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  1. 16 points
    Hello Houdini Users, Today we celebrates the 25th Anniversary of Jeff (Old School) Wagner joining SideFX! Over the past 25 years Jeff has helped so many of our customers learn Houdini through his detailed Tech Support replies. His insightful online tutorials. And his enthusiastic live presentations. Jeff has never run out of exciting new things to show us in Houdini, (and Prisms in the early days). If you would like share your experiences of watching Jeff's classes please do so. And take a moment to wish him a Happy Anniversary! All the best, Jenny Blacklock. Technical Support Manager SideFX
  2. 16 points
    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface [PYTHON]Post Process OBJ Re-Write Upon Export Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color [REDSHIFT] Color Smoke [REDSHIFT] FBX Import Helper [REDSHIFT] Terrain Instancer Height Field By Feature Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format [PYTHON] OP UNHIDE ALL (opunhide) Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Rains Water Drip Surface Splash Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Whirlpool Velocity Motion For FLIP Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter [PYTHON] On Copy OF HDA or Node Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle VEX Rotate Packed Primitive Via Intrinsic Kohuei Nakama's Effect FLIP Fluid Inside Moving Container Particles Avoid Metaball Forces FLIP Divergence Setup FLIP Transfer Color Through Simulation To Surface Morph Between Two Static Shapes As Pyro Emits Constraint Based Car Suspension Pyro Smoke Gas Disturbs Velocity Wire Solver Random Size Self Colliding Cables Fast Cheap Simple Collision Deform CHOP Based Wobble For Animated Character Slow Motion FLIP Whaitewater Avoid Stepping In Fast Pyro Emission Fast Car Tires Smoke FLIP Fluid Fills Object Epic Share Of Softbody/Grain Setups (Must see!) Balloon, Pizza, Sail, Upres Shirt, Paint Brush Create Pop Grain Geometry On-The-Fly In A DOPs Solver Varying Length Trails VEX Based Geometry Transform Determine Volume Minimum and Maximum Values Grain Upres Example Animated pintoanimation For Cloth Sims Batch Render Folder Of OBJ files Vellum Weaving Cloth Fibers Knitting Kaleidoscopic Geometry UV Image Map To Points Or Hair Color Particles Like Trapcode Particular Flat Tank Boat Track With Whitewater Orthographic Angle Font Shadow Select Every Other Primitive or Face? Printer Spits Out Roll Of Paper Unroll Paper, Map, Plans, Scroll Simple Vellum L-System Plant Basic Cancer Cell 2D Vellum Solution Vellum Animated Zero Out Stiffness To Emulate Collapse Whitewater On Pre Deformed Wave [PYTHON] Menu Callback Change Node Color Extruded Voronoi With Scale Effector Multi Material RBD Building Fracture House Collapse Spin Vellum Cloth Whirlpool Vortex Trippy Organic Line Bend Design Logo Based Domino Layout Delete Outer Fracture Pieces, Keeping Inside Pieces UV Mapped Displaced Along Length Curly Curves Slow Particle Image Advection Nebula Saw Through VDB Like Butter Fuel Based Rocket Launch With Smoke Fuel Based Rocket Launch With Smoke [upres] Deform Pyro Along Path Bend Pyro Gas Repeat Solver With RBD Collision Raining Fuel Fire Bomb City Video Tutorial Pyro Cluster Setup (Animated Moving Fuel Source) [PYTHON] Mantra .MTL File Reader (creates new materials) Pyro Dampen By Distance FLIP Fluid Sweeps Away Crowd Ragdoll Gas Repeat Solver X-Men Mystique Feather Effect Camera Frustum Geometry Culling Vellum Extrude Shape Into Cloth Wire Web Constraint Setup Pyro Smoke Font Dissolve "Up In Smoke" Helicopter Landing With Vellum Grass and Dust or Smoke Another Thin Sheet Fluid Setup Color Rain Drops Over Surface Dual Smoke Object Wand Battle Custom GasDisturb node (easy to use) Hair Driven Grass Example File Pyro Smoke With Masked Turbulence Align High Resolution Mesh With Low Resolution RBD Simulation Streaky Portal Effect Height From Luma Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Qiita Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma SideFX Go Procedural
  3. 15 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
  4. 15 points
    I wrote a custom render engine in COPs today. While 'engine' is probably a bit far fetched, it's a little ray tracer experimentally supporting: Meshes with UV coordinates Shading on diffuse textures Multiple point lights (including color, intensity, size) Area shadows and light attenuation Ambient occlusion Specular highlights Reflections with varying roughness The snippet basically transforms the pixel canvas to the camera position and shoots rays around using VEX functions like intersect() and primuv(). The rendering process only takes a few seconds. I still have to figure the licensing fees, though COP_render.hipnc
  5. 15 points
    I wrote an article that is probably only of interest for the .1% It is a crash introduction to HDK, C++ and the mesh laplacian. https://mbaadsgaard.com/portfolio/laplacian-eigenvector-plugin-for-houdini/ Feedback is, of course, also welcome
  6. 14 points
    Now I get it , just to fine adjust and I'm goona posted hipnc .
