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Showing most liked content since 05/22/2020 in all areas

  1. 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>
  2. 2 points
    Wind turbulence visualized in the real world
  3. 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
  4. 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.
  5. 2 points
    https://forums.odforce.net/topic/41203-contract-a-rope-vellum/?tab=comments#comment-202128 https://forums.odforce.net/topic/45986-scale-vellum-struts-like-rigid-body/?tab=comments#comment-215369 https://forums.odforce.net/topic/43269-painting-restlength-on-vellum-cloth-constraint/?tab=comments#comment-205001
  6. 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
  7. 1 point
  8. 1 point
    use polypath instead of join
  9. 1 point
    Simple particle rules + time = life ?!
  10. 1 point
  11. 1 point
    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
  12. 1 point
    It does work in RS but you have to do an extra step in RS. When you add objects to the force parameter it will enable the `Matte Params From` what I usually do is create a NULL then add the Obj properties in there and enable the Matte and do whatever you need to do there.
  13. 1 point
    Hahaha exactely! But if personnalyl after 20 years i found Houdini the most interesting software is exactly because i wanted to find what make Houdini different from other software and not trying to port my knowledge of other software inside. Tools are chnaging , the logic and problem solving are not, thatùs why i always investigated more time in the fundamentals and not be software centric. I never used it myself but i could see brillant work in C4d, so personnally why to change if you do only motion design? Just sharpen your knife is C4d
  14. 1 point
    expandpointgroup() would enroll points in the order you had them selected. int pts[] = expandpointgroup(0, 'loop'); int num = len(pts); foreach(int i; int pt; pts){ float u = i / float(num - 1); setpointattrib(0, 'u', pt, u, 'set'); } expand_group.hipnc
  15. 1 point
    after merge, add an unpack, rclick on unpack, save geo
  16. 1 point
    Maybe it Helps ..You can convert Later in your mat(vop) . Just play with that Colors.hipnc
  17. 1 point
    ehhhhhh...FWIW, i fumbled around with visualising the damn thing coloredges2.hiplc
  18. 1 point
    If there is no input, I don't believe you can do that. However, you could set the weight to 1 and control the emission color via an attribute. Use the brightness of the color to drive your effect.
  19. 1 point
  20. 1 point
    You can use this code if you want, it will create small UI with name of flipbook and you can manually set whatever frames do you need. also it will create two folder: 1 jpg sequence, 2 hip file Important! You have to have in your project folder "flip" (it will save your flipbooks inside this folder) and the name of hip should containe version, as example import toolutils import hou import os import sys import re from datetime import datetime ### frame range ### start = hou.expandString('$FSTART') end = hou.expandString('$FEND') ### ui ### text_to_search = hou.expandString('$HIPNAME') pattern = re.compile(r'[v](\d{3})[_](\w*)') matches = pattern.finditer(str(text_to_search)) for match in matches: def_name = str(match.group(2)) print (match.group(2)) gamma = 0.7 #def_name = "flipbook" list = ["Name", "Fstart", "Fend", "Gamma"] list2 = [def_name, str(start), str(end), str(gamma)] read = hou.ui.readMultiInput("Flipbook settings", list, initial_contents = list2) range_start = (read[1][1]) range_end = (read[1][2]) gamma_in = (read[1][3]) ### folders ### date = datetime.now().strftime('%d.%m.%Y') job_folder = hou.expandString('$JOB') hip_name = hou.expandString('$HIPNAME') flipbook_folder = job_folder+"/flip" data_folder = flipbook_folder+"/"+date version_folder = data_folder + "/v0" if not os.path.isdir(data_folder): os.mkdir(data_folder) filelist = [] os.path.isdir(flipbook_folder) find = version_folder.rfind('/') cut_path2 = version_folder[:find] #print cut_path2 for folder in os.listdir(cut_path2): pattern = re.compile("^v(\d*)$") result = pattern.match(folder) if result is not None: num = int(result.group(1)) filelist.append(num) mx=0 if len(filelist)!=0: mx = max(filelist) version = mx+1 version_folder = data_folder + "/v" + str(version) jpg_folder = version_folder+"/jpg" hip_folder = version_folder+"/hip" file_name = str(jpg_folder)+"/"+(read[1][0])+".$F4.jpg" os.mkdir(version_folder) os.mkdir(jpg_folder) os.mkdir(hip_folder) hip_name_save = hip_folder+"/"+hip_name+".hip" hou.hipFile.save(hip_name_save) ##### Copy the viewer's current flipbook settings cur_desktop = hou.ui.curDesktop() scene = cur_desktop.paneTabOfType(hou.paneTabType.SceneViewer) flipbook_options = scene.flipbookSettings().stash() flipbook_options.frameRange((int(range_start),int(range_end))) flipbook_options.output(file_name) flipbook_options.gamma(float(gamma_in)) scene.flipbook(scene.curViewport(), flipbook_options) #newPath = file_name.replace('/', os.sep) #hou.ui.displayMessage(jpg_folder) #os.startfile(jpg_folder)
  21. 1 point
    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
  22. 1 point
    That its just attribute transfer and some Play with Spiral and combining with this technique . Just having Fun.
