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  1. 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
  2. 4 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: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
  3. 4 points
    started playing with rbd
  4. 4 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!
  5. 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.
  6. 3 points
    I'd like to share a project I have been on for the last 3 weeks as the sole creator. All CG work was done in Houdini, Redshift, and Nuke. Some minor work was also done in PS and AE. Shoutout to the Gridmarkets team for the support and helping me meet this tight deadline! Feedback/criticism is welcome. https://vimeo.com/346944545
  7. 3 points
    Matt, Adam, Manuel and Moritz offer really efficient Houdini trainings: http://www.tokeru.com/cgwiki/index.php?title=Main_Page https://helloluxx.com/product/learn-houdini-jumpstart-ultimate-bundle/ https://vimeo.com/entagma https://www.patreon.com/entagma
  8. 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.
  9. 3 points
    I love when I ask here and then I have a thousand ideas just cause I asked it here. So theres this attribute called stopped. i@stopped = 1; makes that set of particles to stay steady
  10. 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.
  11. 3 points
    Here is another method of copy-stacking any kind of object on top of itself. After sorting line points by height you can toggle between keeping proportions and a custom ramp shape (left). vector pos_next = point(0, 'P', @ptnum + 1); float height = pos_next.y - v@P.y; float grad = 1.0 - ( @ptnum / float(@numpt - 1) ); float radius = chramp('shape', grad); if(chi('proportion_keep')){ v@scale = vector(height); } else{ v@scale = set(radius, height, radius); } if(@ptnum == @numpt - 1){ removepoint(0, @ptnum); } Incoming objects are scaled to unit size with 1/$SIZEY and floored with -$YMIN in a transform node before copying. stacked_copies.hipnc
  12. 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/
  13. 3 points
    Ah, added an alpha fade to the lines: drippy_pixels_v2.hip
  14. 3 points
    Or some mild abuse of scatter, attribfrommap, attribnoise: drippy_pixels.hip
  15. 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
  16. 3 points
  17. 3 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
  18. 3 points
  19. 2 points
    Using the "Planar Patch From Curves" gives really nice results. Leaf_v0103.hiplc
  20. 2 points
    alternatively just append Repack SOP after native Assemble SOP and check Repack Packed Fragments
  21. 2 points
    Hey guys, just a quick update on the tools: All Houdini Assets now have complete Houdini native documentation available. LYNX_fabric has a new LYNX_fabric_color node to control the color/Alpha/width attributes in a layered based fashion. LYNX_fabric_resample (LYNX_fabric_thread uses this heavily) is up to 10 times faster & LYNX_fabric_weave up to 70% Full install instructions are now available on GitHub . The download is now also only via Github and not via my website anymore. Various bug fixes & performance improvements on LYNX_force_general, LYNX_fabric, LYNX_velocity.
  22. 2 points
    I have posted a RFE which is now implemented. Thanks SideFX UV Relaxation of existing UV islands is now a feature of the UV Flatten node when "Preserve Seams" and "Preserve Layout" is turned on in Houdini 17.5.319.
  23. 2 points
    Thanks Aslak! Your tool did pop up already when trying to find an answer, I'll give it a try I did by accident find the solution, little button to switch to a images, then you can "shift + LMB drag" to sample an area. Doc's for other people interested: https://www.sidefx.com/docs/houdini/ref/windows/coloreditor.html#image
  24. 2 points
    i@test = opdigits(s@name); https://www.sidefx.com/docs/houdini/vex/functions/opdigits.html
  25. 2 points
    The snippet parm in the Wrangle is a String Parm, Multi-line String, and it has a tag named "editorlines". That tag is set to 8-30, so the maximum displayed lines is 30. It is a "factory" default, and that Attribute Wrangle HDA definition is in the Houdini installation directory. You could probably redefine that factory HDA (my terminology here is probably incorrect) by right clicking on the node and then "Type Properties..." and saving to another library, which will override the factory one. For me it is a thin ice, I don't want to do it Just for an illustration, I just I duplicated the Parm interface and set bigger "editorlines" in a spare parameter:
  26. 2 points
    i guess the geometry can be separated by group names or by some attribute. if you want a separate objects, like /geo/obj1 .. /geo/obj1000 - which I wouldn't recommend as it will be a nightmare to work with (i understand thou for Maya person this kind of idea makes complete sense) - anyways, if you want to do that, i recommend using a Python script that will extract pieces for you into and individual containers, or you could try TOP network i presume, and batch process that stuff. Or you can use a loop to export each attribute value as a separate file on disk. And there are probably more options how to approach it. What I would do is also a Python script, but I would split the geometry into multiple streams inside of the original object, each containing one poly group. I do that often with poly groups. The script is as follows and you can save it easily as a shelf tool. You select the node inside of your geo container and run the script, which should populate your network with number of outputs, one for each group: selNode = hou.selectedNodes()[0] selNode.setPosition([0,0]) if len(hou.selectedNodes()) == 0: hou.ui.displayMessage("Make your selection first", title = "Error") else: listGroups = selNode.geometry().primGroups() groupsNum = len(listGroups) hou.clearAllSelected() for prim in listGroups: createDel = selNode.createOutputNode("blast", "OBJ_"+prim.name()) createDel.parm("group").set(prim.name()) createDel.parm("negate").set(1) createDel.parm("removegrp").set(1) createDel.setSelected(True, clear_all_selected = False) selNode.setPosition([(groupsNum),0]) hou.ui.displayMessage("Created " + str(groupsNum) +" objects") cheers. D. edit: to put the individual pieces into origin with centered pivot use for loop per group (per attribute value) with transform SOP in there (before you run the script). pivot can be easily centered by hscript expression "center('../'+opinput('.',0), D_X)" - without quotes and you'd have to do it for each axis (this one obviously works for world X axis, written like this it centers to the geometry of connecting node). Centering the object itself is then done by putting the negated valued into the transform XYZ parameters.
