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  1. 4 points
    anyone interested in the h17 pyro custom velocity.. normal_tools.hiplc
  2. 2 points
    "Folded Paper Flow" Before heading for London (see above post) I went to a local art shop and found a book about the paper-art of Richard Sweeney. I was totally fascinated by the flow and forms he creates just from folded paper. Today I finally got to do some initial experiments with similar approaches in Houdini: Created in Houdini 17, rendered in Redshift (Brute Force GI this time) and post in Luminar 2018. Cheers, Tom
  3. 2 points
    if you go to Edit > preferences > hip file options, you can check if your units are set to 1 meter and 1 kg. (this is standard for houdini). Then IF you modelled to real world scale you will get accurate values in meters as described above by LaidlawFX
  4. 1 point
    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface [PYTHON]Post Process OBJ Re-Write Upon Export Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color [REDSHIFT] Color Smoke [REDSHIFT] FBX Import Helper [REDSHIFT] Terrain Instancer Height Field By Feature Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format [PYTHON] OP UNHIDE ALL (opunhide) Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Rains Water Drip Surface Splash Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Whirlpool Velocity Motion For FLIP Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter [PYTHON] On Copy OF HDA or Node Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle VEX Rotate Packed Primitive Via Intrinsic Kohuei Nakama's Effect FLIP Fluid Inside Moving Container Particles Avoid Metaball Forces FLIP Divergence Setup FLIP Transfer Color Through Simulation To Surface Morph Between Two Static Shapes As Pyro Emits Constraint Based Car Suspension Pyro Smoke Gas Disturbs Velocity Wire Solver Random Size Self Colliding Cables Fast Cheap Simple Collision Deform CHOP Based Wobble For Animated Character Slow Motion FLIP Whaitewater Avoid Stepping In Fast Pyro Emission Fast Car Tires Smoke FLIP Fluid Fills Object Epic Share Of Softbody/Grain Setups (Must see!) Balloon, Pizza, Sail, Upres Shirt, Paint Brush Create Pop Grain Geometry On-The-Fly In A DOPs Solver Varying Length Trails VEX Based Geometry Transform Determine Volume Minimum and Maximum Values Grain Upres Example Animated pintoanimation For Cloth Sims Batch Render Folder Of OBJ files Vellum Weaving Cloth Fibers Knitting Kaleidoscopic Geometry UV Image Map To Points Or Hair Color Particles Like Trapcode Particular Flat Tank Boat Track With Whitewater Orthographic Angle Font Shadow Select Every Other Primitive or Face? Printer Spits Out Roll Of Paper Unroll Paper, Map, Plans, Scroll Simple Vellum L-System Plant Basic Cancer Cell 2D Vellum Solution Vellum Animated Zero Out Stiffness To Emulate Collapse Whitewater On Pre Deformed Wave [PYTHON] Menu Callback Change Node Color Extruded Voronoi With Scale Effector Multi Material RBD Building Fracture House Collapse Spin Vellum Cloth Whirlpool Vortex Trippy Organic Line Bend Design Logo Based Domino Layout Delete Outer Fracture Pieces, Keeping Inside Pieces UV Mapped Displaced Along Length Curly Curves Slow Particle Image Advection Nebula Saw Through VDB Like Butter Fuel Based Rocket Launch With Smoke Fuel Based Rocket Launch With Smoke [upres] Deform Pyro Along Path Bend Pyro Gas Repeat Solver With RBD Collision Raining Fuel Fire Bomb City Video Tutorial Pyro Cluster Setup (Animated Moving Fuel Source) [PYTHON] Mantra .MTL File Reader (creates new materials) Pyro Dampen By Distance FLIP Fluid Sweeps Away Crowd Ragdoll Gas Repeat Solver X-Men Mystique Feather Effect Camera Frustum Geometry Culling Vellum Extrude Shape Into Cloth Wire Web Constraint Setup Pyro Smoke Font Dissolve "Up In Smoke" Helicopter Landing With Vellum Grass and Dust or Smoke Another Thin Sheet Fluid Setup Color Rain Drops Over Surface Dual Smoke Object Wand Battle Custom GasDisturb node (easy to use) Hair Driven Grass Example File Pyro Smoke With Masked Turbulence Align High Resolution Mesh With Low Resolution RBD Simulation Streaky Portal Effect Height From Luma Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Qiita Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma SideFX Go Procedural
  5. 1 point
    "Weaving" Created in SideFX Houdini 16.5, rendered with Redshift and post done in Luminar 2018. Cheers, Tom
  6. 1 point
    All of the light presets have the "uber" ASAD Lights shader bind to them by default. You can find ASAD Light in the SHOP context. If you right-click the ASAD node and select "Type Properties" and open the Code tab you'll find the lights shader code for all the standard lights in one shader. You can override this shader by attaching the "shop_lightpath" rendering property to a standard light object and set it to point to your own light shader. You can create light shaders with Light Shader builder in SHOP for example. Remember that light and shadow shaders are two separate things and sometimes you need to create the both. In this case you'd also attach the "shop_shadowpath" rendering property and set you shadow shader as well.
