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  1. 19 points
    I thought it fitting to post this here too ;). For better or worse, I'm launching a vfx and animation studio at the end of the week. Some of you may recognize some of the name (if you squint and look at it just right). http://theodstudios.com
  2. 9 points
    nature.hipnc just to say hello and share some stuffs. /cnc_verkstad/ Tesan Srdjan
  3. 7 points
    I also moved all the tumblr example files I've been sharing onto my new website that you can find here. https://www.richlord.com/tools
  4. 7 points
    Hi everyone! The past week I worked on a personal project for learn something about hairs - vellum. It's my first project ever with hairs so I guess is nothing special but several people asked to see the hip file so here it is. Final result: Hip file (I had to recreate it but it should be pretty much the same): groom_clumping_03.hipnc https://andreasbabo93.wixsite.com/sbabovfx/example-files (new version, there was an error on the other one)
  5. 7 points
    Article on SideFX.com: https://www.sidefx.com/community/houdini-175-launch-event/
  6. 6 points
    Hello, friends! Finally, after 19 months of work, I finish my first Houdini project. This is a music video for my friend I did to learn Houdini. Rendered with 3x3 sampling on my laptop that`s why it`s so noisy. Working on the project, I develop an abstract production pipeline for Houdini called "Eve". It is a project management tool which can handle a large amount of data: https://github.com/kiryha/Houdini Thank you all for your support, it would not be done without your help! Cheers!
  7. 6 points
    More Unlimited Fun nature2 fun.hipnc
  8. 6 points
    A lot of people asked me to share this fake fire method.If you interested it, you can will check this simple hip. After rander i used ACES for a better look. fake_fire_rnd.hip
  9. 6 points
    Hi. How about computing local space per primitive instead, and then get noise position from point position in the local space? Some sort of edge based UV unwrap. // Primitive wrangle. int pts[] = primpoints(0, @primnum); // Compute averaged primitive normal from point normals computed from their neighbours. vector normals[]; foreach (int pt; pts) { vector normalized_edges[]; vector pt_pos = point(0, "P", pt); foreach (int nb; neighbours(0, pt)) { vector nb_pos = point(0, "P", nb); append(normalized_edges, normalize(pt_pos - nb_pos)); } append(normals, normalize(avg(normalized_edges))); } vector normal = normalize(avg(normals)); // Compute edge tangent. vector pt0 = point(0, "P", pts[0]); vector pt1 = point(0, "P", pts[1]); vector edge = normalize(pt0 - pt1); // Compute bitangent and orthonormalize matrix. vector perp = normalize(cross(normal, edge)); normal = normalize(cross(edge, perp)); 3@tangent_space = set(perp, normal, edge); Final deformation code: // Point wrangle. int prim; xyzdist(1, @P, prim, set(0)); matrix3 tangent_space = prim(1, "tangent_space", prim); vector pos = @P * invert(tangent_space); float deform = noise(pos * {10,1,100}) * 0.05; v@P += v@N * deform; Some image sampling could work too: tangent_space_noise.hipnc
  10. 6 points
    Hello all. I wanted to share my production library of tools I have posted on Github. Previously a lot of these were posted on Orbolt.com after my 2016 GDC talks. The tools were originally designed to be used in a HOUDINI_PATH style library as opposed to individual hdas. In this manner they can include a larger array of script based tools that don't fall in the paradigm of Orbolt. This toolset is generally complementary to the GameDev, Mops, etc toolset, there are only a few overlaps nowadays. There are two primary libraries of tools. https://github.com/LaidlawFX/LaidlawFX - This is the production library built up over the last decade of work that has been cleansed of studio specific work. This currently contains a set HDA's, a common python library, shelf tools, and example files on how to used the .hdas. Some fun tools in here are an Ivy Generator inspired by Thomas Luft Ivy generator http://graphics.uni-konstanz.de/~luft/ivy_generator/ . File Cache nodes that have been tested on over a dozen productions. RBD to FBX extractors, and an array of ROP tools. Also a module of python code that includes a few sub-modules such as verbosity logging, multiple hda queuing, fbx exporting, file explorer opening, and the large set of options for file caching. Additionally it contains shelf scripts so that you no longer need to use the Material Library, you can just tab and use the shaders like normal nodes. https://github.com/LaidlawFX/HoudiniEngineDev - This is over one hundred hda's to test Houdini Engine implementations in different DCC's and game engine. Each of them test a simple principle from UI parameters to different geometry types and more. Hope they help you at some point. Feel free to branch or leave comments here and I can update the source. Thanks, -Ben
  11. 6 points
    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 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 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 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 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 Guillaume Fradin's Mocap Crowd Series(no longer available) 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
  12. 5 points
  13. 5 points
    Hi all, I've made a Color Sampler asset that samples colors from an image. Colors can be sampled with points on a line, on a grid, randomly scattered points or with input points. It's also possible to sample the most frequently occurring colors. The sampled colors are stored in a color ramp which can be randomized. You can download it from https://techie.se/?p=gallery&type=houdini_assets&item_nr=6.
