind forces. This lets you much more directly influence particle behavior. I'm attaching an example of both methods. pop_goal_methods.hiplc
  7. 3 points
    Hi, I started working on a grass pack that I'll put on Gumroad. I'm off to a good start I think. Even with just one blade of grass instanced it's already looking pretty good Wout
  8. 3 points
    I have assigned a SOPs and COPs converter to TOPs that turns dozens of photos into abstract images. While not every output is exactly a master piece, it can at least cluster the most prominent image colors: Technically it's using the resample node`s curve u attribute along with a play on distances from prim uv and some noise. painting.hipnc
  9. 3 points
    I just sketched out another flower. While it's not wrapping like a rose, I think the modeling procedure might be interesting to some. flower_stylized.hipnc
  10. 3 points
    I have used this setup on a number of projects and thought I would share. Basically, it is a simple setup that uses the wire deformer and hair system to animate geometry. I used to do this all the time back in Maya using Shave and a haircut, and was surprised that there isn't a more straightforward method to do this kind of effect in Houdini. This is especially useful when you need to add flowers or other kinds of detailed grass to an existing grassy field that has wind blowing through it. grass_example.hip
  11. 3 points
    Matt Estela did a write-up in his LOPS tutorial on why LOPS/USD might be interesting even if you aren't a big studio. http://www.tokeru.com/cgwiki/index.php?title=HoudiniLops#Musings
  12. 3 points
    older scene. Houdini openGL rop 4 sec a frame in 4k and DOF. Arnold and Mantra took both 2-3 minutes to render it in 4k.
  13. 2 points
    I heard oil paintings are a thing right now. Here is a initial setup (still lacking all micro details and sweep strokes): Original procedure developed by Will Macneill: http://www.willmacneil.com/portfolio/oil-painting-the-houdini-way painting_2.hipnc
  14. 2 points
    Hi, my opinion is this: while I can agree to some of your points and definitely many things could be better, I guess it's just silly to complain about Houdini not having the same strong points as C4d, while demanding to keep the strong points it already has. I could too do a list of another 50 things that bug me, and you can do such a list for any vfx application, but let me rather contemplate on why no 3d app is never perfect. First - today, alongside with Blender, Houdini seems to be the fastest growing general purpose 3d creation platform. With every release SideFX brings incredible amount of improvements, and is often introducing innovative tools that make really difficult tasks easier (or even possible). Very few other developers can do that with such rate. Ultimately, these improvements are saving me much more time and effort than having better spline tools or more polished interface. With more polish, we'd have less power now. Polish takes an incredible amount of time to do right and I'm glad Sidefx gave way to innovative features rather than new icons or something. Honestly, complaining about not having a scene thumbnail, or an indication of not having saved my file since I last clicked, feels like a joke to me in this context. Second - it all comes down to what kind of user are you and what kind of work you need to do. Many people are very visual, they pay a lot of attention to aesthetic and design of everything, and they don't want to think about anything technical. They don't even need to as far as they do small scale projects that aren't too complex (technically). In this world, C4d is perfect - very slick, polished, super user friendly and as easy to use as possible. But then you see veteran users migrate from C4d to Houdini precisely because - C4d developers spent an enormous amount of time making their product polished with great user experience, but hey, this new project we've just been awarded is simply not doable with it's tools and workflows. I mean, it's not C4d is bad, it's just not been built to be used as either a heavy duty framework, nor a coding paradise for technical artists. On the other hand, Houdini emerged exactly from that environment thus it's obviously strong in different areas, and you can't really expect the same experience with scene thumbnails. It's like you're used to driving Porsche, but now you have a 4x4 - you can use any of these cars to drive to work but it's silly to expect the same driving experience (or to drive Porsche offroad). I don't mean to imply we shouldn't call for feature improvements or not to look at other apps. If it feels important to you, send them RFE. But I personally hope they will keep spending development time on innovations and making things solid, rather than adding convenience tools and polishing up interface (even thou Font SOP and working with curves is killing me too sometimes). Cheers.
  15. 2 points
    Thanks! I worked really hard on re-imagining what the Houdini UI might look like. If I have time, I may see if I can make my own Houdini stylesheet that has this look.