  7. 14 points
    Great stuff, Nicolas. This is starting to look Giger-like already! You don't necessarily need to create UVs in SOPs, though. To project textures on those VDB meshes it's arguably more efficient to do in a shader: 1) Transform position to world space. 2) Curve IDs shown as random colors. 3) U value from curves in HSV colors. 4) Direction to nearest curve position. 5) Tangents from curves set to absolute. 6) Direction to curve oriented along tangents. 7) V coordinate enclosing each wire. 8) UV coordinates in red and green. 9) UV mapping an image texture. 10) Texture based displacement along curves or at least what happens when mandrills do the job ; ) The material snippet: string geo = 'op:/obj/curves/OUT'; P = ptransform('space:current', 'space:world', P); int prim = -1; vector uvw = vector(0.0); float dist = xyzdist(geo, P, prim, uvw); vector pos = primuv(geo, 'P', prim, uvw); float u = primuv(geo, 'u', prim, uvw); vector tangent = primuv(geo, 'tangentu', prim, uvw); matrix3 rot = dihedral(tangent, {0,1,0}); vector dir = normalize(P - pos); vector dir_mod = dir * rot; float v = fit( atan2(dir_mod.z, dir_mod.x), -M_PI, M_PI, 0.0, 1.0 ); P = set(u, v, 0.0); curly_curves_shader.hipnc
  8. 13 points
    A while ago, I was working on a project that had lots of animated tiles. It is actually quite a tricky problem to pack a bunch of shapes together with the smallest amount of "grout". While researching this, I stumbled across this paper "Simulating Decorative Mosaics" by Alejo Hausner, and thought this would be a perfect thing to implement in Houdini! Here is the input, the houdini logo: Also needed are curves that represent the color or element boundaries: Here is one iteration of the loop. This is basically the result you would get copying tiles using a scatter and copy sop: After running the loop for fifty iterations, the tiles seem to be pretty well packed, and are respecting the boundary curves very well: And lastly, here is a version with randomized tile sizes. Still works pretty well! While I never actually ended up using this in production, But I thought it was pretty cool and could be used for other stuff, like maybe packing houses in a procedurally generated map or something. Anyway, here is an example .hip file if anyone wants to play around with it: mosaics_example.hip
  9. 12 points
    Hi all! This is the dynamic cloud I created with time-lapse effect in Houdini 17.5. I tried many ways and added several types of Gas Microsolvers, especially during the process of the dissipation and creation of the could. Because this is a difficult problem that must be solved in order to complete simulation, I added more Gas Microsolvers to control the shape of the cloud and adjusted its ambient temperature and buoyancy forces. Eventually the problem is solved. You’re welcome to make comments and discuss the related skills. https://vimeo.com/376645761 My PC specs: Memory: 64GB Processor: AMD Ryzen 1950X Graphics: GeForce GTX 1070Ti Simulation: 20H Space disk: 500G Render:Mantra I recommend using Linux for massive simulation because Linux requires less ram usage than Windows.
