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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. 16 points
    Hello Houdini Users, Today we celebrates the 25th Anniversary of Jeff (Old School) Wagner joining SideFX! Over the past 25 years Jeff has helped so many of our customers learn Houdini through his detailed Tech Support replies. His insightful online tutorials. And his enthusiastic live presentations. Jeff has never run out of exciting new things to show us in Houdini, (and Prisms in the early days). If you would like share your experiences of watching Jeff's classes please do so. And take a moment to wish him a Happy Anniversary! All the best, Jenny Blacklock. Technical Support Manager SideFX
  3. 11 points
    Hi everyone! I've made an illustration video-tutorial about the Heat Method application to point clouds by Keenan Crane et al, Yang Liu et al and others.
  4. 11 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 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 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
  5. 10 points
    nature.hipnc just to say hello and share some stuffs. /cnc_verkstad/ Tesan Srdjan
  6. 10 points
    Great stuff, Nicolas. This is starting to look Giger-like already! You don't necessarily need to create UVs in SOPs, though. To project textures on those VDB meshes it's arguably more efficient to do in a shader: 1) Transform position to world space. 2) Curve IDs shown as random colors. 3) U value from curves in HSV colors. 4) Direction to nearest curve position. 5) Tangents from curves set to absolute. 6) Direction to curve oriented along tangents. 7) V coordinate enclosing each wire. 8) UV coordinates in red and green. 9) UV mapping an image texture. 10) Texture based displacement along curves or at least what happens when mandrills do the job ; ) The material snippet: string geo = 'op:/obj/curves/OUT'; P = ptransform('space:current', 'space:world', P); int prim = -1; vector uvw = vector(0.0); float dist = xyzdist(geo, P, prim, uvw); vector pos = primuv(geo, 'P', prim, uvw); float u = primuv(geo, 'u', prim, uvw); vector tangent = primuv(geo, 'tangentu', prim, uvw); matrix3 rot = dihedral(tangent, {0,1,0}); vector dir = normalize(P - pos); vector dir_mod = dir * rot; float v = fit( atan2(dir_mod.z, dir_mod.x), -M_PI, M_PI, 0.0, 1.0 ); P = set(u, v, 0.0); curly_curves_shader.hipnc
  7. 8 points
    Procedurally generated cyberpunk building I've done this project before one year ,I draw a simple concept then I try to develop a complete procedural system inside houdini , it was fun experience Hope You Like it vimeo link : https://vimeo.com/349515288 behance: https://www.behance.net/gallery/83268643/Procedural-Cyberpunk-Building
  8. 7 points
    Not that recent, but excellent execution:
  9. 7 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!
  10. 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
  11. 7 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
  12. 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)
  13. 7 points
    Article on SideFX.com: https://www.sidefx.com/community/houdini-175-launch-event/
  14. 7 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
  15. 6 points
    Hi Mirabela, you could trail curl noise and mesh it with varying thickness. Finer details could originate from a displacement shader utilizing to the same curves again. curly_curves.hipnc
  16. 6 points
    Hey folks, proud to present LYNX Tools, a collection of production proven open source tools to accelerate your workflows! All mentioned tools are free to download via the links below and are licensed with a full HoudiniFX license. All Houdini Assets have complete Houdini native documentation available. Repository: https://github.com/LucaScheller/VFX-LYNX Lastest stable release: https://github.com/LucaScheller/VFX-LYNX/releases Please give them a test drive, so we can improve them further Roadmap | https://trello.com/b/f8Pgip7s/lynxpipeline So far there are three tools: LYNX_force_general | Tweak your sims with this all purpose & intuitive force field. Built to mimic force fields in other DCC applications, but with support for more features and a natural Houdini user experience. https://www.lucascheller.de/vfx/2019/03/24/vfx-lynx-houdini-force-general-asset/ LYNX_fabric | Create fabric/weave patterns with ease. Perfect for creating that holiday sweater you never wanted. https://www.lucascheller.de/vfx/2019/03/16/vfx-lynx-houdini-fabric-asset/ LYNX_velocity | Get control of your velocities via an intuitive UI or groom them for absolute fine tuned control. https://www.lucascheller.de/vfx/2018/11/01/vfx-lynx-houdini-velocity-asset/ More info on my website, including full release logs: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
  17. 6 points
    Here's a music video I made using a bunch of the techniques from this thread.
