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Showing most liked content since 01/22/2020 in all areas

  1. 10 points
    A little experiment I like to nickname: 'Life as a VFX Artist'
  2. 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!
  3. 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!
  4. 5 points
    Cloud tornado with water VFX breakdown from Chinese feature 哪吒 (NeZha), I was responsible for creating and rendering of all the effects using Houdini Pyro and Flip, render in Mantra.
  5. 5 points
    Here's an example file illustrating the above: Protruded_Vellum_Shape_02.hiplc
  6. 5 points
    Its more in how people use the tool, since its werry complex and maybe not that intuitive i want the ability to update the tool. I also want to present it in a way that people can see how its used. When it comes to the code, i offcourse loose all control, unless its a blackbox, but thats kinda unfair. But i have made an example using pops that can be further built on, and that have the same core principals. popcurves_01.hiplc
  7. 5 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!
  8. 5 points
    Seems about right. Did some rnd on this, and went with rbds. Easier to interact with other objects and get stiff branches. Downside is the amount off setup.
  9. 5 points
    Just need to connect randomly but i get it cmm2002.pdf
  10. 4 points
    Hi folks. Just posted a set of HDAs geared towards building vector fields intuitively, using curve and point features. Documentation and alternate download can be found here. Happy trails! DFX_Vecfield_HDA_bundle.zip
  11. 4 points
    Hey guys, here's a river I made and rendered with Redshift ! Tell me your thoughts about it ! I didn't followed Knipping tutorial cuz I can't afford it but I tried my best. I got a problem with some flicker in the refraction pass, somehow whitewater particles were disappearing and reappearing randomly, and I solved it by increasing the refraction max trace depth. Cheers,
  12. 3 points
    James Hodgart is a lead enviroment artist at axis animation and we're very honored to have him teach with us this brand new called called "MASTERING ENVIROMENT CREATION IN HOUDINI" James will talk about the artistic aspect needed to recreate a large scale realistic environment and will share his own workflow that uses houdini at the base to create highend photorealistic environment. This workshop is ideal to anyone interested in learning how to build large scale environment while utilizing the latest Houdini 18 features. More details can be found here: https://rebelway.net/mastering_environment/ $50 discount for the first session. Start date: February 23td 2020 Vimeo link for better video quality: https://vimeo.com/376284112 Note: the below renders/promo is almost raw render from Houdini with a minor comp tweaks. 8k renders can be download from this link if you want to see more details https://www.dropbox.com/sh/3x8rf6vtakoy3ez/AABSm09rVUV5h_z2OWbPGiXSa?dl=0 Please feel free to PM us if you have any questions. REGARDS REBELWAY TEAM.
  13. 3 points
    A small experiment, where geometric models are turned into sound. More info about the process at ch3.gr/geophone I love the geometry CHOP node! =]
  14. 3 points
    @tylerafx Here is the update I was talking about. The mesh still needs to improve, but this is just to show the tool's update/fixes that I did on my pipeline to get rid of the volume issues and overshooting mainly to have a more natural sheet breaking and wobbling. I hope you like it! Thanks, Alejandro https://www.dropbox.com/s/9io3yow61dsivld/Tension2.5_sheetColapsing_VolumePreservation_01_v002.mp4?dl=0
  15. 3 points
    Here is a quick hack with Librarian's plane dropped into Farmfield's wind tunnel. ap_ff_POP_wind_tunnel_effect_013020.hiplc
  16. 3 points
    Here is the your scene with the MOPs setup shown in the video. I cross faded the original simulation with the dampened one to bring the simulation to a stop. ap_metal_transform_2.hiplc
  17. 3 points
    Here is my rebuild of your popnet to generate smoke. The upward movement of the smoke is controlled by the buoyancy on the popsolver. When you are rasterizing a particle into a volume, the f@pscale attribute plays a role. If the particle is too small, it may not generate any density. You can link density generation to particle age so it starts off less dense and grows more dense as it ages. ap_particles_trail_2_v03.hiplc
  18. 2 points
    8 lesson. Now, this must move-Dance, have fun basically. Solver Dops Pio MIo L-system (build everything, mostly fun with Architecture). Just copy paste and use some shapes with some accurate normal DIR you can build funny stuff. I learned a lot from Yancy Lindquist. Solver Like solver solver (repeating) . For lazy people Ameba file. I use Houdini 16.5 Ameba.hipnc
  19. 2 points
    Its differential growth, so its not that complex realy. Theres a thread on this forum about it. Basicly its pointrelax set to 3d space, noise in pscale and a resample inside a solver. I think Entagma also has a tutorial about it.
  20. 2 points
    4 lesson . I learned more about colors, for-each and chops from ( 簡單黎講 C Plus Plus [廣東話, Cantonese] and Jaroslava Chalásová(vimeo).
  21. 2 points
    Waterfall Bending VFX breakdown from 哪吒 (NeZha). I was responsible for all the FX and rendering FX elements. All the FX are created in Houdini and render in Houdini Mantra, final composite done in Nuke.