  10. 12 points
    Haven't seen 18 yet so don't know if the code editor was improved, but if not, this still is my ABSOLUTE NR. 1 wish. if(code_editor_improved != true) { Code editing in Houdini Wrangles is - well - crap. It's a total shame we don't even see command parameter lists when typing since even in value fields typing expressions does it and has autocomplete for paths etc. Even only bringing that ability to the VEX editor would be very helpful. Of course it would also make a lot of sense to have other settings and helpers in there, like auto-closing brackets, more clever cursor positioning, offering existing variables and attributes when typing etc. - the Houdini devs should know ALL about that, they probably spend their life in real code editors... The use of external editors could be improved a lot if a.) we wouldn't have to press ALT+E twice for the external editor and wouldn't have to get to the floating editor first each time and b.) if that connection would be "live" like for instance the Pinegrow Web Editor does it with a little plugin for Code and Atom, where you can type in either the internal or external editor and they update each other in realtime. The current system is too clumsy and the 3rd party implementations also aren't really there (no negativity towards the authors intended at all!). Make it native! Make it goooooooood! } else { All is well. Nothing to see here. :-) } Cheers, Tom
  11. 11 points
    Hi all, As some of you may know I have recently started a youtube channel where I am sharing some techniques, setups and tips. My goal is to first cover some of the fundamental tools/setups and then build more elaborate setups. I wanted to share this with the odforce community too as this community will always have a special place in my heart :). Thank you for watching & have fun learning! The channel: https://www.youtube.com/channel/UCZMPkkgnAFghvffxaTh6CsA My first video:
  12. 11 points
    A little experiment I like to nickname: 'Life as a VFX Artist'
  13. 11 points
    Hi everyone! I've made an illustration video-tutorial about the Heat Method application to point clouds by Keenan Crane et al, Yang Liu et al and others.
  14. 10 points
    Let's suppose we want to imitate graffiti art pieces with minimal effort. Warp the lines into curvy curves. Map the direction to the closest curves with greyscale values. Colorize each segment. And e x p l o d e by color difference. curve_art.hipnc
  15. 10 points
    Few tips and tricks to manipulate gas simulation. 1. Independent resolution grid. E.g. Overriding vel grid size independent to a density grid. 2. Creating additional utilities. E.g. gradient, speed, vorticity and etc which can be used to manipulate forces. 3. Forces via VEX and some example snippets. smokesolver_v1.hipnc P.S. Some of this technique are not Open CL friendly though.
  16. 9 points
    The End is Nigh! Houdini 18 is COMING!!! Kicking this wish list off as by all trending and statistical estimated Houdini 18 should be arriving in the Halloween time period of old. My first wish is a call to ARMs! Seriously speaking maybe one day Python 3 inline with the Visual Effects Society guidelines for 2020, but long term a lot of hardware profiles are switching to ye-old ARM based architecture something as old as SideFX itself and installed on over a 100 Billion devices. The catch is these are the IOT, Mobile, and XR hardware of the world which to be fair is still behind server racks. However the phone has drastic computing potential that if Intel would stop fighting it due to licensing issues ARM and RISC would have taken over the market. I really hope COPs has a second a life. It's easier to use SOPs and VEX for processing images and HEIGHTFIELDS than with COPs with far less bottle necks and crashing. The amount of nodes and stability in COPs is falling far behind all other contexts including every ones darling wrangle node. I would almost wish for COPs to be fully integrated into SOPs or MATs. Streamline the support into two heavily invested areas already. Gaining several debugging abilities that are just not implemented in COPs like the Geometry Spreadsheet. There are 151 nodes in COPs in which a lot of them could become quickly redundant if ported to either SOPs or MATs. If converted to MATs we would then have a Substance equivalent, especially if they gave the node UI a little love to show per node images. The biggest risk is overloading another context, but to be fair COPs is so severely under loaded it falls into the second tier of networks, so porting those tools would be a mere blip on the radar of total node count. My most realistic wish currently if for subnets and managers to have the flatten ability like foreach loops with the ability to collapse and dive into them. This would maintain networks for those of you who fear the combined context, but also allow to flatten simple networks so you can easily trace and debug all dependencies. As always this is a non-official wish list. So please submit BUGs, RFEs, and Questions to support. Also for anecdotal questions and rants branch them to another thread people will more likely help you for dedicated issues. -Ben
  17. 9 points
    Just to show the blender heads how it's done ; ) I have created a tutorial on modeling a procedural donut and chose this place for posting the (updated) hip file. donut.hipnc
  18. 9 points
    Hey Guys. I made this little quicktip video about collision optimization. Have a watch if you fancy.