  23. 1 point
    I Have this In mine Collection Maybe you can just rewrite to (Wrangle ) . Hope it Helps. breaking_wave.hipnc
  24. 1 point
    I put together a short video on how to make smoke fall into a hole. There is also a setup at the end that shows how to generate a fake @heat field using the VDB Diagnostics node.
  25. 1 point
    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. 1 point
    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
  27. 1 point
    like this... vu_boxpolywire.hipnc
  28. 1 point
    Have a look in here. All I've changed is the animation along the path, the time start/end in the fetch node in the distance travelled chop and I've had to kludge the constraint on the steering object to work past frame 240 by hard setting the sample rate.... car_rig_bullet_julian_offset.hipnc
  29. 1 point
    I never stop learning every single time I see one of your example scenes... what a joy to see this elegant solution. Thank you.
  30. 1 point
    Hey all, Thanks to @Alain2131 for the incredible exporter asset! This totally fixed my issue. I've suped it up a bit to let it also fix sub-object pivots, such that every sub object's pivot in the FBX parent is at the center of its bounding box. Here's the updated asset: FBX_export_v1_1.hda
  31. 1 point
    Hello fellow practitioners, without going into qt , is there a way to colour buttons , slider , backround of an hda , using the hou module ? and is there a way to output more than one output in an hda , even if you define 2 outputs in an hda it only ouputs 1 ? thanks in adavance
  32. 1 point
    you can also duplicate your DOPnet and disable everything related to vel since you copy it from the loweres sim eg: forces/buoyancy/vel advection/projection then just copy "compute turb","ramp turbscale","primary noise" from the gasUpres solver and you get a sparse upres. https://vimeo.com/388758247
  33. 1 point
    Hi, there. I'm releasing an "early version" of a tool I've been working on. The Wormhole Content Browser is a custom UI for Houdini that enables quick browsing, previewing, and importing of content into Houdini. Some existing features: File browser within a pane tab for easy integration with your desktop. Access browser through parameter context menu to set parameter to a selected file. Easily generate geometry previews using the viewport or mantra. Thumbnails are cached to disk for quick access, especially for previously loaded large images. Import files into SOPs, COPs, or CHOPs. Plus more! Note: This tool is in development, but the functionality currently provided is complete. I am offering this version for free to get people to bang on it a bit. I will continue to fix bugs and make limited improvements to this version. I am planning on adding more features like improving workflow interactions with Houdini, and tools to search through content in a future version that may not be free. Here's a link to the gumroad project page: Wormhole Content Browser Peter.