  18. 6 points
    More Unlimited Fun nature2 fun.hipnc
  19. 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
  20. 5 points
    if each of your pieces is mostly enclosed then you can measure volume per piece, if it's negative, it's inverted ts_reverse_inverted_pieces.hip
  21. 5 points
    Exactly, that's the way I interpreted it speaking with the demo guys at Siggraph. Basically we're seeing a transformation of the /obj context from a geometry AND scene building context to predominantly a geometry building and animation context. The idea that I can work on my assets in /obj, do all my texturing, animation etc. there, and then jump into LOPS to bring everything together and work in a very optimized way makes 100% sense and I'm glad that Solaris isn't a separate application which would negate most of the benefits of the workflow that H18 is proposing. What we are witnessing is SideFX re-inventing VFX and CGI as we know it. While Maxon is busy improving bevels, and Autodesk is busy revealing their version of the Houdini Indie license, SideFX is completely re-imagining the CG pipeline with PDG earlier this year, and Solaris in a couple of months. Most people won't even quite realize what is happening until in a couple of years it will all click into place (perhaps with some yet undisclosed newer SideFX offerings that they're probably busy preparing right now). It's like a very clever Chess strategy, with seemingly unrelated moves that ultimately come together beautifully and check mate the competition. Watch and see....
  22. 5 points
    UPDATE An update on this project... The procedural tool is complete and my first space station is done! Now to blow it up and crash it! Here is a proper presentation of the tool You can also check more details, and some high resolution pics, at my artstation page: https://www.artstation.com/artwork/v1X09v -------- I made a tool that can be used to create space station modules for production of VFX. Basically all geo is water tight and easily subdivided and ready for Mari or Substance Painter... I didn't made the textures procedurally because I feel the hand touch in textures would add realism to the objects. The tool is 95% ready I feel but I am in the process of making my first Space Station... here are the samples: HDASample.mp4 And first render test:
  23. 5 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
  24. 5 points
    How much I love those sparks of humor in the darkness of (programmers) life: Houdini 17.5.303 Fixed a bug where carefully crafted VEX code could result in a crash. Sat. June 29, 2019
  25. 5 points
  26. 5 points
    Few tips and tricks to manipulate gas simulation. 1. Independent resolution grid. E.g. Overriding vel grid size independent to a density grid. 2. Creating additional utilities. E.g. gradient, speed, vorticity and etc which can be used to manipulate forces. 3. Forces via VEX and some example snippets. smokesolver_v1.hipnc P.S. Some of this technique are not Open CL friendly though.
  27. 5 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.
  28. 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.
  29. 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
  30. 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
  31. 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… :-)
  32. 5 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
  33. 5 points
    Hey all, here's a shot I've been working on! Speed Tree, Houdini and Redshift. Have a good one
  34. 5 points
    it's pretty straightforward out of the box just use v@N, v@up or p@orient on your instancing points in such a way that resulting reference frame has Y pointing in up-down direction of your ocean (so in normal direction of the ball) and X in the direction you want wind to blow in in your file, since v@N is pointing outwards and v@N defines Z axis, your ocean deforms in a tangential direction and therefore you are seeing weird deformation here is the modified file ts_ocean_on_ball.hip
  35. 4 points
    I am not sure if this is the appropriate forum. I recently wondered how hard it would be to implement genetic algorithms in SOPs. The particular example I was curious about was if I could turn a box into a sphere by optimizing for a target function that maintains volume but minimizes surface area. Overall, this was easier than I thought and did not involve all that much code. I ended up recording a video that explains this: The underlying motivation was to get this working in PDG but I figured I had to start with SOPs first. Let me know what you think.
  36. 4 points
    Good day ladies and gentlemen, This student project is a Houdini tool aimed at generating game-ready rooms using predefined asset libraries, developed by myself and Mihnea Stoica, over the course of five months, at Breda University of Applied Sciences. We developed this tool, as part of an outsource group, for a student game project, called Captain Starshot, developed by Double Door Games. We wanted to see how flexible and adaptable the tool was with different asset libraries, therefore, by courtesy of team Morbid, a student game team at Breda University of Applied Sciences, in one week we were able to make a new test case, where the results of the generated rooms looked very promising. All kind of feedback and suggestions are welcome ----------------- Developers: · Gonzalo A. Gigosos https://twitter.com/GGigosos https://www.linkedin.com/in/gonzalo-gigosos-739247b1/ · Mihnea Stoica https://twitter.com/stoica_mihnea https://www.linkedin.com/in/stoica-mihnea/ ----------------- · Double Door Games https://www.doubledoorgame.com/ · Captain Starshot (avaliable on Steam for free) https://store.steampowered.com/app/1037410/Captain_Starshot/ · Team Morbid https://shatteredlights.com/ ----------------- · Song Title: Crimson Fly Artist: Huma-Huma youtu.be/qpxhgby-ONI ----------------- · Breda University of Applied Sciences https://www.buas.nl/
  37. 4 points
    Thought it would be cool to share some R&D i worked on for creating a flame FX without doing any simulation purely through deforming geo. A pretty simple FX nothing too crazy but i though i should share it as some people might be trying to do similar things. I've included the Hip file as well as notes explaining the vop workflows. I'm very much a novice to Houdini's more technical side so excuse any rookie mistakes, critique welcome as well if you think i can improve my workflow. Non_Simulated_Flame.hipnc