  19. 8 points
    Hey guys, I am working on new personal project and I would like to share some playblasts I did. I guess it's useless to say where this idea comes from This was the first iteration. I kinda liked it but I decided to move on and do some other iterations. THe splitting was a bit unnatural. After finalizing the RBD setup I started with the main fireball. Here is a playblast of it. Could be better. That's the current stage of it and I don't think I will have time to do more versions. RIght now I amrendering everything and started to work on the secondary elements. Updates soon, I hope
  20. 8 points
    Like everyone else, I use a bunch of tools for my work. But I found myself using Houdini more and more for 2d work, including making a sketch or etch style of pictures like these. I did it using sops, and while I imagine there is at least a million ways to do that in Houdini, it was bloody fast, took just a few nodes, and with plentiful variations.
  21. 8 points
    Hi, Here is a personal project that uses a new iteration of my small scale pipeline. I still need to improve some things regards the micro-ripples but I think they are working well for this one. I hope you like it! Thanks!!
  22. 8 points
    Hey folks, proud to present LYNX Tools, a collection of production proven open source tools to accelerate your workflows! All mentioned tools are free to download via the links below and are licensed with a full HoudiniFX license. All Houdini Assets have complete Houdini native documentation available. Repository: https://github.com/LucaScheller/VFX-LYNX Lastest stable release: https://github.com/LucaScheller/VFX-LYNX/releases Please give them a test drive, so we can improve them further Roadmap | https://github.com/LucaScheller/VFX-LYNX/projects/1 So far there are three tools: LYNX_force_general | Tweak your sims with this all purpose & intuitive force field. Built to mimic force fields in other DCC applications, but with support for more features and a natural Houdini user experience. https://www.lucascheller.de/vfx/2019/03/24/vfx-lynx-houdini-force-general-asset/ LYNX_fabric | Create fabric/weave patterns with ease. Perfect for creating that holiday sweater you never wanted. https://www.lucascheller.de/vfx/2019/03/16/vfx-lynx-houdini-fabric-asset/ LYNX_velocity | Get control of your velocities via an intuitive UI or groom them for absolute fine tuned control. https://www.lucascheller.de/vfx/2018/11/01/vfx-lynx-houdini-velocity-asset/ More info on my website, including full release logs: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
  23. 8 points
    Hello! I'm starting a twitch dot television channel and will be streaming Houdini training content. I've worked at several large VFX and advertising studios as well as taught Houdini classes at Academy of Art university. I'm hoping I can reach a larger audience through Twitch as well as the idea that people viewing the stream can participate by asking questions and providing feedback in real time. This is my channel: https://www.twitch.tv/johnkunz My first stream will be starting on Sunday (Jan 26th) @ 1pm PST. If you follow my channel (it's free ), you'll get an email notification whenever I start a stream. I'll be going over this project I recently finished https://www.behance.net/gallery/90705071/Geometric-Landscapes showing how I built things (VOPs, packed prims, Redshift render) and why I set things up the way I did. Some of the images I made are shown below. Please come by this Sunday with any questions or ideas you might have!