  34. 1 point
    you can exclude the current prim in the xyzdist() function by using groups. i've attached an example. hth. petz xyzdist_1.hipnc
  35. 1 point
    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
  36. 1 point
    import time import hou # Save a backup of the current Houdini session def saveArchive(): # Get the file path of the current Houdini session # (Equivalent to $HIP/$HIPNAME) ogFile = hou.hipFile.path() # What do we want to save the archive file as? fileStr = hou.getenv("HIP")+"/backup/BKUP_"+time.strftime("%Y%m%d%H%M%S")+"_"+hou.hipFile.basename() # Make sure this is a string (I was getting errors if I didn't do this) fileStr = str(fileStr) # Save the archive file hou.hipFile.save(file_name=fileStr, save_to_recent_files=False) # Revert the name of the Houdini session to what it was prior to executing this function hou.hipFile.setName(ogFile) # Return the path of the newly saved file return fileStr
  37. 1 point
    animating restlength is the way to go, but you can't animate it in SOPs as that will not be reflected in DOPs so you either animate Rest Length Scale using Vellum Constraint Property DOP or if it's not just curve (rope), but actual ribbon band like in the video then you can use Vellum Rest Blend DOP to blend towards shrunken version, that will update rest lengths accordingly and result in contracting
  38. 1 point
    I had a look at your scene - lowering the cloth constraint thickness to 0.001 and raising some of the dampening settings got most of the jittering out.
  39. 1 point
    I also moved all the tumblr example files I've been sharing onto my new website that you can find here. https://www.richlord.com/tools
  40. 1 point
    In this Houdini tutorial I'm showing how you can create strange attractors based on several equations.
  41. 1 point
    Maybe Pyro_smoke_localised_drag_v01.hip
  42. 1 point
    Simple control over many deformation kinds by a custom weight: deform model at full strength, add Point Wrangle, input both models, blend with "lerp(@P, @opinput1_P, @weight)". weighting.hipnc
  43. 1 point
    did you try the attribute blur?
  44. 1 point
    In that case, try closing the "Scene View" tab and create a new one, that usually helps if it keeps rendering objects that it should not render (because of hide settings for instance)
  45. 1 point
    Ok, after reading up a bit on PackedGeometry I can see that the Material node is not going to work in this case. Instead you must use an attribute wrangle or attribute create and create the path to the Mantra Surface as an attribute named shop_materialpath. Once you have done that you must also alter the Assemble node to let it know you want to transfer the shop_materialpath and uvs into the packed geometry. Once all that is in place Mantra can read the attributes and materialize the particles correctly. ap_falling_leaves_fakeAir.hiplc
  46. 1 point
    just point the cam_path parameter to your object level camera and adjust your wanted scaling.
  47. 1 point
    I got it working before the meshing, after the "import particle". I'd like to get it working in the sim, but at least something good is happening.
  48. 1 point
    For best rendering efficiency (avoid using caustics for illuminating your scene) you can combine two main light types for car headlights, tail lights and whatever lights. It's a common approach btw. I'd probably save the glows for comp but you "could" put a low res volume container around each light to pick up some glow. The other light effects are lens effects (flares) and you can save these for comp. If you want to use depth of field, you can use bokeh to get that type of lens effect in the render. First light types embedded in the light fixture only used to light the fixture and the components around it. Second set of lights using ies illumination profiles for illuminating all surrounding objects and not the light fixture. The above lights come in pairs of course. If your headlight has 4 illumination sources, you'd have 4 pairs of lights for 8 in total. Embedded Lens Spherical Area Lights One light embedded in the light fixture itself. Use a spherical area light and turn on rendering of light geometry. Lens is to be modelled as a two sided surface and interior chrome parts properly modelled. A displacement shader is applied to the inside face of the lens to get a realistic look. IES Lights for illuminating surroundings Pick a decent ies profile from the thousands available on line by companies that provide these (phillips, ge, rudd, etc). I just threw any ies light profile in there that is kinda ok but not really. Go find a profile that works for you. Or just use a cone on top of the disk area light as is. simple_headlight_v004.zip
  49. 1 point
    attached is the modified file that should do what you need. depending on the number of polygons you may want to go the hdk-route. hth. petz edges1.hipnc
  50. 1 point
    have a look at the pointneighbour and primneighbour expression. maybe you could adapt the file in the link below to do what you need. the principle is quite similar. hth. petz
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