  16. 2 points
    when callback script is executed, houdini passed kwargs dictionary with specific keys to it, you can directly use it there or pass further to a function you are calling from hdaModule, and whenever possible I'd prefer that over hou.pwd() and of course over hardcoded hackery here is an example callback_parm_kwargs_hda_node.hip
  17. 2 points
    I'm putting this out here since this thread keeps going off topic I managed to recreate the fine hair like tentacle details by dividing the simulation into much smaller segments, using much smaller noise scales in the pattern driving the attribute based emission of the flip fluid. With a bit of tweaking on the viscosity and the simple custom cooling wrangle(see my original file in this post), the smaller segments are able to consistently hold hair like details as the flip fluid breaks under the turbulent forces added to the solver. Next I implemented a simple looper for the simulated segment by just cross fading the particles' alpha(or any arbitrary attribute that would eventually drive opacity in the shader). Replicate these around any shape(example below using a for loop, copy transform, and some iteration based instance randomization for time offset). The results below are rendered in Renderman. Obvisouly this is based on a single simulation run but much better results can be achieved by running and looping multiple independent simulation seeded differently. This is a perfect application for PDGs. I ' ClusteredSim.mp4
  18. 2 points
    reckon this qualifies as "Finished work". I've been on the i7 4770K for ages...time to upgrade. Meet the Hobo. ok, when you're poor AF, you scrounge around and make do with what you can get your hands on: - milk crate: from the back of the local IGA convenience store (with fat fasteners so a board won't fall thru) - fineprint: - this model is conveniently "hollowed" at the front !!! - found this board on the side of the road: cut to size - parts arrived: (ryzen 3600) - installed CPU: - installed Wraith cooler: - installed GTX 1070: the top of the card is jammed up against the crate can't go forward, while the bottom is jammed against the board, can't go back, just works !!!: (purple knob at the front is the power switch) - Seasonic Gold 760W PSU: (a much stiffer board is jammed up against the PSU and the top board so the top board won't bend) - HDDs on the bottom, SSDs on top, plenty of free air cooling and holes for cabling EVERYWHERE...milk crates ? Fantastic PC case I say: CPU: Ryzen 3600 mobo: AsRock b450M Pro4-F Ram: 4 x 16 Klevv DDR4 2666 PSU: Seasonic 760W Gold Case: PURA milk crate open front edition...with side handles....what more do you want ? Total cost AUD $914
  19. 2 points
  20. 2 points
    The setup you have is pretty good. I tweaked just a few things (I actually just simplified everything a little) and optimized your sim so it runs faster. Attached is the modified file. I copied your geo node and renamed it so you can see the difference between the two. Feel free to ask questions if any may arise. Tornado_JR_v1.hiplc
  21. 2 points
    A basic way to span a graph that efficiently connects all points using Prim's algorithm. https://en.wikipedia.org/wiki/Prim's_algorithm minimal_graph.hipnc
  22. 2 points
    Update: shader work, placement, added dandelion leaves:
  23. 2 points
    I Have this In mine Collection Maybe you can just rewrite to (Wrangle ) . Hope it Helps. breaking_wave.hipnc
  24. 2 points
    I show how to build my setup in this video.
  25. 2 points
    In the render above I manually selected points with the lasso to instance the clovers on. In this render I used a noise pattern to determine were the grass should be flatter and at the same time that's where the clovers are instanced. I also did some shader tweaking.
  26. 2 points
    Oh, I just solved the problem... I used HF Layer to make the riverbed deeper / on one level and also used the same mask with some blur...
  27. 2 points
    here is just a simple excercise of various group nodes, no VEX (apart from simple groupexpression oneliners) the extension logic is just to connect top or bottom ts_pipes_from_gridstripes.hip
  28. 2 points
    Hi, if interested here is an approach from my side. Here are some ideas: define id sets for each prims (ideally each id represents one pipe), there can can be multiple ids [array] for each prim (if you want crossings) to make it easier, every id (pipe) value can represented by one int array containing the prims (dummy points can be used as storage) now these prims should be sorted by neighbour connectivity (to construct poly splines) once the prims are sorted, you can connect the prims centers (for example) and the the mid edge points for the inbetween neighbour edges now with the spline you can group the point, which are around 90° polybevel the grouped points I'm not sure if this is working in every case, but each step should be substitutable. prims_to_splinesB.hipnc Edit: here is another modification. (adding offset(push) by prim average normals and another example using a prim selection) prims_to_splinesD.hipnc
  29. 2 points
    Update I spent like two or three days trying to figure out a way to align an object to the normals of another object combined with local random rotations but I finally figured it out It works very well but it is a bit slow.