  24. 8 points
    Hi Zunder, I think the second video you have posted shows almost the entire process: He is basically deforming a spiraling grid.. flower.hipnc
  25. 8 points
    Hey all! This has been on our minds for some time and we finally made a new forum: https://forums.odforce.net/forum/72-marketplace/ There seems to be a growing trend of commercially available tools for Houdini, which is a good thing and so we want to support it while also not polluting the general forums. If you're selling a service or a tool, please put it in that forum. And if anyone stumbles across older threads that have commercially available tools, please flag it and the mods will move it into that space. Thanks! M
  26. 8 points
    You asked, @srletak, here you go HIP file: https://www.dropbox.com/s/z21g0nl0qhl1c50/vellum_grass015_send.hip?dl=0 It's a simple way to make such kind of motion. I sometimes post different setups on Houdini Artists FB group. Feel free to join on FB/Insta to know about another hippy
  27. 8 points
    Procedurally generated cyberpunk building I've done this project before one year ,I draw a simple concept then I try to develop a complete procedural system inside houdini , it was fun experience Hope You Like it vimeo link : https://vimeo.com/349515288 behance: https://www.behance.net/gallery/83268643/Procedural-Cyberpunk-Building
  28. 7 points
    Hey everyone, so after my very long thread (https://forums.odforce.net/topic/44053-implement-kernel-maths-in-vex/) I finally found a solution. The setup works great at 0.05 res, you might have to dive inside the solver and change some parameters to get it work at other resolutions (especially to get the droplets). Here are some test : Emission threshold at 60 (depending on the situation, there might be some abusive expansion, like at the end on the rubber toy, but this seems impossible to fix when you want a full thin sheet) Stretch threshold at 0.75 / Surface Tension 0.5 Emission threshold at 15 / Stretch threshold at 1.25 / Surface Tension 1 Houdini default Flip with Surface Tension at 1 Crown test with 50 Emission threshold (problem with infinite expansion with liquid dropping from the collider) If someone has suggestion to improve it, feel free to tell me I'm still working on fixing the infinite expansion issue, but the emission threshold is doing great until 20-30 depending on the situation Cheers, thin_sheet_solver.hipnc
  29. 7 points
    Just updated my reel. Check it out
  30. 7 points
    Hello peeps! This is a fun project created using Houdini, so hopefully it ain't against the rules! Vancouver had a snowmageddon last week, and I thought it was the time to make snow ducks! I whipped up this simple mould inside Houdini, got it 3d printed and BAM! Ice ducks! There's some improvements to be made - the joint that aligns both halves of the mold fills up with snow really easily, and they need to be kept clear in order for both halves to form a perfect seal. I think instead of using a half ball with its matching negative space, a cylinder matches with a through hole would allow the snow to pass through, and the cylinder would resist the moulds sliding out sideways. The head was also difficult to form - the ice kept sticking to the mould. Perhaps a coating of polyurethane or even just sanding the insides would help with that. The ducks themselves are a rubber duck model I got off thingiverse, converted to vdb then back to a mesh, sculpted that mesh in sops to remove undercuts, and finally I used the boolean sop to create the empty areas. The final snow duck is about 12cm tall, and the moulds themselves are printed with abs filament. It took about 12 hours for this print using a 0.4mm nozzle. I hope you found this interesting!
  31. 7 points
    Hi, thought I'd share this in this section too: I wrote an article for the german “Digital Production” magazine about my free LYNX VFX toolset. For the article I made a couple of renderings using the LYNX fabric tools. Luckily it even made the cover Here are my personal favorites, the rest of the images can be found on Artstation. You can also find the complete scene on GitHub under the Demo Files. So now anyone can design an ugly Christmas Sweater;) Looking forward to seeing what you guys come up with, enjoy! Links: LYNX VFX Toolset Odforce Thread: https://forums.odforce.net/topic/42741-lynx-free-opensource-vfx-pipeline-tools/ LYNX VFX Toolset (Sweater Scene File included): https://github.com/LucaScheller/VFX-LYNX Artstation (HighRes Renderings): https://www.artstation.com/artwork/OyeY6g Digital Production Magazin: https://www.digitalproduction.com/ausgabe/digital-production-01-2020/ Alternatively view the article in my latest blog post: https://www.lucascheller.de/vfx/2019/12/15/ynybp7wpiqtshoy/
  32. 7 points
    Dark mode for the documentation.
  33. 7 points
  34. 7 points
    You can generate collision / collisionvel fields from the vellum and copy it back to the smoke solver. DOP_Vellum_Pyro_Feedback_RnD_v002.hipnc
  35. 7 points
    I learned quite a bit from this tutorial as I have just recently started to learn Houdini. I took it a bit further and also applied the same or similar techniques to other variants. Rendering done in Renderman 22.6 Thanks, Ben P.S. I also could not see sprinkles sunk into the surface on my real world samples Quite the contrary in fact, the coating was reaching upwards by surface tension around the sprinkles by a tiny bit - which is what I tried to replicate on the donut with the pink sugar coating.
  36. 7 points
    I just wish we can select/edit multiple points at a time in Curve Node. It's been so many years, the Curve Tool in Houdini still sucks.
