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Showing most liked content on 01/14/2022 in all areas

  1. 3 points
    Thrilled to show a teaser of my future Houdini tutorial. Key topics: - Proceduralism: geometry and animation - Pyro: explosion with love - Karma XPU: pain and joy *99.9% done with Karma XPU Release on gumroad soon.
  2. 1 point
    It is still extremely challenging to do small scale elegants sims involving thin sheets of liquids with the FLIP solver and the default tool. Actually we have the option to use surface tension that force us to use a very high susbteps between 10-16, to get clean result. The main advantage of FLIP over SPH, is that it can solve about everything with just 1-4 substeps max, so this kills the advantage of FLIP over SPH in certain scenario. The best small scale liquid houdini artist in town like Pazuzu or melt vfx guys, both ended up to develop there own particles solver to preserve surface tension + thin sheets. That would be great to have by default inside Houdini : 1 - a particle based tension solver that would be based on a solver directly plug in the particle input of the FLIP solver, mimicking the concepts describe here by using mean curvature flow to compute surface tension force allowing us to keep low substeps : https://www.cc.gatech.edu/people/home/turk/my_papers/surface_tension.pdf 2 - a preserving sheets particle solver, that will be able to reintroduce particles cleverly inside the sims, to avoid gap in thin sheets area in the same idea describe in this paper would also help a lot : https://ryichando.graphics/sheetflip/download/tvcg.pdf 3 - an anisotropic methods for meshing small scale liquid would be very useful , the fact that VDB constrain us to use isotropic meshing is also challenging when you want to get a very clean thin flat surface that preserve detail / curvature / continuity, like describe here : https://faculty.cc.gatech.edu/~turk/my_papers/particle_surfaces_tog.pdf 4 - i would love to see better interaction between a ripple solver 2.0 and the generated FLIP mesh / sdf, to be able to post process a FLIP sims to add additional detail ripples on top of the FLIP sims base on velocity / curvature / tension. like what is describe here : http://www.cim.mcgill.ca/~derek/files/surfaceWaves.pdf EDIT : Artem Smirnov has just publish an implementation of this concept. To have a tool able to do exactly what happen at 00:32s in this video inside Houdini would be really useful. 5 - a specific 2D FLIP solver that is specially devise and optimize to work as a thin slice of data that can work with SDF and heightfield colliders. This could be combine with the new ripple solver to post process extra detail. This would allow us to generate very detail 2D map of length(velocity), vorticity, wet influence very fast, and transfert them directly to a heightfield/sdf. ( same logic of the flowmaps tools ). Generally i think a better interaction between FLIP / Heightfield / Ripple Solver 2.0 for small scale shots is really possible and would help a lot. There are very very few area where houdini is not already the perfect weapon, but for small scale elegants sims, i have the feeling that we can do better than the actual toolset, or maybe i'm wrong and small scale elegants sims will always remain the hardest nuts to crack in FX creation. PS: i know there are some randoms piece of codes on this noble forum to solve those problems, but a clean upgraded small scale workflow done by SESI wizzard would be ace.
  3. 1 point
    Procedural Modeling in Houdini In this tutorial you will learn the procedural modeling from fundamentals to advanced level. Video Presentation: What's Inside? 40 Video Chapters. 14 Hours of Lessons. Houdini 19 / 18.5 Project Files. Unreal Engine 4.26 Project Files. HDA Procedural Escalator. HDA Cable Generator. Tool Group Select. Format: Narrated, with audio commentary. Download: Gumroad: https://gumroad.com/l/ProceduralModeling ArtStation store: https://www.artstation.com/a/10610308 FREE Sample: https://gumroad.com/l/HBPRh In the first part we will start to create the escalator elements and gradually we will move to more advanced procedural modeling techniques. In this part you will also study: How to create vertex mask in Houdini for UE4 materials. How to add rig and export animated steps. How to add collision, and assign UE4 materials. In the second part you will study more advanced techniques of procedural modeling, tools development (1_Group Select, 2_ProceduralBox With Cables) and procedural uv creation. We will also create procedural uv for trim textures.
  4. 1 point
    "Rumis Field" "Out beyond ideas of wrongdoing and rightdoing there is a field. I'll meet you there." Rumi One of my favourite quotes ever... And an organics version: Both created with a custom solver in Houdini 17.5 & rendered in Redshift for High-Rez printing at 18000x12000 (https://www.artstation.com/thomashelzle/prints). Cheers, Tom
  5. 1 point
    "The Portal" Another "organics" experiment... Houdini 17.5 & Redshift Cheers, Tom
  6. 1 point
    "Where are you growing AT" Experiment with growth on a recursive subdivision grid. Houdini 17.5 & Redshift. Cheers, Tom