  7. 1 point
    The reason I can think of is consistency. @ptnum of a given point might change if you delete or modify your geometry. If you define something like i@myID = @ptnum; before you do any modification of the geo, and use @myID to generate random numbers, the result will stay the same, no matter if you delete points or change the point order.
  8. 1 point
    For anyone following this topic, Simon has a breakdown of the process in the 3D World 2018 Christmas issue. Enjoy!
  9. 1 point
    It looks like more Constraint Iterations helps a lot to remove the floppy effect, here I have raised it from 100 to 300. I also added in a Struts constraint and turned the Stiffness up from 100 to 1,000. The green spheres are produces by the visualizer in the post process node. I lowered the Thickness on the initial vellumcloth1 node while keeping an eye on the size of the green spheres. Make sure the green spheres don't overlap each other.
  10. 1 point
    I literally copy/pasted code from ldpk (classic model - described in section 2.4.3 of their pdf), so naturally credits goes to science-d-visions guys. VOP distorts C and A planes, but also exports distortion to uv plane which can be used in DeformCOP (see example). Untested, I might did something stupid. hth, skk. ldpk_classic_3de_mixed_distortion.hipnc
  11. 1 point
    More VR tools, particularly a HMD preview mode, if not from the viewport, then from a flipbook (which would require a top/bottom latlong veiwport display from the spherical camera), or even the render window as a last resort. This would make Houdini infinitely more usable for VR.
  12. 1 point
    Second constraint must be a constant vector like @up. They define static reference frame for the changing @aim vector. // Point wrangle. #define PI 3.1415926535897932384 float angle = acos(dot(v@up, v@aim)); int first_half = sign(dot(v@z, cross(v@up, v@aim))) >= 0; angle = first_half ? angle : 2*PI - angle; @angle = degrees(angle); circle_angle.hipnc
  13. 1 point
    Basic: // Primitive wrangle. int pts[] = primpoints(0, @primnum); vector rest = point(0, "P", pts[0]); vector prev_pos = rest; matrix3 frame = ident(); for (int i = 0; i < len(pts); i++) { vector pos = point(0, "P", pts[i]); rotate(frame, 0.1, {0, 0, 1}); vector new_pos = (pos - rest) * frame + prev_pos; rest = pos; prev_pos = new_pos; setpointattrib(0, "P", pts[i], new_pos); } Advanced: // Primitive wrangle. #define TWO_PI 6.2831852 addpointattrib(0, "N", {0, 0, 0}); int pts[] = primpoints(0, @primnum); int npt = len(pts); // Loop variables. vector rest = point(0, "P", pts[0]); vector prev_pos = rest; matrix3 frame = ident(); for (int i = 0; i < npt; i++) { vector pos = point(0, "P", pts[i]); vector delta = pos - rest; rest = pos; // Make normal. Point normals could be used instead. vector normal = normalize(cross(cross({0, 1, 0}, delta), delta)); if (length(normal) == 0) { normal = {0, 0, 1}; } // Drive a shape with ramps and multipliers. vector axis; float ramp, angle; // Twist the bend axis. axis = normalize(delta); ramp = chramp("twist_profile", (float) i / npt); angle = fit01(ramp, -TWO_PI, TWO_PI) * ch("twist") / (npt - 1); rotate(frame, angle, axis); // Bend the curve. axis = normalize(cross(normal, delta)); ramp = chramp("bend_profile", (float) i / npt); angle = fit01(ramp, -TWO_PI, TWO_PI) * ch("bend") / (npt - 1); rotate(frame, angle, axis); // Compute new position and normal. vector new_pos = delta * frame + prev_pos; prev_pos = new_pos; setpointattrib(0, "P", pts[i], new_pos); setpointattrib(0, "N", pts[i], normal * frame); } curl.hipnc
  14. 1 point
    As said, put down a pop property. Click the mass. Click the "Use VEXpression" checkbox and in the text field write... mass *= rand(@id); Now you got a random mass per id, that is multiplied with the mass slider.
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