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Showing most liked content on 07/09/2016 in all areas

  1. 1 point
    Hello everybody, I'm learning houdini, been reading stuff from a week ago, was super hard at first, too much words (vex, sop, vop, chop, vdb, and so on) and a different worfklow, node based. (I'm a designer and come from apps like photoshop and cinema 4d). Thing is yesterday I was able to create my first setup and now I'm addicted to this, can't stop thinking how to make stuff and never tried a most powerful soft. Here are some samples and my basic ideas on how to deal with, but some tips or help would come super handy, First example When I watched this I thought maybe can be achieved with a geo file node, selecting geometry by some attributes, a copy node with small spheres (or are they particles?), and some deformation via attribute vop, but this seems more complex, I'm missing something? Second example I'm particullary interested on abstract geo stuff, I'm a zbrush sculptor and wanna use houdini capabilities to do something like this, a doubt I got is how to deform the polygons (ie quads or tri) but keeping the overall silohuette, I did a test by saving the position, deforming with a mountain and then give the position back with a point wrangle, but it didnt worked. Third sample I was able to achieve something similar with vdb workflow, only thing I couldnt do is the cyan borders, were they made by another vdb combine / reshape sdf? or there's a way to make groups based on edges on vdb? like what the cookie node does on geometry separating autogroups? Sorry for being that long, I'm pretty excited about this soft, here are some more cool images of what I would like to play with, autor is Anton Won Soder Thanks for reading! cheers from Argentina
  2. 1 point
    I too think grains is the way to go here. I would say you first need to create a bubble that wants to be round, then you'd remove gravity but still have pretty high mass for the grains to slow it down. Then you pulse turbulence into it in intervals to get that wobbly feel. This is slowed down a lot due to the pop, but I had the bubble motion quite realistic at full speed, setting this up, and I set it up like that.
  3. 1 point
    Hi, here's my first project using Houdini. My goal was to get in touch with Houdini by transforming skin to metallic letters. I wouldn't have been able to realize this effect without your help here on the forum. Thanks a lot! dk
  4. 1 point
    Something like this? Test_1.hipnc
  5. 1 point
    That's how you do it. UP: fixed version. tetrahedra_sphere.hipnc
  6. 1 point
    Glue won't change positions - it just represents connections between pieces. Use hard constraint instead. You still need to update positions/rotations.
  7. 1 point
    Nvm , silly mistake, dont forget to crank up the Tessellation detail in the Display Options haaaa
  8. 1 point
    So, I got tired of wrestling with the Shatter tool and watched a few Rayfire videos and decided it was time to have a go at a Voronoi-based fracture tool and some procedural fracturing for debris and whatnot. I'm just about done with the first pass, so I plan on releasing it here in a few days for testing, and eventually on the Exchange. My favorite feature: no Cookie SOP! (or volumes for that matter) It doesn't work for all types of geometry (damn torii), but it's reasonably robust at this point. Anyway, since it's based on a decomposition of the space around user-supplied points, it's (relatively) straightforward to do dynamic, location-based fracturing. I finally wrestled DOPs into submission enough to post a few test playblasts: First up, eight or so identical column/barbell looking things smashing together. All dynamic, location-based fracturing, fragments re-fracture again, etc: here Static object hitting falling box, brittle material: here Same scene, but the fragments inherit more velocity from the initial collision, looks like harder material: here Earlier test, this one pre-fractured, RBD Glue Object of Stanford armadillo, 459 pieces: here Same scene, but 200 iterations of "reattach" applied, which iteratively fuses random adjacent pieces back together again to try to avoid some of the "overwhelming convexity" that you get from a Voronoi space decomposition (this technique is very much a WIP): here Big, concave object as plain old RBD Fractured Object with about 1000 pieces: here Hopefully I'll have everything packaged up with examples within a week or so.
  9. 1 point
    divide sop is a great one to know. The other I was going to suggest is facet SOP > unique pts followed by a primitive sop > scale (0,0,0) followed by a fuse sop.
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