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Showing most liked content on 01/24/2017 in all areas

  1. 5 points
    Anything I can do in Houdini is thanks to the great community of people helping and sharing their knowledge. Thank you everybody, you guys rock! This is my first job done fully in Houdini (+AE) and my client let me share the source files (attached in this post). Rendered animation is here on vimeo The included network is quite simple and I hope it can help beginners to learn Houdini. I have tried to avoid slow for each loops and copy stamping, so you can find few small tricks in there. It was rendered in one afternoon on Redshift and two 1070s (cca 1.8K pixels res). And also warning: some of the effects and glows are done in AE. Used VEX if, vertexindex, smooth, rotate (matrix), setpointattrib addprim, addpoint, addvertex, removepoint user-defined functions Used CHOPs lag, math, spring, geometry, envelope, area, trigger jiggle (even for single channel) chop() expression Used VOPs dot product (to control the linear falloff), cross product primuv, volume samples VDB vdb activate, custom masked advection (clouds) nearpoint (to sample the mask advection offset) SOPs uv texture(rows&columns) to control the ramp (color&pscale) along u attribute interpolate, attribute transfer, solver polyextrude (with local controls) RedShift volume shader, light instancing point and vertex attributes odforce - project - v1.zip
  2. 1 point
    Hello, I am putting my experiments and RnD here: http://lab.ikoon.cz/ Maybe you will find some inspiration there. Source files and URLs are included.
  3. 1 point
    Turkish Houdini artist Alican Görgeç is producing amazing knitting work - using SideFX Houdini! If you'd like to find out more about his technique, you can read our new Gridmarkets artist profile: http://www.gridmarkets.com/alican-gorgec.html
  4. 1 point
    I was wondering where I could learn how to make functions in the Gas OpenCL dop node? I could barely find any documentation on it aside from AMDs site, but that's a lot more low level programming related. Just looking for simple houdini-centric openCL demonstrations / examples. Update: A friend Artem showed me where the kernels live $HFS/houdini/ocl/ -- You can open them up and have a lil dig around, but even the simplest functions take a lot of overhead to set up
  5. 1 point
    My latest commercial training in Houdini about using CHOPs in Procedural Animation , Hope you Like it more info here : http://www.hossamfx.org/chops-in-houdinifx/ Hossam aldin Alaliwi www.hossamfx.org kind regards !!!
  6. 1 point
    Teaser trailer is out now! Lots still left to do, but things are coming together.
  7. 1 point
    Did not notice it! Awesome! Thanks man. I'll share the proper code once its done; it might be handy.
  8. 1 point
    I can get names using node's name() method. >>> nodes = hou.selectedNodes() >>> names = [n.name() for n in nodes] >>> paths = [n.path() for n in nodes] >>> names ['geo1', 'geo2'] >>> paths ['/obj/geo1', '/obj/geo2'] Not sure if I understand your problem well. UP: oh, I see it! You need to set parameter to space-delimited list of strings. Use this method: ' '.join(names) It will give you string like 'geo1 geo2'. Same goes for paths.
  9. 1 point
    What if you apply an animated mountain to your existing ball shape?
  10. 1 point
    As a work around, for now, try making a group of the primitives you want and then append smooth node. Only apply the smooth to that specific group.
  11. 1 point
    I cannot download your file (.rar) but you can try using a divideSOP with Remove Shared Edges activated, then delete any primitive that has an area above a certain threshold: in a primitive wrangle: float measured_area = primintrinsic(0, "measuredarea", @primnum); if (measured_area > ch("th")) removeprim(geoself(), @primnum, 1);
  12. 1 point
    More like what shift+z, but without actually pressing those keys. Other apps such as Z-brush and C4D do this. The viewport pivots on where you click.
  13. 1 point
    Tried my hand at this one, couldn't get the last bit with the bob exactly as it is though. https://beesandbombs.tumblr.com/post/124275875509/descending dot_circle_spin_v02.hipnc
  14. 1 point
    For Sims, RAM is important, Graphics card go with Nvidia and do not deal with AMD in my opinion, Depending of your budget you could go with 1070 which if you are using a GPU rendering will see a nice speed up in your renders. Core speed I will try to go with the highest clock more than slower clock and more threads. Look at the i7 6800K or 6850K. Again all this depends of your budget.
  15. 1 point
    You may have accidentally changed an internal HDA definition. I did this the other day and got a similar message. The solution for me was to simply delete the new definition in the otls folder under the Houdini 15.5 folder which shows up under user documents on the system. example C:\Users\YourUserName\Documents\houdini15.5\otls. Close Houdini and move the otls folder to the desktop. Launch Houdini and see if the message goes away.
  16. 1 point
    Not sure why others mention that it works. It does not work correctly. The sculpt SOP is currently broken in Houdini ( bug #77870 ). I reported it few months ago. if you can report it to sidefx it will probably get fixed faster. not sure about the state in H16 I havent tested it there.