  30. 2 points
    if you are talking about smoke/pyro solver, then the only way to have true expansion is using divergence, since the main point of fluid sim is that it's nondivergent so that you either provide goal divergence that will allow it to expand or contract or avoid pressure projection altogether and therefore lose fluid motion
  31. 2 points
    Found a mega fantastic hip by master @f1480187 on this thread that works incredible awesome, thanks @f1480187 for saving my life once more, legend!
  32. 2 points
    Just love such Tutorials that have so much info and tricks ..Have fun http://alltd.org/tag/houdini/
  33. 2 points
    You must visit this (updated every year )-----so much knowledge http://wordpress.discretization.de/ddg2019/
  34. 2 points
    Hi guys, I'm glad to share the breakdown of my last project with you! This was my submission for a challenge hosted by Houdinimatic Community. Hope you enjoy!
  35. 2 points
    Generally the more collaborative is the environment you work in, the more sense make things like USD. In my humble opinion, at the current state of LOPs, and especially if you work alone, i guess there is currently little to no benefit from the new workflow. True LOPs introduced some very cool features that will eventually be useful for all users, but from my trying out it seems LOPs is not yet polished and mature enough to be used reliably - at least not for most people/studios. It's certainly just a matter of time thou. Everything about LOPs looks very promising and sidefx typically delivers a solid stuff. So I'm staying tuned
  36. 2 points
  37. 2 points
    I used the same image as the one on reddit :)... Register link : http://www.magicmachine.be/event/creating-procedural-rocks-in-houdini/
  38. 2 points
    I think that your solution of Packed fragment by Assemble SOP is the best. Packed fragment system just exist transform many static geometry like this one efficiently. Another way is Transform Pieces SOP , VEX transform matrix method... Just now I prepare H18 new method by Copy SOP's variant option. The source point of the Voronoi split is not always in the center of the generated piece, so it needs to be fixed. Cheers! Voronoi_Points.hiplc
  39. 2 points
    Without looking at your file: - deactivate Reseeding in your FLIP solver > Particle Motion > Reseeding. Are the Splashes still way too extreme? - You might be over smoothing your sim, this is why it feels too slow. FLIP Solver > Volume Motion > Velocity Smoothing. When using the Splashy Kernel, the default is 0.1, which I think is way too much, try something like 0.01 or 0.005...or maybe change to FLIP/APIC by changing the Kernel to Swirly.
  40. 2 points
    well...guess what ? the secret sauce is IN the sweep as well....you go find it !!! LOL. i just saw it 1 sec after aizatulin !!!
  41. 2 points
    I have put together a short video on on how to setup a wand battle.
  42. 2 points
    hey don't look at this as scientific material...buuuuuuuuuuuuut it's somethin' (the dude got the shock of his life as Nemo swam by) vu_hairunderwater.hiplc
  43. 2 points
    Here is another method resulting in a more organic look: The spheres grow until they touch, using a peak node within a custom solver. organic_sphere_growth.hipnc
  44. 2 points
    Maybe Pyro_smoke_localised_drag_v01.hip
  45. 2 points
  46. 1 point
    if it's in the oneliner callback script field, chain them together with ;
  47. 1 point
    Hi eolophus, not sure whether this is of any practical use, but you could either extend the solid nodes or implement an attribute injection method like this: Paint some colors on the mesh surface (Red = Value; Green = Depth; Blue = Falloff) Normalize the depth based on a signed distance field Ray-transfer the mesh UVs along the volume gradient Combine all these with uvsample() and smooth() to let the values sink in to various depths and falloffs. inject_attribs.hipnc
  48. 1 point
    Most objects in Houdini are 100 times smaller than the units of other DCCs. Out of habit, I drop down a Transform node after the File node that brings in a .OBJ, and set the scale to 0.01.
  49. 1 point
    We did a take on the diff growth for a shortfilm-festival. I dont have the complete video, but a cut down instagram version of it. (Not pleased with the mushroom animation, but it is what it is); And a instagram breakdown.
  50. 1 point
    Quickest way is just to animate the Activation attribute on your Source Volume node to 0 on the 25th frame or set $FF < 25 in that field