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Showing most liked content on 07/11/2017 in all areas

  1. 3 points
    Hi there! this is my new Canary Surge V2, improved workflow for whitewater, foam and shading stuffs.Please watch in HD 720. Vimeo compression kill of the fine details sorry. http://ipsvfx.com/project/canary-surge-v2/
  2. 2 points
    Hey guys, After a few years of freelancing as a Houdini Developer and Pipeline Developer I am a bit tired of the not have a decent tool for me 3D artists. My friend and I decided to make something for it but I think we need to some critical feedback! We are trying to create a platform for Indie Artists to upload, review, and get paid for the jobs we do ( and handle invoicing and the office stuff). This has been a problem that has bothered us for a while but we want to see if there is anyone else out there having this problem. indiepay.io I have been working creating a cloud pipeline specifically for houdini but I need some help, my friend and I have a good workflow for working remotely with each other and utilizing tools houdini. we have pretty much created a light weight asset managment system that can virtualize a central server between multiple machines. It is still very much in the beginning but after working with shotgun, tactic, and a few others I got tired of spend hours just setting a system so my friends and I could work together on freelance projects and have a pipeline that integrated with tools like gridmarkets. Eager to hear some of your thoughts!
  3. 2 points
    Here is a way using the bullet solver to handle collisions copy_to_point_without_intersection_1.hiplc
  4. 1 point
    Andy Lomas' work on cellular growth has been really inspiring. He implemented all his code to run on GPUs. I was wondering how hard it would be to do this natively in Houdini. After some contortions, this is what I ended up with:
  5. 1 point
    Hello Catchyid, In the amplitude tab of the ocean spectrum you have the possibility of "filter above resolution", not sure how it will react with your normal issue though. Hope this helps.
  6. 1 point
    Exactly. In the example below the position and rotation constraints have different condofs... walkerc.hipnc
  7. 1 point
  8. 1 point
    I finally got around to cleaning up the hip file and have attached it. If you end up using this, please let me know how it's going and share a pointer to your work. The major challenge with writing this in VEX was that VEX does not offer any of the canonical data structures one would use to efficiently implement this. For me, the simulation ends up running out of memory around a 1000 frames. As I am novice to Houdini, I would also appreciate any feedback and comments you might have if you end up taking a look. Enjoy? :-) MorphogensisInVex.hiplc
  9. 1 point
    I've made an attempt to support Cryptomatte in Mantra, just stopped the work due to the lack of spare time + SESI warnings that pixel filter API soon will to be changed with introduction of adaptive sampling in H16 == waste of time. Since it didn't happened I'm more into it than not just haven't found a moment to finish it yet. Feel free to encourage me or do it yourself http://github.com/symek/automattes (code is little blotted because, well because...)
  10. 1 point
    hey Ben ! the presentation was recorded by Framestore. It is being edited in these days and hopefully it'll be ready soon. I'll get you in touch with who's dealing with this so you'll be the first person to know.
  11. 1 point
    Nice catch f1480187! You are right, I misunderstood the fit01 function. Next time i'm in this file I'll find out if correcting this makes my effect stop working! Also - Super cool mestela! I'm also working on a surface based version of this effect, but am coming up well short so far. The geo keeps freaking out! The remesh node is so sensitive. The original posted thread has a few nice surface implementations, and of course, there are these guys for some mega inspiration! - Love their work.
  12. 1 point
    Here's another way using vertices, as those are connected to their respective primitive, one handle each primitive (spline segment) individually. There you would set your Attribute Create Node to use Vertex as the Class and type in $VTX/$NVTX for getting values going from 0 to 1 and after that use an Attribute Promote to get those values into the points Color. See screenshot. After that just plug in a Color Node, set it to Ramp from Attribute, type in Cd as the attribute and colorize to your hearts content.
  13. 1 point
    Here's a better solution that uses a COP network that parses the verbose render time data and adds the text to the render. To use press render in /out/comp_ip. render_profile.zip