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Showing most liked content on 03/14/2017 in all areas

  1. 2 points
    This tutorial goes over from start to finish the creation of a rudimentary fence asset that can easily be expanded upon. This is an introductory lecture on procedural modeling in Houdini I gave at Drexel University's SIGGRAPH chapter as a Junior Animation & FX major. Let me know if you have any questions, enjoy! Link To Demo File: drive.google.com/open?id=0B--RBrg9u--oWkNDU2ZUYnFpUjQ Link to Documented File: drive.google.com/open?id=0B--RBrg9u--odEhVYnluaFRGeGs
  2. 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 !!!
  3. 1 point
    Just tried, doesnt seem to work. I guess when theres vel everywhere its hard for the source volume to multily anything away
  4. 1 point
    And here's the result now, a couple of captures of different frames
  5. 1 point
    "Proper" simulation of a tornado: http://news.wisc.edu/a-scientist-and-a-supercomputer-re-create-a-tornado/
  6. 1 point
    Attribute Wrangles are not to be avoided, instead embraced. AttributeCreate is the old style, Wrangles are the new style. But either way can work.
  7. 1 point
    Bullet uses convex collision representations by default. In this case you should change the bowl to concave.
  8. 1 point
    I just submitted the bug to SideFX. Other friends saw this. Thank you very much for your help!
  9. 1 point
    Yes, the 90% of time you see that dialog is because you switch versions of houdini and new or old parameters exist. Once you save it and keep on working in that version it will go away. Alternative the other 10% is when an hda is no longer linked to the scene file and it becomes embedded.
  10. 1 point
    Hello pusat, I am: - on Wacom Intuos many years (XL for 30" LCD), happy - without mouse many years, quite happy (you know, no wheel) - with Space Navigator few days, amazed... especially for modelling or transforming or selecting So I dont have much experience with 3D mouse, but I think that wacom is no problem.
  11. 1 point
    hey saetre, this guy will show you around 7:00 mark when u drop a ocean surface shelf, it will make a ocean_evaluate and ocean_surface node. ocean_evalute outputs a texture map the ocean shader uses. if you want your flip mesh to look like a ocean your mesh needs the attributes ocean_evalute will put on it, and a shader with the baked maps.
  12. 1 point
    "Sine Cube" Sphere packing on a rounded cube with pscale defined by a sine function. Post in Lightroom & PS. Cheers, Tom
  13. 1 point
    "Sphere Pack" Same setup as above, but rendered in Mantra, post in Lightroom. Cheers, Tom
  14. 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.
  15. 1 point
    The content below from Gianvito Serra is also ace. I'd recommend going through all 29 videos, beginning to end as they're really well structured and provide some great insights into the design strategy of the Houdini user experience and how it's built with proceduralism at it's heart. Even though some of the intro content in the first 4 videos is stuff you probably already know there's other nuggets of wisdom that will come in handy later down the line. John Moncrief's content on Pluralsight is great as a broad overview of the 'hows' of proceduralism in Houdini but a little sketchy on the 'why's' (and it's the 'whys' that are covered so well by Gianvito Serra). At the other end of the learning path spectrum, there's some great FXPHD, CGSociety and CMIVFX content available, however most of this automatically assumes middleweight knowledge. The problem here is that even though you may be able to follow along with the course, the missing context can make retention and deeper learning problematic. As David recommends (Hi David), the Tokeru content is ace (and free) and the quality remains consistently high across all content areas (I especially enjoyed the VEX section). The thing that's great about Matt's content is that it's kinda written as a diary of his own learning path having been a Maya practitioner for a good many years before. The content is very much written for artists and doesn't assume a computer programming/engineering background. Most of all I'd recommend getting a good sound knowledge of SOP's before attempting to learn DOP's. The temptation is to spend your early months in Houdini blowing stuff up, cause' who doesn't enjoy some virtual destruction antics! But without a solid grounding in SOP's it's hard to get the best out of DOPs. Once your down with SOP's there's some killer content at CGCircuit by Steven Knipping, (currently a Senior Rigid Body Destruction/FX Technical Director at Lucasfilm's Industrial Light & Magic). His courses aren't the cheapest out there but they're certainly some of the best. - https://www.cgcircuit.com/browsepage.php - He published the first part of his Rigid Bodies course for free on his Vimeo page and that's a good indecator to his approch to teaching (second embedded link below). The complete volumetrics bundle is reasonable value for the quality and breadth of the content.
  16. 1 point
    here are 2 methods 1. using Instance and material override 2. using packed disk primitives and render state in shader instancefileWithAovsUsingAttributes.fix.hipnc
  17. 1 point
    I just gotta share this for inspiration - I could watch this for hours...
  18. 1 point
    i@group_name = 1; "name" is the groupname, so you could do @group_myfavoritepoints.
  19. 1 point
    From the archives: cellular automata. For an acquired taste It's been over a year since I did these, so I can't remember everything. I had just read "A New Kind of Science" by Stephen Wolfram, and wanted to replicate things in Houdini. First I did the "basic system", a binary 2d cellular automaton with successive generations stacked on top of each other, with the initial condition on top and time going down. Here are a couple of stills and an animation of all the basic rules #1 - #512. Most of them are quite boring.. After that I experimented with continuous cellular automata, here the cell values are floating point, and instead of counting active neighbours, the combined value of neighbours is remapped to get the next generation value for this cell. The visual setup is the same, except I feed existing volume data to the successive generations for added visual interest. These are a bit more boring, but they are at least a little bit controllable and can work in combination with other data, so maybe, just maybe could be useful somewhere (I won't hold my breath..) Attached are two scenes and corresponding python HDAs. ee_2d_ca.otl ee_2d_cca.otl vol_2d_ca_v003.hip vol_2d_cca_v006.hip
  20. 1 point
    A New Kind of Science Stephen Wolfram outlines a fundamental new way of modeling complex systems. [online: http://www.wolframscience.com/]
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