  27. 2 points
    i came across exactly the same thing. the outer layer is simply casting an undesired shadow which can be easily removed in shader with isShadow VOP:
  28. 2 points
    Set Flow SOP preview: 1. https://vimeo.com/347248950 2. https://vimeo.com/347476024
  29. 2 points
    There are a lot of little problems in your scene (excessive twiddling of parameters to non-default values). Your best bet is to throw away the smoke and debris setups and recreate them with the shelf tools. Once I did this, the basic smoke and debris effect started working as expected. Your smoke isn't fading because you have changed the control field from temperature to velocity. Because you use excessive velocity, on the breaking sphere, the velocity seems to be carrying through into the velocity field, which is too strong to reduce the dissipation. This display also highlights that there are some problems with the internal boards, which kick out a bunch of high velocity particles half way through the simulation. You might want to just delete any of the debris particles that are generated inside the box of the main tower, providing only the external particles to the smoke sim. ap_Tower_19_03_maybe_05.zip
  30. 2 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 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
  31. 2 points
    Don't think too much ....:P implicit surface iso surface formula--- than clip it...You have 1milion formulas for that exampels https://sites.google.com/site/zwayorg/script-and-gizmo/houdini/houdinimodeling
  32. 2 points
    Organics: "Lace" The queen decided that for her 3389th birthday, she would wear nothing but the most intricate laces. Thousands of trained silk worms were worked to exhaustion. But the result was worth it... This one needed to be rendered as Redshift hair instead of cylindrical strands that I use normally, since my 64 GB RAM did not suffice for the conversion... Cheers, Tom
  33. 2 points
    Organics: "Cocoon" Today he would leave his cocoon forever It had kept him alive and safe for years But it had also defined his boundaries It was a frightful thing to leave them behind... GO! Houdini, Redshift, Luminar 2018 Cheers, Tom
  34. 2 points
    https://gum.co/king_feather_tools
  35. 2 points
    Houdini Feather Toolkit is here! Excited to announce the release of the tools developed for my thesis project! Special thanks to Alt.vfx for proving out these tools in production! They're better at making birds than I am with my own tools! Get the full commercial FX Tools here: https://gum.co/featherToolsFX Get the Indie Tools here: https://gum.co/featherToolsLC Comes with: 1hr+ Video Tutorials Example Files 9 HDA's 8 Feather Presets Works with 3rd party render engines. These tools are not affiliated with The Mill or SideFX, they were created for my thesis project at Drexel University. For any questions please reach me at trzankofx@gmail.com
  36. 2 points
    maybe this can help
  37. 2 points
    GPU mantra GPU sparse smoke solver. Like the one this guy made Some love to the CHOPs animation tools, for non-animators (ie: spring, jiggle). Ways to make it easier to procedurally (group?) effect only certain parts of the incoming data. More control and options to fine-tune when using spring, etc.
  38. 2 points
    Gas match field will let you create a new field and gas analysis will do a specific calculation, such as find the gradient or curvature. It's similar to the vdb analysis. Then gas calculate lets you do math operations, such as combining fields by adding or multiplying, etc. So if you had a FLIP sim, you could use a gas match field to create a new field, using the flip surface field as reference. Then you could calculate the gradient of the surface, and store it in that newly created field. Make sure to pick the right class of field for the new field, based on the operation you'll do with the gas analysis. Ie: to store a gradient calculation, it needs to be vector. Now you have a vector field, based on the gradient of the flip surface. You can use a gas calculate or gas linear combination (preferable for simple operations) to add that field to vel. Also, there's a masterclass called 'building fluid solvers" or something like that. definitely worth checking out.
  39. 2 points
    Amazing stuff, relay nice work.
  40. 2 points
    This is more comedy than horror, but might give you some ideas. Need a better way to stick the worms to the character, right now I'm just doing a lowbrow 'find the closest point and head there, plus up a bit', so the worms throw themselves in a rather madcap way. I'm sure you or someone else can improve on this! vellum_worm_guy.hip
  41. 2 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
  42. 2 points
    Looks great. and fun. Huge project for one person! My last project I worked as Tech anim/CFX artist and just can not keep on looking at all those floating charters and feet intersections... Other than that looks really great. Good job.
  43. 2 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.
  44. 2 points
    Hey all, here's a shot I've been working on! Speed Tree, Houdini and Redshift. Have a good one
  45. 2 points
    for those who are wondering: I found out I need to adjust the speed. Lower winds create higher frequency waves. It seems to look much better than adjusting the grid size, you do not see all that tiling in the texture.
  46. 1 point
    It should work fine in a standard vellum sim clothvortex.hipnc
  47. 1 point
    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.
  48. 1 point
    Yes, you want the Vellum Rest Blend DOP, which you can point at an external SOP that animates your rest geometry. It will update the rest state of a specific set of constraints based on the input Rest geometry. With 17.5 there is a help example for Vellum Rest Blend SOP that shows some uses of it. Attached is an example of lengthening hair curves over time. Note the rest topology has to match the original geometry, i.e. you can't add points, but you can transform them in various ways. grow_hair.hip
  49. 1 point
    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
  50. 1 point
    aha, thanks. Swann.
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