Jump to content

Leaderboard


Popular Content

Showing most liked content since 03/13/2019 in all areas

  1. 9 points
    nature.hipnc just to say hello and share some stuffs. /cnc_verkstad/ Tesan Srdjan
  2. 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
  3. 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!
  4. 6 points
    More Unlimited Fun nature2 fun.hipnc
  5. 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
  6. 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
  7. 5 points
  8. 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.
  9. 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.
  10. 5 points
    Here's a music video I made using a bunch of the techniques from this thread.
  11. 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
  12. 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
  13. 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… :-)
  14. 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
  15. 4 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 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
  16. 4 points
    started playing with rbd
  17. 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
  18. 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
  19. 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
  20. 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
  21. 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
  22. 4 points
    "Organics" Houdini 17.5 & Redshift Cheers, Tom
  23. 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
  24. 4 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
  25. 4 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
  26. 4 points
    Hey all, here's a shot I've been working on! Speed Tree, Houdini and Redshift. Have a good one
  27. 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
  28. 3 points
    Hi, there. I'm releasing an "early version" of a tool I've been working on. The Wormhole Content Browser is a custom UI for Houdini that enables quick browsing, previewing, and importing of content into Houdini. Some existing features: File browser within a pane tab for easy integration with your desktop. Access browser through parameter context menu to set parameter to a selected file. Easily generate geometry previews using the viewport or mantra. Thumbnails are cached to disk for quick access, especially for previously loaded large images. Import files into SOPs, COPs, or CHOPs. Plus more! Note: This tool is in development, but the functionality currently provided is complete. I am offering this version for free to get people to bang on it a bit. I will continue to fix bugs and make limited improvements to this version. I am planning on adding more features like improving workflow interactions with Houdini, and tools to search through content in a future version that may not be free. Here's a link to the gumroad project page: Wormhole Content Browser Peter.
  29. 3 points
    All you really need is a pleasing shape, good UVs and a tilable texture map. Here are some free texture planks applied to the Cave generator.
  30. 3 points
    Houdini stores geometry attributes in continuous chunks of memory containing float/int values (i.e. arrays in C parlance). In other words Houdini's geometry is not designed with object oriented paradigms called array of structures (AOS) where every element is created and stored separately, but it exhibits design called structure of arrays (SOA), which keeps all values of all elements of particular types together. In time, during geometry processing, some of the points /prims might have beed deleted or rearranged. To mitigate the cost of altering those arrays (what basically means allocating new ones), Houdini can decide to leave "holes" in those arrays after entires which are not valid anymore. Because of that Houdini needs to keep track of offsets from the arrays to the actual elements, so that algorithms know where to find right values (that is: third array's entry might not belong to third point in geometry). You can see how it works in action. Create a bunch of points (Grid->Scatter), check that map offset equals points numbering(+1). Now append delete SOP and nuke half of incoming points (operation: Delete by Range) and see what's happened with map offset. Now for second point, map offset equals 3, not 2. Then Append SortSOP and see how point ordering and Map Offset equal again.
  31. 3 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/
  32. 3 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
  33. 3 points
  34. 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.
  35. 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
  36. 3 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.
  37. 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
  38. 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
  39. 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.
  40. 3 points
    I've uploaded a tutorial video to generate maze on any given polygonal mesh.
  41. 3 points
  42. 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
  43. 3 points
  44. 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
  45. 3 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)
  46. 3 points
    Definitely go for a wacom. I've exclusively used a wacom for houdini for a many years now and it's just wonderful, and it's a lot faster getting around and laying down nodes than with a mouse ontop of being ergonomic. If I only have a mouse I can barely get anything done and it's just tedious, I don't know how you people do it. Get a wacom.
  47. 3 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.
  48. 3 points
    - VEX Wranggle autocomplete and dynamic help display, like python shell. Please, its time..
  49. 3 points
    Hi all, I had been doing a rnd project on how to generate knitted garments in Houdini lately. And one my inspiration was from a project which was done by Psyop using Fabric engine and the other one is done by my friend Burak Demirci. Here are the links of them. http://fabricengine.com/case-studies/psyop-part-2/ https://www.artstation.com/artist/burakdemirci Some people asked to share my hip file and I was going to do it sooner but things were little busy for me. Here it is, I also put some sticky notes to explain the process better, hope it helps. Also this hip file is the identical file of the one that I created this video except the rendering nodes https://vimeo.com/163676773 .I think there are still some things that can be improved and maybe done in a better way. I would love to see people developing this system further. Cheers! Alican Görgeç knitRnD.zip
  50. 3 points
    I usually do it like this: vdb_maskvel_dv.hip
×