  14. 5 points
    Here's a music video I made using a bunch of the techniques from this thread.
  15. 5 points
    Hi, maybe this approach might work: int count = npoints(1); for (int i = 0; i < count; i++) { vector camP = point(1, "P", i); vector dir = normalize(camP - @P); float bias = 0.01; vector hit_ps[]; int hits = intersect_all(0, @P, dir * 100, hit_ps, {}, {}); if (hits && distance(@P, hit_ps[-1]) > bias) // or just check number of intersections: // if ( length(hits) >1 ) { @Cd *= 0.6; } } cull.hiplc
  16. 5 points
    This is not really on topic given the other stuff on this thread, but I made some growth awhile back, and finally got around to animating it. Attached the hip. Its not very robust, but I got what I needed out of it, so I'm calling it good. 19_03_26_animated_growth.hiplc
  17. 5 points
    Finally after two years of full stagnation I found the energy to fully revamp it using HUGO (which is freaking cool) and update with the very latest projects. Unfortunately 2 projects I have been working I am not allowed to share (yet)… one of them was 8 months of my life so I am pretty gutted but hopefully soon will be ok to say we did it. https://jordibares.com [jordibares.com] Most of it now is Houdini of course… :-)
  18. 4 points
    WOWOWOWOWOW It's again been a hot minute since I posted anything here I recently gave a talk at the LA Houdini User Group on writing your own vex based polywire SOP, and figured it would be worth sharing here! I also recently redid my website so go check that out here as well: jakerice.design Love you fools <3 Jake
  19. 4 points
    ok, a friend on the french houdini discord give me the response. The HScript command opextern -RM mat return a liste of all external references missing AND the name of the node who use them. -M Check each file to see if it exists, and only show the missing files. -R Recurse into networks and subnets.
  20. 4 points
    what's up bb this is kind of annoying to do because the vellum constraints sop doesn't allow for many options when using pin to target constraints... at least not in my current build. i'm creating the constraint and then using a sop solver in the simulation to modify the ConstraintGeometry so that any primitives named "pin" or "pinorient" have their stiffness attribute set to zero based on an animation inside the solver. check it out: disable_pins_toadstorm.hip
  21. 4 points
    Hey guys! I used to be an FX artist with Houdini but made the transition to concept art, however I still have a love for a procedural workflow and am constantly looking for ways to implement Houdini into my art. I won't talk about scattering the snow because I am sure everyone knows how simple and awesome Houdini is for a thing like that! I will just say I createde CSV files for Octane to read in and render and the control is awesome. So I will just briefly talk about the cloth. For this project I wanted to create a MarvelousDesigner in H type of thing, and I have to say Houdini for clothing is amazing. The system that I built means it will auto stitch itself as long as I draw the curves in the same order which is very easy, and the biggest takeaway is that I don't have to struggle to get what I want at all - I can just grab a few points and say these are going to stick here and thats it. In testing this workflow I created clothing for a couple different characters in a matter of minutes. I'm really interested in using Houdini like this for my concepts, which need to be very quick... I think there is a lot of potential in a procedural workflow like this where you don't tweak it to make it perfect, you hack it to just make it good enough to paint over. I am just scratching the surface but clothing is one thing I'll definitely be doing in Houdini from now on. I'm also using VR a lot and have some interesting tests with creating geometry in houdini out of the curves from gravity sketch, but thats for another time if people are interested Thanks for reading Feel free to check out the full project here: https://www.artstation.com/artwork/2xYwrK
  22. 4 points
    Because the three values defines an imaginary line going from 0,0,0 to the position in space described by the 3 values. That point can be far away or i can be close to 0,0,0. This way the 3 values are able to define both a direction and a length. -b
  23. 4 points
    again, not for groups, but if you create primitive string attribute on your geo you can use stylesheets to override cryptomatte property 1. create primitive string attribute that holds your "id" value or unique name (or just convert your groups to name attrib) (in this case I created unique s@name attrib per box) 2. create property on your object (in this case I called it: masks) 3. create stylesheets override for Primitives with Override Script that uses name attribute binding to override your cryptomatte property example file: ts_cryptomatte_from_attribute.hip
  24. 4 points
    "Organics" Houdini 17.5 & Redshift Cheers, Tom
  25. 4 points
    Another version of the same system. Heres the hip. Its a bit bigger because I stashed the growth geo. 19_03_28_green_growth.hiplc
  26. 4 points
    Not sure if I understand correctly, but if you want to bake in COPs point attribute in uv space, then VEX works as usual: vector uv = set(X, Y, 0); vector clr = uvsample("op:/obj/geo/geometry", "Cd", "uv", uv); R = clr.x; G = clr.y; B = clr.z; Copy this (replacing path and attribute name) into Snippet VOP inside vopcop2filter and you should have the attribute baked into texture.