  38. 4 points
    Hi Ivan, you could extrude each tile of a grid inwards and upwards. Then randomly offset the tips and twist opposing diagonals a little. pyramid_tiles.hipnc
  39. 4 points
    Hi, the mentioned masterclass is probably this: https://vimeo.com/42988999 I also like this tutorial: https://vimeo.com/119694897 Matt Estela has great tutorials: http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops# http://www.tokeru.com/cgwiki/index.php?title=Smoke_and_Pyro I don't know if there is any new video tutorial, which describes the low-level principles. I learn by digging into the "shelf" solutions https://forums.odforce.net/topic/41800-gas-analysis/?do=findComment&comment=199863 https://forums.odforce.net/topic/42101-how-do-pyro-collisions-work/?do=findComment&comment=201007 Btw, when I am digging, I use this script "Find all parms referencing this parm". http://lex.ikoon.cz/find-all-parms-referencing-this-parm/ Here is an attachment, microsolvers_dev.rar with lots of experiments, just for an inspiration. Unfortunately lots of it is outdated (it is from the year 2011) https://forums.odforce.net/topic/13748-learning-microsolvers/?do=findComment&comment=101666
  40. 4 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
  41. 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
  42. 4 points
  43. 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
  44. 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
  45. 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
  46. 4 points
    If you're using H17, there's a much easier approach that's also a lot faster than the other solutions - just turn on the Use Piece Attribute toggle on Attrib Promote example_fix_03.hip
  47. 4 points
    the attached file shoud do the trick. hth. petz blerp_1.hiplc
  48. 4 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
  49. 4 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
  50. 4 points
    Gifstorm! First I've used a visualizer sop to show @v coming out of the trail sop: That makes sense so far. To make the next step easier to understand, I've shrunk the face that sits along +Z, and coloured the +Y face green, +X red, +Z blue. So, that done, here's that cube copied onto the points, with the v arrows overlaid too: The copied shapes are following the velocity arrows, but they're a bit poppy and unstable. So why are they following, and why are they unstable? The copy sop looks for various attributes to control the copied shapes, @v is one of them. If found, it will align the +Z of the shape down the @v vector. Unfortunately what it does if it has only @v is a little undefined; the shapes can spin on the @v axis when they get near certain critical angles, which is what causes the popping and spinning. To help the copy sop know where it should aim the +Y axis, you can add another attribute, @up. I've added a point wrangle before the trail, with the code @up = {0,1,0}; ie, along the worldspace Y axis: you can see all the green faces now try and stay facing up as much as they can (note the view axis in the lower left corner), but there's still some popping when the velocity scales to 0, then heads in the other direction. Not much you can do about that really, apart from try some other values for @up, see if they hide the problem a little better. What if we set @up to always point away from the origin? Because the circle is modelled at the origin, we can be lazy and set @up from @P (ie, draw a line from {0,0,0} to @P for each point, that's a vector that points away from the origin): Yep, all the green faces point away from the center, but there's still popping when @v scales down to 0 when the points change direction. Oh well. Maybe we can venture into silly territory? How about we measure the speed of v, and use it to blend to the @up direction when @v gets close to 0? Better! Still a bit poppy, but an improvement. Here's the scene with that last setup: vel_align_example.hipnc To answer the other key words in your topic title, I mentioned earlier that the copy sop looks for attributes, obviously @v and @up as we've used here, but if it finds others, they'll take priority. Eg, @N overrides @v. @N is still just a single vector like @v, so it too doesn't totally describe how to orient the shapes. You could bypass the trail and the wrangle so that there's no @v or @up, set @N to {0,1,0}, and all the shapes will point their blue face towards the top. Without any other guidance, it will point the red side of the shapes down +X. If you give it @N and @up, then it knows where point the green side, and you get a well defined orientation. While using 2 attributes to define rotation is perfectly valid, there are other options. The one that trumps all others is @orient. It's a single attribute, which is nice, and its party trick is that it defines orientation without ambiguity, using a 4 value vector. The downside is quaternions aren't easy to understand, but you don't really need to understand the maths behind it per-se, just understand what it represents. The simplest way is to think of it as @N and @up, but glommed into a single attribute. Another way is to think of it as a 3x3 matrix (which can be used to store rotation and scale), but isolated to just the rotation bits, so it only needs 4 values rather than 9 values. In houdini, you rarely, if ever, pluck quaternion values out of thin air. You normally generate what you need via other means, then at the last minute convert to quaternion. Lots of different ways to do this, coming up with ever funkier smug ways to generate them in 1 or 2 lines of vex is something I'm still learning from funkier smug-ier co-workers. Eg, we could take our fiddled @v, and convert it to a quaternion: @orient = dihedral({0,0,1} ,@v); What that's doing is taking the +Z axis of our shape-to-be-copied, and working out the quaternion to make it align to @v. You could then insert an attrib delete before the copy, remove @N, @v, @up, and now just with the single @orient, all the shapes rotate as you'd expect. vel_align_example_orient.hipnc
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