  22. 2 points
    Here is another offering. Three UV mapped spheres that unfold to different grid aspect ratios. A 16:9, 4:3, and 32:9. These are pre-animated Alembic files, not procedural at all. ap_UV_spheres_unfold_to_plane.zip
  23. 2 points
    sorry for spamming
  24. 2 points
    Faster and easier way to setup passes (for example velocities) or other attributes, both for geometry and volumes. Ideally you just need to have the attribute on the geometry and the only thing you need to do is set it up as Extra Image Plane
  25. 2 points
    Hello everyone, The training will take you through the steps of how to detail the cupcake and icing using volume noise and then animate the cupcake using a combination of procedural and key frame animation. For more information kindly click on the link given below. https://www.rohandalvi.net/cupcakes
  26. 2 points
    In general i avoid "for-each" networks, it usualy becomes to slow. And when things get slow, art directing and creativity get worse. You can make hda's of your vex setups and then it gets as easy to use as a node. You can get a long way with learning how to use vectors, matrixes and quaternions.
  27. 2 points
    Its basicly stacked packed rbd primitives, connected with conetwist constraints. Then you transform/rebuild your curves based on thoose rbds. If you dont want destruction its pretty straight forward, if you want to break it or even want slow motion, its alot more. Heres a basic setup. TreeSystem_rbd.hiplc
  28. 2 points
    Same setup with your feathers, and with uniform scale. Mystique_02.hipnc
  29. 2 points
    Heres an example of how you can set it up. mystique_01.hip
  30. 2 points
    plus you have one exampel in HELP , download Qlib you have exampel with weight Attribut . Play with one point try to promote and change vector with ...(att create) ...play muSoSofti.hipnc
  31. 2 points
    DL link: http://www.vusta.com.au/Houdini.htm works best on actual curves, tho you can get interesting effects on a grid say....try it.
  32. 2 points
    I am still amazed at how quickly you can build complexity with Houdini. This scene has just a few nodes - sphere, spring, add, copy stamp, poly wire - and result looks rather good, even if I say so myself
  33. 2 points
    Hi, (just as personal preference) if you want to avoid for loops for creating parametric functions, just define the function in vex and apply it on an existing line (1d) or grid (2d). teardrop.hipnc
  34. 2 points
    http://patreon.com/posts/33249763 http://gumroad.com/l/houdinisupercharged In this video I will show you some of the inner workings of the context-sensitive rule-based hotkey system that I implemented and one I have been using for a while to speed up my workflow inside Houdini. It's a very light-weight and flexible system that allows an arbitrary number of actions to be assigned to any key, with extensive modifier key and state support (Ctrl, Shift, Alt, Space, LMB, MMB, RMB, selection state). It's deeply integrated into the overlay network editor workflow.
  35. 2 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
  36. 2 points
    More specialised Toolsets, not only Game Development, but Motion Design, City Generation, Architectural Visualization, User Interface and more.
  37. 1 point
    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
  38. 1 point
    First lesson its to learn model Triangle from scratch I was using this link to learn. Very much-appreciated wordpress.discretization.de/houdini/home/introduction/creating-geometry-from-scratch/ Now its football time Dortmunt-Paris (2-0) predict Have fun Love Peace
  39. 1 point
    http://patreon.com/posts/32631275 http://gumroad.com/l/houdinisupercharged In this video I will go through the GUI customizations I did for Houdini 18. So let's get into it.
  40. 1 point
    It was recommended a few years back to try to simulate everything at real world size, but since then it has been discovered that Houdini has a "sweet" spot for simulation sizes. If you sim too small or too large, you have to use unreasonable separtions sizes and crazy collision resolutions that gobble up your memory. A recent trend is to simulate in the "sweet" spot and rescale your simulation to match your final world size. You can test this theory with your own scene. Scale your cups and emitter down to 0.03. This makes them the correct size for a cup to fit in one of the Default shelf tool character's hand. However, you'll quickly discover that you can't set the collision resolution small enough even if you decouple the collision resolution from the particle separation. While your scale is large and flip calculations are affected by larger scales, your basic setup works. Instead of adding wind to your simulation try replacing that with a PopDrag. This will slow down your particle movement, but you can boost the collision velocity scale to make up the difference. I set the Grid Scale to 1.0 to help with the fluid loss and enabled reseeding to smooth it out a bit. ap_Coffee_NEW_03.hipnc
  41. 1 point
    Here is fixed version, where all orientation nodes are wrapped together into one node. The only input is a base(root) point parameter, which has to be defined. The flippings problem seems to be solved now. It looks like, that copy to points works with it. cov_eigenB.hipnc
  42. 1 point
    Hi, one way might be using the sample covariance matrix of the geometry points and calculate the eigenvectors. These vectors can be used to align the geometry along x,y,z. alignToVector.hipnc
  43. 1 point
  44. 1 point
    It isn't really necessary to use fancy tricks for varying copy shapes in Houdini 18... the new Copy SOP has a pretty straightforward workflow for this. Pack each of the objects you want to instance and merge them, then on your template points create an integer attribute that will refer to the primitive number from the merge that you want to copy to each point. Then on the Copy to Points SOP just activate the "piece attribute" parameter and give it the name of the integer attribute you created on the template points.