  27. 4 points
    With the help of both the Redshift community and resources here, I finally figured out the proper workflow for dealing with Redshift proxies in Houdini. Quick summary: Out of the box, Mantra does a fantastic job automagically dealing with instanced packed primitives, carrying all the wonderful Houdini efficiencies right into the render. If you use the same workflow with Redshift, though, RS unpacks all of the primitives, consumes all your VRAM, blows out of core, devours your CPU RAM, and causes a star in nearby galaxy to supernova, annihilating several inhabited planets in the process. Okay, maybe not that last one, but you can't prove me wrong so it stays. The trick is to use RS proxies instead of Houdini instances that are in turn driven by the Houdini instances. A lot of this was based on Michael Buckley's post. I wanted to share an annotated file with some additional tweaks to make it easier for others to get up to speed quickly with RS proxies. Trust me; it's absolutely worth it. The speed compared to Mantra is just crazy. A few notes: Keep the workflow procedural by flagging Compute Number of Points in the Points Generate SOP instead of hard-coding a number Use paths that reference the Houdini $HIP and/or $JOB variables. For some reason the RS proxy calls fail if absolute paths are used Do not use the SOP Instance node in Houdini; instead use the instancefile attribute in a wrangle. This was confusing as it doesn’t match the typical Houdini workflow for instancing. There are a lot of posts on RS proxies that mention you always need to set the proxy geo at the world origin before caching them. That was not the case here, but I left the bypassed transform nodes in the network in case your mileage varies The newest version of Redshift for Houdini has a Instance SOP Level Packed Primitives flag on the OBJ node under the Instancing tab. This is designed to basically automatically do the same thing that Mantra does. It works for some scenarios but not all; it didn't work for this simple wall fracturing example. You might want to take that option for a spin before trying this workflow. If anyone just needs the Attribute Wrangle VEX code to copy, here it is: v@pivot = primintrinsic(1, “pivot”, @ptnum); 3@transform = primintrinsic(1, “transform”, @ptnum); s@name = point(1, “name_orig”, @ptnum); v@pos = point(1, “P”, @ptnum); v@v = point(1, “v”, @ptnum); Hope someone finds this useful. -- mC Proxy_Example_Final.hiplc
  28. 4 points
    - VEX Wranggle autocomplete and dynamic help display, like python shell. Please, its time..
  29. 4 points
    Unwrap the mesh (right) before deformation (left): Assign zigzag UVs to the curve (right) and transfer positions from the mesh based on both UVs (left): spiral_mesh.hipnc
  30. 3 points
    Try give a look at the hipfile attached. There are some issues in the way you built your constraints and try to break them. Of course is good that you separated them in strong, weak for the frames etc... but glue constraints are not going to break if there aren't any forces applied to them that are stronger than their strength, gravity is not enough. If you have everything connected to everything, nothing is going to move. That's why we need to use metaballs or some other magic tricks to initialize the simulation, breaking some constraints so the simulation can start and propagate. If you just delete all constraints in a certain area, of course the whole structure is going to collapse and you are not going to have any big pieces. In scenarios like that is useful to give some conditions (for example using the name of the constraints) and break just some of them. That's why preparing as much as possible in SOP is going to make it easier later on. If you want to break a different type of constraint, just change the name in the SOP solver to match it. testtOd_00.hipnc
  31. 3 points
    I have used BVH files from both OSU and CMU. Also CG Speed has some of those same BVH file processed to various degrees. (Choose MotionBuilderSet) You can preview BVH files using BVHacker (free). Here is a basic workflow. 1.)Decide on a BVH file. 2.) Convert to the .bvh file to a .bclip file and companion .cmd file using Houdini's command line tool named mcbiovision. EXAMPLE .bat file for Windows to convert a BVH to a .bclip and .cmd companion file set. (Adjust path to your Houdini\bin folder) "C:\Program Files\Side Effects Software\Houdini 15.5.480\bin\mcbiovision.exe" -n 2 "C:\Users\Mitzumi\Documents\Mocap\cmuconvert-daz-60-75\60\60_01.bvh" "C:\Program Files\Side Effects Software\Houdini 15.5.480\bin\mcbiovision.exe" -n 2 "C:\Users\Mitzumi\Documents\Mocap\cmuconvert-daz-60-75\60\60_02.bvh" "C:\Program Files\Side Effects Software\Houdini 15.5.480\bin\mcbiovision.exe" -n 2 "C:\Users\Mitzumi\Documents\Mocap\cmuconvert-daz-60-75\60\60_03.bvh" 3.) Run the resulting .cmd file inside Houdini to re construct the BVH skeleton as a Houdini FK based skeleton. File/Run Script... 4.) Dive into the chop network, that will be built by the .cmd file, locate the File node and browse to the .bclip file which will finally cause the bones to move. The .bclip drives the associated bone network. Once you have an imported .BVH file, you can re-target it to another rig using the Goldfarb technique, here.