  37. 7 points
  38. 7 points
    Hello, friends! Finally, after 19 months of work, I finish my first Houdini project. This is a music video for my friend I did to learn Houdini. Rendered with 3x3 sampling on my laptop that`s why it`s so noisy. Working on the project, I develop an abstract production pipeline for Houdini called "Eve". It is a project management tool which can handle a large amount of data: https://github.com/kiryha/Houdini Thank you all for your support, it would not be done without your help! Cheers!
  39. 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
  40. 6 points
    Hey guys, Wanted to share a setup I made generate procedural robots, here are some renders: Will post some more tomorrow, drops automatic geo from one shape and obj model as silohuette Cheers!
  41. 6 points
    I'm happy to announce that I've teamed up with SideFX to release a new free course! - Shading Theory with Karma. These videos are designed to teach you the fundamental ideas behind shading/texturing while utilizing the principled shader, karma, and my dear friend - Shaderbot. Visit CG Forge to download shaderbot along with access to the videos for free. https://www.cgforge.com/course?courseid=shadingtheory Have a nice day,
  42. 6 points
    Hey guys, here's an update for the first Rock Pack that I'm building. I ran into a little bit of technical difficulties and I was fine tuning the look to get something coherent and realistic. Here's the result so far :
  43. 6 points
    Almost done with the compositing This evening I'll post some flipbooks
  44. 6 points
    More fun 13.lesson. projectione.h /*! \fn vector2 one_sphere(vector2 z; float r) \brief Project \f$z \in C\f$ to \f$S^1\f$. Project \f$z \in C\f$ to \f$S^1\f$ with radius \f$r\f$. \param z the direction in \f$C\f$ to project to \f$S^1\f$ \param r the radius of \f$S^1\f$ \return the point \f$z \frac{r}{\mid z \mid}\f$ */ vector2 one_sphere(vector2 z; float r) { return z / length(z) * r; } /*! \fn vector two_sphere(vector z; float r) \brief Project \f$z \in R^3\f$ to \f$S^2\f$. Project \f$z \in R^3\f$ to \f$S^2\f$ with radius \f$r\f$. \param z the direction in \f$R^3\f$ to project to \f$S^2\f$ \param r the radius of \f$S^2\f$ \return the point \f$z \frac{r}{\mid z \mid}\f$ */ vector two_sphere(vector z; float r) { return z / length(z) * r; } /*! \fn vector2 stereo2(vector c) \brief Stereographic projection from \f$S^2\f$. Stereographic projection from \f$S^2\f$ into \f$C\f$. \param c the vector in \f$S^2\f$ to project into \f$C\f$, , must not be \f$(0, 0, 1)\top\f$ \return the stereographic projection to \f$C\f$ */ vector2 stereo2(vector c) { float x = c.x; float y = c.y; float z = c.z; return set(x, y) / (1-z); } /*! \fn vector stereo3(vector4 c) \brief Stereographic projection from \f$S^3\f$. Stereographic projection from \f$S^3\f$ into \f$R^3\f$. \param c the vector in \f$S^3\f$ to project into \f$R^3\f$, must not be \f$(0, 0, 0, 1)\top\f$ \return the stereographic projection to \f$R^3\f$ */ vector stereo3(vector4 c) { float x = c.x; float y = c.y; float z = c.z; float w = c.w; return set(x, y, z) / (1-w); } /*! \fn vector4 stereo3_inv(vector c) \brief Inverse of the stereographic projection from \f$S^3\f$. Inverse from \f$R^3\f$ into \f$S^3\f$ of the stereographic projection. \param c the vector in \f$R^3\f$ to reproject into \f$S^3\f$. \return the projection into \f$S^3\f$ */ vector4 stereo3_inv(vector c) { float x = c.x; float y = c.y; float z = c.z; return set(2*x, 2*y, 2*z, length2(c)-1) / (length2(c)+1); } vector stereo3_e4(vector4 c) { return set(c.x, c.y, c.z) / (1.