  45. 1 point
  46. 1 point
    I usually point anyone looking to get started with VEX at Matt Estela's excellent wiki... http://www.tokeru.com/cgwiki/index.php?title=HoudiniVex
  47. 1 point
  48. 1 point
    here. your scene rendered in 6 minutes on my laptop, with close to zero startup time, and consumed 700 mb of ram. what I did - first of all, the reason for your high startup times and crazy memory demands were actually nested packed primitives. nesting itself would't be an issue if you weren't nested thousands of packed prims... that actually makes packed geometry more expensive than rendering just plain meshes. just have one packed prim per tree - or maybe two if you want to separate leaves and wood. so if you unpack completely your tree and pack it again as one primitive, you should see much better performance. another thing is your render settings were completely overkill in some points - like ray limits. with trees or very detailed geometry i find having pixel samples quite high as needed so 8x8 is fine, but setting ray limits to zero made almost no visual difference (in this particular render) and renders faster. you don't necessarily want to have zeroes in ray limits at the end of the day, but point is to cut it as low as you can (and what you've had set there was definitely overkill for this king of rendering). also, rendering a depth of field is something I have never seen done on any project in any vfx house. very expensive to render, and if you don't get it right you have to render the whole thing again. maybe in some very special case renders it makes sense, but generally you do that in comp. regarding instancing in general, i don't think instance object is any faster than copy SOP in it's essence, as a few people mentioned here. it's just that copy SOP gives you more freedom to do stuff and that naturally leads to longer cook times. instance object simply forces you to obey the most efficient workflow. copy SOP in loop is actually the most efficient workflow if you need more than just a bunch of static objects distributed over the points. but if you do a very simple instancing like you do in your scene it actually doesn't make sense to use loops as you're not using any of it's benefits. (but still I haven't found it slow to cook, it was like maybe a half of a second??)
  49. 1 point
    Here's a simplified file deform_vellum-2018-10-23_11.55.25.mp4 vellum_deform_odf.hipnc
  50. 1 point
    Hey guys, I've recently taken a big interest in modeling in Houdini with some of the latest features- the pie menus bring speed and the boolean -> group border edges -> chamfer workflow is by far the fastest in houdini, no other software can do this so quickly. I understand it may never be quite as fast as modo/xsi but I'm okay with taking a small hit there since there are plenty of other benefits of keeping things within Houdini. With that said, after taking a day or so to mess around, there are a few glaring things that I want to discuss and seek out advice. Some of these could be missing features, some could be things I just don't know how to do. I'm also going to take a look at the Direct Modeling plugin by Alexey to see how much of this has been covered. Some of these are pretty easy to make and so I'll do that if there is no magic checkbox i'm missing, but some are not. Please let me know if you know how to do any of these things So here goes! Geo creation - Most programs have a construction plane thing now where we can make a box on the ground or the x/z plane. That would be ideal but I am also having trouble just moving a box to be flat on the ground in a quick way. I've tried all snapping options, am I missing something? Will anything snap the bottom of the box to the grid so its perfectly standing on the ground? Target weld Solved by Alexey DM HDA - I'm currently snappoing points with edit mode then using fuse. Would like to just be able to select one point then another point and have those merge Select adjacent - Selects adjecent points/polygons/edges. So useful for subd. Insert Multiple Edge Loops - The polysplit edge loop when set to >1 divisions seem to only be even spaced, the workaround is to use the scale tool to push them towards the edges so you get a harder edge when sub'd. Would like an option to just place the 2nd edge the same % distance from the border as the 1st. Soft Transform - This tool is frustrating because it seems you need to activate it first THEN make the selection. It doesn't have the very cool slide on surface feature but you can ray the result back on to the original, seems like a totally fine way to go about it to me. Pivot Solved by Alexey DM HDA - Would like to be able to visually move the pivot if I say make a selection and want to rotate from some random area that I decide Mirror & Subdivide preview - I've combined these because I like how the subdivide preview works with the + key, its global. But I want to have a control of the setting, I'd like to change the preview to 2 subdiv levels. It also seems to turn on really slow. I want mirror to work the same way, just a little preview that I don't have to worry about getting lost in the node graph and when I'm done I can go and put down the real one and merge the verts. the result of subdiv preview on a boolean mesh and placing the subdivide node down is different. Whats going on with that? Extract - This doesn't seem to work at all. What can I do to take a face from one box and remove it to start modeling a new thing? Merge - It's too slow to create a new primitive, go to node graph, place merge node, connect 2 lines to begin working. How can it be setup so that simply selecting 2 objects in viewport and hitting a hotkey can create a merge node? Saving Prefs - For quick modeling in houdini I think there are a couple necessary settings to turn on. 1. Tool options > create in context and 2. the final node of every "branch" should have the purple selectable tab on