  32. 3 points
    And Librarian in Action ...play with this some Dude posted long long time a ago......You have fibonacci inside so play explore... noiseee.hipnc
  33. 3 points
    Just handed in my last university piece and I've created a showreel with all of my work for the past year. Feed back would be really nice thank you. Showreel: VJ loops created for my dissertation: https://vimeo.com/338014461
  34. 3 points
    Hi Antoine, to pixelate a curve put a grid on top of it and remove primitives by their distance to the curves surface before removing shared edges with the divide SOP. if(xyzdist(1, v@P) > 0.01) removeprim(0, @primnum, 1); gridify_curve.hipnc
  35. 3 points
    Hello, Here is short video showing how volumes can be used to shade and texture semi-translucent organic things. Volumes For Organic Assets This approach allows to achieve close-up realistic organic look for semi-transclucent assets where SSS or colored refraction is not enough. An object with UV's is converted to signed distance volume with UVW grid. Then volume is used to set density and perform uv lookup in rendering. This way density can be adjusted by depth. I.e. not so dense near the surface and very dense at the core. Or not very dense, then dense patch like island of fat, then not dense again. UVW grid is used to texture volume. Different textures can be used at different depth. This approach allows very flexible yet powerful way to place any texture at given depth. Texture X at depth Y. I.e. big veins are 5mm under the surface. This approach is best for close up organic hero renders where SSS or refraction are not looking good enough. Attaching example file volumetric_textures_example.hip
  36. 3 points
    Hi, set point attribute i@found_overlap to 1 on your packed primitives in SOP. Then in DOP Network into the rbdpackedobject1 turn on parameter Solve on Creation Frame.
  37. 3 points
    Here is the intro sequence for a new video I am working on: Simple FLIP simulation with some smoke and whitewater sparks. Rendered in Redshift. Lens flares, DoF and Glow added in Nuke. The heat distortion from the smoke is the part I am least happy with. I took the volume tint AOV and created the difference from one frame to the next to drive STMap distortion. Would love to hear a better idea of doing that. Let me know what you think.