-c.w); } vector stereo3_e4_inv(vector c) { return set(2*c.x, 2*c.y, 2*c.z, length2(c)-1) / (length2(c)+1.); } /*! \fn vector sphere_inversion(vector z; vector center; float scale) \brief Sphere inversion Perform a Möbius tranformation to project every point inside the the unit sphere in \f$R^3\f$ to outside and vice versa. \param z the original vector in \f$R^3\f$ \param center the center of the sphere \param scale the radius of the sphere \return the inverted vector */ vector sphere_inversion(vector z; vector center; float scale) { // Compute translation, then transform in the origin and retranslate vector translation = set(center.x, center.y, center.z); vector transformed = z - translation; return transformed / length2(transformed) * pow(scale, 2) + translation; } complex.h *! \fn vector2 cmul(vector2 z; vector2 w) \brief Multiply two complex numbers Multiply two arbitrary complex numbers. \param z first factor \param w second factor \return \f$z \cdot w\f$ */ vector2 cmul(vector2 z; vector2 w) { float x = z.x; float y = z.y; float u = w.u; float v = w.v; float real = x*u - y*v; float imaginary = x*v + y*u; return set(real, imaginary); } /*! \fn vector2 cdiv(vector2 w; vector2 z) \brief Divide one complex number by another complex number Divide one arbitrary complex number by another non-zero complex number. \param w divident \param z divison \return \f$\frac{w}{z}\f$ */ vector2 cdiv(vector2 w; vector2 z) { float x = z.x; float y = z.y; float u = w.u; float v = w.v; float divisor = pow(x, 2) + pow(y, 2); float real = (u*x + v*y) / divisor; float imaginary = (v*x - u*y) / divisor; return set(real, imaginary); } /*! \fn vector2 cpow(vector2 z; int n) \brief Compute the \f$n\f$-th power of a complex number Compute the \f$n\f$-th power of a complex number, for \f$n \in N\f$. \param z the complex number \param n the exponent \return \f$z^n\f$ */ vector2 cpow(vector2 z; int n) { float x = z.x; float y = z.y; float r = length(z); float phi = atan2(y, x); return pow(r, n) * set(cos(n*phi), sin(n*phi)); } /*! \fn float real(vector2 z) \brief Give the real part of a complex number Give the real part of a complex number represented by the first component of a two element vector. \param z the complex number \return the real part \f$a\f$ of \f$z = a + ib\f$ */ float real(vector2 z) { return z.x; } /*! \fn float img(vector2 z) \brief Give the imaginary part of a complex number Give the imaginary part of a complex number represented by the second component of a two element vector. \param z the complex number \return the imaginary part \f$b\f$ of \f$z = a + ib\f$ */ float img(vector2 z) { return z.y; } /*! \fn vector2 e_to_the_is(float s) \brief Give a point on the one-sphere. Give a point on the one-sphere parameterized by \f$s\f$ in the parametric form. \param s the real parameter \return the point \f$(\cos s, \sin s) \subset C\f$ */ vector2 e_to_the_is(float s) { return set(cos(s), sin(s)); } vector4 f; p@f; float n = chi("n"); float k = chi("k"); int j = @ptnum; float cosine = cos(($PI*j) / (2.*n)); float sine = sin(($PI*j) / (2.*n)); vector2 cosine_exp = cosine * e_to_the_is($PI - $PI/(k+1)); vector2 exp_neg = e_to_the_is(- $PI/4); vector2 exp_pos = e_to_the_is($PI/4); vector2 sine_exp_neg = sine * exp_neg; vector2 sine_exp_pos = sine * exp_pos; float j_mod_4n = j % (4*n); if( j_mod_4n < n ) { f.x = cosine; f.y = 0; f.z = real(sine_exp_neg); f.w = img(sine_exp_neg); } else { if( j_mod_4n < 2 * n ) { f.x = real(cosine_exp); f.y = img(cosine_exp); f.z = real(sine_exp_neg); f.w = img(sine_exp_neg); } else { if( j_mod_4n < 3 * n ) { f.x = real(cosine_exp); f.y = img(cosine_exp); f.z = real(sine_exp_pos); f.w = img(sine_exp_pos); } else { if( j_mod_4n < 4 * n ) { f.x = real(cosine); f.y = 0; f.z = real(sine_exp_pos); f.w = img(sine_exp_pos); } else { f.x = cosine; f.y = 0; f.z = real(sine_exp_pos); f.w = img(sine_exp_pos); } } } } p@f = f;
  45. 6 points
    Here is my tutorial, done super fast so don't be too harsh I hope this is helpful Sparse Pyro Upres, the easy way - part1
  46. 6 points
    Hi guys, I would love to show you few of my works creating scape clouds scenes with Houdini. All scenes has several seconds of animation rendered out but since I am based in China I can't upload the videos to Vimeo or YouTube so for now only this pictures are available. All clouds are procedural and animated, even the clouds in the background. The scenes contains several thousands of clouds. Done in Houdini 17 and the sunset scene with Houdini 18. Rendered with Mantra. -MacBook Pro (15-inch, 2016) -Processor 2.7 GHz Quad-Core Intel Core i7 -Memory 16 GB 2133 MHz LPDDR3 -Graphics Radeon Pro 455 2 GB Intel HD Graphics 530 1536 MB Thank you!