  17. 1 point
    Hey Johan, Cool! Would love to see the packed primitives setup. Thx for the tip on the stiffness! I haven't realised it works this way. The solution I got to have the metal look is to decrease a lot the Scale Time (0.01) on the Dop Network node. We could also play with the Max Speed and Max Acceleration on POP Grains' Solver tab but for now the Scale Time looks perfect.
  18. 1 point
    Still very difficult to replicate the behaviour in Pflow, though - but I remember it didn't translate well using Thinking Particles either. But I might try setting this up with bullet and constraints and see what you can get. The great part with packed primitives is, they are points, so instead of unpacking them after the sim, you can simply delete all the packed primitive related attributes and use them as points together with the point deform SOP. And funny, even with all the control in Houdini, I still miss the TP workflow, it's just so easy to "organize" the particles using rules. Sure, you can do that in POPs using streams, but it just isn't as straightforward as the TP workflow. And note it was 2+ years since I did anything in TP, so this is a pretty persistent feeling. Edit: Here's William Wallace's tutorial and the "look" is just over 20 minutes in. [link] I might try constraining particles to their original height, or have a higher drag in Y than X/Z, that should make them bulge more outwards. Alvaro, aside from disabling gravity and upping drag, lower the constraint stiffness to keep the particles from "springing back", thus keeping the rip shape - if you hadn't figured that out already.
  19. 1 point
    CleanSOP -> Manifold-Only Topology.
  20. 1 point
    @marty I thoroughly see why this is problematic now. So yes, I'm with you all on bringing plastic deform to FEM!
  21. 1 point
    For the sponge a good place to start would be with VDBs. You can do VDB subtraction in the vdbcombine node and get some detailed "holey" meshes very quickly. Once you have an object that you like, you would then use either finite elements or granular solids to get the effect of a soft body. There's an image to get you started, let me know if you need more details.
  22. 1 point
    I guess it's to late for H16, but for peaky people like me, a full screen mode would be great ! That title bar is such a WASTE OF SPACE ! And stupid windows10 won't let you get rid of it.
  23. 1 point
    Had a quick go at this with another idea, marking the points as broken during the sim: granular sheet - ripping it DV.hiplc
  24. 1 point
    Something which will help join the dots between math theory (and a little physics too) and 3d in Houdini is this book: Clear language, a steady pace and none of the denseness that usually afflicts textbooks. https://www.amazon.co.uk/dp/1568817231/ref=cm_sw_r_tw_dp_x_fXqHyb06VP256 And even though this 3rd edition dates back more then ten years, it's the daddy tome on proceduralism. https://www.amazon.co.uk/dp/1558608486/ref=cm_sw_r_tw_dp_x_I7qHybFZEQAV7
  25. 1 point
    Broadly speaking Houdini benefits from a programmers training, syntax, a mathematicians mindset, abstraction, with experience of other 3d packages to fill in the gaps, becoming less relevant with recent releases. The more skills you have in each of these areas the more Houdini makes sense, or, that's what I've seen over the years were people take to it almost instantly or throw it away disgust
  26. 1 point
    Shiz, as I mentioned before, I think it's very valuable to apply your new knowledge learnt from video tutorials to projects of your own before moving on to your next tutorial. In doing this you'll probably learn new nodes too as seemingly simple things will take further exploration before you work out your approach (well approaches is more accurate as there's always a multitude of ways to skin the proverbial cat in Houdini!). My own take on first principles is to be fully up to speed on all the subjects in the Basics section of the integrated help system. It wasn't always this way but the help system in Houdini is a shining example of how to do technical documentation the right way. It's very well written and the integrated search enables you to instantly see VEX, HScript and Python functions from the search field itself (no need to click through to the actual page in many cases). I personally run a two monitor system and have the documentation permanently open on my second monitor (great for on the fly checking a node's local variables or a VEX function). Don't worry about going through all the examples in the basics section, although as I previously mentioned it is valuable to go through all the SOP examples (even if you don't fully understand them). What some may consider to be an advanced subject I consider a 'first principle', and thats the ability to write VEX expressions. At first this may seem a little scary (seeing as VEX is very C++ like) but you really don't need to be a programmer to get the most out of VEX expressions. However I've always believed that getting the best out of Houdini requires an ability to thing programmatically, and in my book that's not the same as being a programmer. The best places to start learning VEX expressions are the Wrangle Workshop (another Ari Danesh tutorial) and Matt Estella's VEX page on Tokeru. And whilst on Matt's site his VOP's page is ace too (and obviously related to VEX). The reason I see VEX as a first principle is that you'll be limited when working in DOP's (especially with Particles) if you don't understand how to write some simple VEX Expressions. Overall though, doing is always going to be a better long term learning methodology. Far better than passively watching or watching whilst simultaneously attempting to follow along in Houdini. With video tutorials, I think it's a three step process. 1.) Watch without following along so you don't miss any important details. 2.) Watch again whilst pausing where apt to follow along. If any of the process isn't fully explained look it up in the documentation before unpausing. 3.) Create a few new projects on your own using your new knowledge. And just to show my age, I also think it's a good idea to keep a notebook. Something like OneNote is perfect, or something Markdown based if you're more of a plain text militant type! Keeping a notebook when learning Houdini is especially useful as it can be confusing to know when to use HScript expressions, when to use VEX and when to use Python. Writing down the expressions you find useful as you go along is good start. In older tutorials Hscript is used in places where VEX/VOP's would be a better option (don't worry about this too much at first, you'll soon get a feel for it over time). If you don't come from a programming background it's especially useful to have a notebook full of useful expressions when first starting out.