  38. 3 points
    Try dropping down a pointvelocity node, after the create surface. It allows you to add curl noise or bring in your own velocity attribute. ap_fluid_velocity_042119.hiplc
  39. 3 points
    I've made this to save time loading shaders from Substance Source, but should work for any substance material. Just select the parent folder of the texture you want. Figured some others might find it useful too. It has proper viewport handling of Base Colour, Roughness, Metallic, Normal, Emission and Displacement. Not 100% perfect, but pretty damn close. Hdalc for now. Tried to upload to orbolt but kept getting an error (Invalid node type name). Don't think it likes redshift nodes. If anyone has any experience with this let me know! MT_RSSubstance_1.0.hdalc
  40. 3 points
    Creating geometry beforehand is not a bad idea, because it lets you tweak otherwise hard to control process. Do you have a depth for you image? (from a render or stereo camera, or the challange is to create an illusion of such?). In case you want to go right from pixels to voxels and you have some depth channel, the example uses Houdini's render with P-plane, which holds depth in (RG)B channel. Anyhow it's just a gray image after all... volume_from_depth.hipnc btw:
  41. 3 points
    I use a wacom pen since the Windows 3.1/95 days when the tablet (called a "digitizer" back then) was huge (UD 1212 I think it was called, 12" x 12"), thick and clumsy as hell, the serial port a pita to set up and the driver was able to grind everything else to a halt when one moved it around quickly enough on those early PCs... ;-) These days I have an Intuos 4 Medium. But yeah, no wrist or other problems at all, the pen really makes a difference and is much more natural and agile. With the middle click on the second side button of the pen, I am using the mouse almost never, only in some weird software that doesn't deal well with the pen and shoots parameters through the roof when dragging a slider etc.. Not so many around of those anymore though. For me using the pen never was an issue and it came naturally. But I know that for some people it does not click. I think it partly has to do with the pasture, I hold the pen relatively upright with the index finger on the sidebutton. This way, when clicking with the tip, the pen does not slide. I also have the tablet in front of me and the keyboard behind it, which works very well for me. One also has to get comfortable with zooming with the available shortcuts instead of the mouse wheel, since reaching for that scroll-wheel thingy on the tablet is cumbersome. And yeah, some things don't work so well, depending on the software. Like I always use the Tab key to open the node menu instead of the right mouseclick, since Houdini is overly sensitive to the slightest movement while clicking and one always moves a tiny bit when using the side button. But that doesn't really bother me, I find a mouse much more clumsy in many other ways. Especially the direct positioning of the pointer to an absolute position is so much more muscle-memory friendly than the mouse shuffling. Those alternative monster-mouse things didn't really convince me, even if they are supposed to be better for the hand - it's still moving around a brick... ;-) I highly recommend finding solutions for the things that bother you with the pen, different settings, different pasture, different pens, tablet keys on the left or right, a different size tablet even. It's really worth it IMO. Cheers, Tom Edit: And make sure you disable the frigging "Windows Ink" crap in the wacom driver, otherwise everything reacts like goo... ;-)
  42. 3 points
    Hey all, this is a collaborative project directed by Bobby Beck from Pixar (ex employee) and a bunch of artists from all over the world. My role was FX lead/sup so I did both shot works and lead roles on the FX side. All done in Houdini and rendered in Arnold. Thanks for watching and feel free to share it all over. https://www.youtube.com/watch?v=sl0J4XoARjk
  43. 3 points
    I exposed some parameters, in case someone is looking for a screw nut / cog wheel generator ; ) hex_nut.hiplc
  44. 3 points
    Working with converted Step Data works actually quite well in Houdini in comparison to other packages. Please check the following: Normal Node--> Add normals to Vertices, Cusp Angle 30 Weighting Method: By Face Area. If you still have Problems you can give me your HIP file, i will have a look and try to help you.
  45. 3 points
    You can adjust 'paper' quality in Cloth... vu_VellumTickets.hiplc
  46. 3 points
    If you're interested, be sure to check out the course right here: http://bit.ly/2tEhWFN L-systems offer a great way of procedurally modeling geometry, and with these skills, you'll be able to create a wide variety of complex objects. If you've ever wanted to create foliage, complex fractal geometry, or spline-based models from scratch, then L-systems offers you a procedural way of doing so. Unlike many other tutorials, this course aims to address the topic in an easy-to-follow, technical, and artistic way. In addition to L-systems, you'll learn more about instancing and how to work efficiently with Houdini. We'll be rendering out millions of polygons with both Mantra and Redshift while aiming to optimize render times as much as possible. These optimizations are applicable across a wide variety of 3D topics. Large scale environment creation, destruction, crowds, and real-time render engines are all examples of other 3D topics which will benefit from this course. Thank you for watching!
  47. 3 points
    DM 1.5 first screenshot: https://i.postimg.cc/rcy3KY3v/dm1-5-screen.png
  48. 3 points
    For anyone that is interested: here is a tutorial on the best method I found to get nice motion. I figured I would post this since I still get messaged about this thread. https://youtu.be/DLSmz9HOKlE
  49. 3 points
    You can fit-range an attribute with setdetailattrib() set to "min" and "max". 1st pointwrangle: setdetailattrib(0, 'height_min', @height, "min"); setdetailattrib(0, 'height_max', @height, "max"); 2nd pointwrangle: float min = detail(0, "height_min", 0); float max = detail(0, "height_max", 0); @Cd.g = fit(@height, min, max, 0.0, 1.0); fit_range_VEX.hiplc
  50. 3 points
    Hello, here is some of my attempts to do something similar. But I can't get a similar level of detalization in mantra. If somebody can suggest some tips it wound be amazing volume is still a little bit blurry, I guess it could be because of texture resolution vol-0001_volume_v01.hip
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