  47. 6 points
    I didn't see much implementation of machine learning in Houdini so I wanted to give it a shot. Still just starting this rabbit hole but figured I'd post the progress. Maybe someone else out there is working on this too. First of all I know most of this is super inefficient and there are faster ways to achieve the results, but that's not the point. The goal is to get as many machine learning basics functioning in Houdini as possible without python libraries just glossing over the math. I want to create visual explanations of how this stuff works. It helps me ensure I understand what's going on and maybe it will help someone else who learns visually to understand. So... from the very bottom up the first thing to understand is Gradient Descent because that's the basic underlying function of a neural network. So can we create that in sops without python? Sure we can and it's crazy slow. On the left is just normal Gradient Descent. Once you start to iterate over more than 30 data points this starts to chug. So on the right is a Stochastic Gradient Descent hybrid which, using small random batches, fits the line using over 500 data points. It's a little jittery because my step size is too big but hey it works so.. small victories. Okay so Gradient Descent works, awesome, lets use it for some actual machine learning stuff right? The hello world of machine learning is image recognition of hand written digits using the MNIST dataset. MNIST is a collection of 60 thousand 28 by 28 pixel images of hand written digits. Each one has a label of what they're supposed to be so we can use it to train a network. The data is stored as a binary file so I had to use a bit of python to interpret the files but here it is. Now that I can access the data next is actually getting this thing to a trainable state. Still figuring this stuff out as I go so I'll probably post updates over the holiday weekend. in the mean time. anyone else out there playing with this stuff?
  48. 6 points
    Hey everyone, for all the German speaking peeps out there: LYNX Tools are featured in 2020/01 issue of the “Digital Production” magazine. The article covers the basics on getting you started as well diving into advanced use cases and tips & tricks. I also had the honor of supplying the official cover. The scene was setup using only the LYNX fabric tools in Houdini and rendered in Mantra. The scene file is available for free in the GitHub Repository. So now anyone can design an ugly Christmas Sweater;) Looking forward to seeing what you guys come up with, enjoy! Digital Production Magazin: https://www.digitalproduction.com/ausgabe/digital-production-01-2020/ Alternatively view the article in my latest blog post: https://www.lucascheller.de/vfx/2019/12/15/ynybp7wpiqtshoy/ High-Res Renderings for the Cover/Article (Scene File Included in the GitHub Repo): https://www.artstation.com/artwork/OyeY6g LYNX GitHub Repository: https://github.com/LucaScheller/VFX-LYNX
  49. 6 points
    Hello again! It's been a long time. Today with the release of Houdini 18 marks the first "official" release of MOPs: v1.00. This includes a ton of changes since the previous Stable release, and is now feature complete, barring any future bugfixes. Development of new features will now be focused on the upcoming commercial version of MOPs. The list is way too long to post here, so I'll just link to the Github release page: https://github.com/toadstorm/MOPS/releases/tag/v1.00 Please continue to post bug reports, feature requests, or any other feedback, either here, on GitHub, or in the MOPs forums! Thanks as always!
  50. 6 points
    Hi Mirabela, you could trail curl noise and mesh it with varying thickness. Finer details could originate from a displacement shader utilizing to the same curves again. curly_curves.hipnc
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