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Showing most liked content on 05/20/2020 in all areas

  1. 6 points
    I built a non-linear editor/clip mixer for Houdini. On pre-sale right now (PC only, while I continue to work on the Mac version). It's great for bringing in a bunch of different FBX mocap files and mixing and blending them together with a graphical interface. https://gum.co/houdiniClipMixer
  2. 2 points
    Thanks! I worked really hard on re-imagining what the Houdini UI might look like. If I have time, I may see if I can make my own Houdini stylesheet that has this look.
  3. 1 point
    During the last 3 weeks, a did some Rnd and published my results on vimeo . Some people asked me to share my files here, so here we are i hope it will help!
  4. 1 point
    Hi, I started working on a grass pack that I'll put on Gumroad. I'm off to a good start I think. Even with just one blade of grass instanced it's already looking pretty good Wout
  5. 1 point
    Here's a stream I did over the weekend which demonstrates my process for making one of these animations. The file is linked in the description. Would've liked to push more of the steps into VEX (like the copy and transform, etc.). If anyone builds off of this or finds better ways to do things I'd love to hear about it. Follow me here: https://www.twitch.tv/johnkunz for more streams!
  6. 1 point
    Hi, yes it's possible
  7. 1 point
    Added dandelion flowers and seeds. I'm very happy with the results
  8. 1 point
    Hi folks, I am actually coding some basic operators like divergence, gradient in vex and python to demistify them and wanted to share the file with you. Feel free to update or correct the file since i might not be sure of some operators. it contains : - Divergence (voxel and points) - Gradient (voxel and points) - Curl (voxel) : the curl seems to not have the same order as vdb curl so still in wip - Laplacian (voxel) : The computed laplacian is somehow less precise than vdb laplacian - Covariance matrix and eigen vectors (points) : It works but the scale is normalize - Laplacian matrix of a mesh (python) - Bernstein polynomials basic_operators_001.hiplc
  9. 1 point
  10. 1 point
    that reminds me...I'm very tempted to play borderlands 3 on it....but have been flatly resisting coz I know once I start...I'd never do anything else useful.
  11. 1 point
    In case you were expecting real trees ; ), here is a concept on creating networks for neural surfaces in nature such as leafs, barks, bushes and trees. The cost attribute of the shortest path node can be used for scaling sweeps, animating growth, texturing, scattering objects and so on. nature_paths.hipnc
  12. 1 point
    The transformation between an equilateral triangle and a square is relatively well known, as it has been widely used as a mathematical puzzle in many hobby books since mathematician Henry Dudeney popularised it in the early 20th century. .Just wondering HOW?
  13. 1 point
  14. 1 point
    nowadays you can just use TOPs for any sort of batch processing like this
  15. 1 point
    So here is how I did it Once the grid's cells align with the texture, Facet -> Unique points, Name each primitive (assign the name attribute) Pack the geometry (using the name attribute) Work on the point locations of the grid in an attribute wrangle, using a second grid for example in input1.. Randomize the points order ( sort / points / random ) of the second grid. @P=point(1,"P",@ptnum); unpack, and the rest is trivial.. I tweaked the colors and shifted every other row randomly.
  16. 1 point
    Ok, what about something like this... Place this code in the Pre-Frame Script field of the rop_geometry1 node. Remember to switch code processing from the default of Hscript to Python. It basically scans the input folder on every frame change and uses the frame number as an index into the retrieved list. It re-writes the file1 input path and the rop_geometry1 output path to match the current file being processed. The results are stored in a folder named results, so you will have to manually create that. Quite a bit of hard coding, but it does seem to work. Just don't rename nodes and populate the input and output paths to match your folders. USAGE: Click Render on the rop_geometry1 node. # Process a series of .OBJ files. import os input_path = r"F:\Keep\Models\Rocks" output_path = r"F:\Keep\Models\Rocks\result" def returnFilesLike(passedFolderName, passedFileExtension = ".obj"): result = [] for file in os.listdir(passedFolderName): if file.endswith(passedFileExtension): result.append(os.path.join(passedFolderName,file)) return result lst_files = returnFilesLike(input_path, ".obj") l = len(lst_files) if (l>0): frame = hou.intFrame() if frame <= l: # Frame is within range of object count in this folder. file_source = os.path.split(lst_files[frame])[1] file_node = hou.node("/obj/geo1/file1") file_node.parm("file").set(lst_files[frame]) file_dest = os.path.join(output_path,file_source) rop_node = hou.node("/obj/geo1/rop_geometry1") rop_node.parm("sopoutput").set(file_dest) ap_re_process_folder_of_OBJs.hiplc
  17. 1 point
    Bevel and Inset. golfball.hiplc
  18. 1 point
    Unzip qLib somewhere. Add to $HOME\houdiniXX.Y\houdini.env file something like this: QLIB = your_install_dir/qLib-0.2.5 HOUDINI_GALLERY_PATH = &;$QLIB/gallery HOUDINI_OTLSCAN_PATH = &;$QLIB/otls/base;$QLIB/otls/future;$QLIB/otls/experimental HOUDINI_TOOLBAR_PATH = &;$QLIB/toolbar Create a new empty houdini.env file, if not exists, or append to paths, if you already have them modified. $HOME is a cool way to say "Documents" for Windows users. After that, Houdini should see qLib's operators, shelf and galleries.
  19. 1 point
    The solver by default takes only the first frame you feed it and then updates that geo with whatever nodes you have put in the solver. You have to actually update the position value on each frame. solverpoint.hip The easiest way is with a point sop after the attributetransfer in your solver. plug the attributetransfer into the first input of the point sop and plug the Input_1 into the second input. Change the position values in the point sop to $TX2, $TY2, $TZ2. That will update the position. To see the result add some animation to your grid upstream. However the solver won't work like this on meshes with changing point counts.
  20. 1 point
    Have your shader return more color than opacity. Usually shaders multiply the outgoing color by the opacity, which is of course correct, but not doing that makes the effect additive. For example, disable the premultColors VOP in the Constant gallery material (and put down the opacity) to make it's effect additive.
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