  27. 1 point
    Thanks guys, yeah I probably just need to spend some more time coming looking into what's possible with the energy and fracture threshold attribs. And thanks for posting the FEM denting examples too.
  28. 1 point
    Hi, I never tried this but have been gathering materials on this topic for a while. Check those links https://rotorcraft.arc.nasa.gov/Research/Programs/brownout.html The simplest way that comes to my mind is to manually paint curves based on those images. Then from curve tangents generate vector field which you can use to influence your FLIP. If your helicopter is moving then parent your vector field to movement of helicopter. Another technique to play with would be to pre-process your vector field in simple pyro simulation to make it divergence-free Definitely interesting effect to research!
  29. 1 point
    As regards Redshift, I have quite succeeded. I had to help it with fake emission (driven by another VDB from points > ramp Volume VOP > temperature) Scene file is attached, if somebody is interested. If anybody can do a better setup without fake emission I will be glad. geo with helpfile - v1 - emissionhiplc.hiplc
  30. 1 point
    Not sure how you're doing it exactly but make sure to apply the Blendshape SOP right *BEFORE* the Deform SOP, so that the bone rotations don't affect it.
  31. 1 point
  32. 1 point
    You can download my OpenCL Wrangle SOP that comes with a preset for relaxing geometry. I plan to add more presets. My Smooth SOP also has an OpenCL branch that's on by default. So you can check out that code too.
  33. 1 point
    Cheers. deforming_active.hip
  34. 1 point
    Substeps in the autodop network is the substeps of the entire simulation. For example if you have fast moving collision objects or emitter DOP substeps are the answer so you can emit and collide on subframes. -Everything in DOPS will recook on each substep. The CFL condition will adapt how many substeps are taken based on the distance the particles travel, useful for fast moving particles. This doesn't sound like it's useful to your case. One thing I'd do off the bat is change your update velocity method to rebuild, this is the more correct FLIP method. If this is set to the default the velocity field for the next frame after each step is adveted from the divergence solved velocity field rather than rebuilt from the particles. This can result in very stringy inaccurate results in some situations. I'd also go inside the flipsolver and change the advection method on the advect_particles DOP to HJWENO which is a nicer advection method. The thing I think you're battlign against is the resolution of your velocity grid, change 'grid_scale' parm on the flip object from 2 to 1 and see how you fair. L
  35. 1 point
    FLIP fluids don't behave entirely predictably when you change the resolution... they're meant to, but there are so many factors involved that it takes a lot of testing and experience to learn what effect changes will have. Lower resolution fluids tend to fill a larger volume than the same sim at a higher res - as all FLIP fluids tend to be slightly oversized by around the thickness of the radius of the particles... if you increase the res, you reduce the particle radius, gaining finer details, but also reducing the bulk of the fluid. It's more noticable in certain cases than others, but I've found it's almost always the case. ...so, the simple answer is, you don't have enough fluid to fill the area you want it to... emit slightly more when you increase the resolution. There are also numerous issues that can cause volume loss (or gain)... If you double the resolution of a sim, but keep the timesteps the same, your particles are traveling across twice the number of cells per-timestep, and if they cover too may in a single step, the fluid simulation can't preserve the volume of the fluid, and it'll continually shrink as the sim runs. Collision separation only defines a higher/lower resolution collision field, which in this case would probably make very little difference, as you don't have a lot of fine-detail in your collision object. I don't think it affects offsets or anything else, just the detail level that the collider is transfered into the simulation at. If you want to bulk up your sim a little, you can also increase the Particle Radius Scale... although that will tend to lose details and make the sim more blobby. I'd say you're best off just increasing the physical size of the fluid you're emitting, and testing your timestep settings to make sure you're avoiding volume loss.
  36. 1 point
    I can't live without Frustum. Another cool trick i use is trail sop the frustum and you can get the bbox of the animated camera coverage.good emitter for weather effect where you are emitting only where you need .