Jump to content


Popular Content

Showing most liked content on 09/10/2019 in all areas

  1. 2 points
    It's the most versatile 3D package I know and I don't even use it for effects. I guess it's just Houdini's entirely different philosophy and scope that can be overwhelming (and sometimes disappointing) in the beginning. I see Houdini rather as a system for building procedures. But some users don't embrace this and keep requesting to turn it into another Cinema 4D with better simulation abilities.
  2. 2 points
    Hi @angelous4x you have an idea I have an idea, + + = maybe. transform before /$PI *2 = x and y Confuse a cat play with this and your idea. complex math find http://wordpress.discretization.de/houdini/ //q=(1+i+j+k)/2 must be 1 Möbius strip float cos = v@P.z; float sin = v@P.x; float r = v@P.y; float c_sqr = pow(cos,1) -pow(sin, 1); float s2 = 1*sin*cos; vector C = set(c_sqr, 0, s2); vector B = {0, 1, 0}; vector N = cos * C + sin * B; v@P = C + r * N; //Sudanese surface. vector4 gamma(float t) { return set(cos(t), sin(t), 0, 0); } vector4 N(float tau; float t) { float tau_t = tau * t; return set(0, 0, cos(tau_t), sin(tau_t)); } vector4 f_tau(float tau; float x; float y) { return cos(y) * gamma(x) + sin(y) * N(tau, x); } vector sigma(vector4 v) { return set(v.x / (1 - v.w), v.y / (1 - v.w), v.z / (1 - v.w)); } float tau = chf("tau"); vector4 q = {1, 1, 1.5, 1}; q /= length(q); v@P = sigma(qmultiply(f_tau(tau, v@P.x, v@P.y), q)); or just use file from Matt Ebb a long time ago http://mattebb.com/blog/
  3. 2 points
    Hi, I'm trying to recreate this very cool tyflow setup in Houdini. In the description he explain's how he is using dynamic PhysX rigidbodies and using attraction forces to move them, looks really cool. I've had a go with some success using the crowd system in Houdini with RBDs and a pop attract. Hip files here worms_03_GC.hip worms_05_GC.hip worms03.avi worms05.avi The idea works but I can't get a nice behaviour using the pop attract, has anyone got any ideas what might work better with the particle forces? Thanks worms_05_GC.hip
  4. 1 point
    Hi everyone, especially the ODForce Team. I am the creator of www.hdbp.io, an In-browser houdini-viewer. The files uploaded in odforces threads are amazing, but currently very cumbersome to open, especially when you have multiple files in one thread. (You know the deal: Download the file, save it somewhere, open houdini, finding the file, opening it...) With hdbp.io I think we could change that. Users can still download files directly, so nothing gets lost, but being able to open them in the browser would obviously be a big help. Of course hdbp.io is completely free. Thoughts? Any feedback is welcomed.
  5. 1 point
    I put together a fuel based version of the basic density based starter rocket launch scene. This scene includes a couple of additions, that I have seen posted, here on OdForum, including Fencer's smoke drag, based upon distance from origin, and hand drawn velocity curves to encourage the smoke to travel along the curve shape. The support nodes for the hand drawn velocity are shaded purple, in the DOP network. Play around with the fit values on the gas wrangle to alter damping. Increase popnet particle count to send more fuel into the system. Increase popnet life to make fuel linger, longer. ap_rocket_lift_off_fuel_based_090919.hiplc
  6. 1 point
    Here is a modification. sierpinski_cloud.hipnc
  7. 1 point
    Thank you for your reply. This is quite interesting approach, but it's really confusing to be honest. I found this page https://sdm.scad.edu/faculty/mkesson/tech312/wip/winter18/meredith_omalley/sierpinski/index.html , and right now trying to adopt the code for VEX. Do you think it will work out ?
  8. 1 point
    Here is an approach using 3 for loops (the inner can be avoided). I do not really like this approach, because I'm pretty sure, that there much more elegant solutions out there (even without recursion). sierpinski_vex.hipnc
  9. 1 point
    Ohhh!!!!! Ahhh you are a life saver I was struggling for like hours x.x Thank you so much!
  10. 1 point
    hello! I made a few changes, I changed the vector type to displacement/velocity/acceleration. The reason it wasnt working was the source volume was set to v (on volume source dop), but it should have been vel to match the vdb : ) hope this helps smoke_sim_vel_mystery_fixed.hipnc
  11. 1 point
    Thanks, happy you like it. If you want to support it - just use it, so more people get used to it. Thanks!
  12. 1 point
    Thanks, man. Plese give it a try if you like it. Everyone can upload and it's a nice way of sharing files (That's why I, you know, created it...)
  13. 1 point
    Hi Antoine, this shader maps a transparent PNG on a background texture right were a point is located. decal_shader.hipnc
  14. 1 point
    Jeff, you are definitely the most powerful spotlight there is in the dark realm of Houdini knowledge ! I would definitely like to see more masterclasses from you !
  15. 1 point
    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
  16. 1 point
    Hi sir i think i solved the problem and i got the desired look locked down. You can further modify. Edit: Just re link the files. Scene_01_v05_Solved.hiplc
  17. 1 point
    Hi, try to play with gravity dop and popwrangle dops in the DopNetwork and with timeshift sop in DOP_Import also test.mov Scene01.04_01.hipnc Edited: I've did some correction and re-uploaded the scene.
  18. 1 point
    I recently finished building my new website - cgforge.com It's a website focused on quality - offering only the best 3D tutorials in one place. Check out early access to my next course: Vex - Foundations I Thanks for watching!
  19. 1 point
    First dump from a home-brew Grammar system expressed iteratively as an evolving growth system. A decade of hunting down Blackberries to their roots - to remove them from my yard; A month of looking at and sketching Blackberry growth in the wild. A day with Houdini Apprentice, and a single point of geometry to seed the system. Then just turned it on. There's fewer than 100 lines of code, and I'd guess about a dozen substitution rules in the grammar system. Emergence is an effective approach for modelling organic processes. Blackberry_h17.13.hipnc
  20. 1 point
    Here is another slight variation. Instead of generating a fixed length line segment that moves through time, generate the full path over the entire time range. Then add a primitive attribute @path_pos to each line primitive. Drive the offset along path value, of the path deformer, with this attribute. Then you can have some geometry leading others as they each flow along their own path. float frame_end = 200.0; // deform_path node expects input in the range of 0-1. f@path_pos = fit01(@Frame,0,frame_end); // Now offset each path based upon it's index. float delta = 0.05; // per-line delay time can be set here. f@path_pos -= (delta * @prim); ap_ps_Cardume_Odforce_v3.04.hiplc
  21. 1 point
    Your example clip is probably about having the rest coordinates defined on the underlying surface geometry and being converted to a vector volume of their own. Then this rest volume is queried to get the coordinates to calculate the noise at. If you're working in purely volumes, just create a vector rest volume in the beginning that has the world coordinate of each voxel as its value. Be careful to do all the same advection operations on your rest volume as you do on your density volume, then you can query the rest volume for the coordinates for the noise calculations as above.