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Showing most liked content on 09/18/2018 in all areas

  1. 1 point
    you probably forgot to specify the inputs of the pop wrangle under the 'Inputs' tab
  2. 1 point
    Why not, indeed? leaningBooks.hipnc I apologize in advance if any of the code appears sloppy, I might have done some things in a more roundabout way than was required... Of course, credit for the procedure should go to Anastasia Opara, I merely reverse engineered it following her presentation!
  3. 1 point
    Maybe check out the Tokeru file. http://www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Grow_trees_with_particles
  4. 1 point
    Hi Marian, EDIT: sorry for the previous code, this one is better: $HIP/render/${HIPNAME}_`opname(chs("RS_renderCamera"))`_$F4.exr Those curly brackets are needed, because without them $ searches for the variable HIPNAME_ ... because _ can be included in the variable name.
  5. 1 point
    As proposed, here is an example file where geo is created on the fly with POP grain. See U TapisRouge.hip
  6. 1 point
    Hi. this is UV boundaries you see in the viewport. press D on viewport and in the first tab (markers) there is a drop down in the lower right. choose No Boundaries. hope this fixes it.
  7. 1 point
    Hi guys! I would like to share here my latest personal project. Everything done in Houdini and Mantra Hope you like it. Youtube Version: Shark_Youtube.mp4
  8. 1 point
    Scene with test tornado. https://vimeo.com/58393324 tornado_v02.hip
  9. 1 point
  10. 1 point
    Hi, Since almost 2 years, i 'm making some looping GIF using mostly Houdini and octane under the Spyrogif alias. Most of this works are made during various productions to test some Houdini features or while waiting during simulation time. :-) Now i've got a number of those, I thought it might interest you. These tests cover a number of differents technicals approaches and workflows from simple keyframe animation and modelling to fully procedural stuffs. The only thing in common in all these tests is that almost all are using modulo expressions with time blending to get perfects cycles. All these GIF are using a houdini>octanerender via alembic export. The main reason to that is only the fact i like to tweak my render at home and to not overload various postproduction compagnies renderfarm with silly and weird tests. :-) If you want to keep track on this "project" feel free to subscribe to my tumblr. http://spyrogif.tumblr.com/ Edit : You can now follow this on Facebook too. https://www.facebook.com/spyrogif/ Hope you like it. Ps : i'm feeling always guilty to not participate in this forums more. It's a real gold mine and a awsome community (odforce and sidefx forum). Thanks you to everybody, you are awsome. I know that i can always count on you when i struggle with a problem. Thanks for that. Some of them.. More at Spyrogif
  11. 1 point
  12. 1 point
    Is this something close to what you are after? I used the xyzdist vex function to read in closest point data, which was then fed in to an Attribute Interpolate to attach the points even on an animated geometry. H16.5.438 Apprentice move_along_surface.hipnc
  13. 1 point
    Hey Mahdi, I strongly suggest you take a look at Steven Knipping's videos. The first one is free. And the second isn't but it really has all the answers you're looking for if ever you have a few bucks to spend. Cheers!
  14. 1 point
    "Structures 2" Houdini 16, Octane 3, Lightroom/Photoshop. Cheers, Tom
  15. 1 point
    After working for "Velvet" in Munich on a motion graphics job for some weeks, doing mostly finishing, shading and rendering, I can finally do some personal explorations again. :-) "Structures" Playing with Voronoi, rendered with Octane this time (could not decide between Redshift and Octane, so got both in the end ;-) ). The spikes are a funny bug in Houdini that comes up when you are using the local transform on per-polygon polyextrusion... Done in my brandnew Houdini Core license, served from my "mobile license server" (an older Netbook with low powerconsumption I no longer use). Cheers, Tom
  16. 1 point
    "The Ball" A while ago I came up with this while testing some nodes: I exported it as FBX and rendered with Thea Render, then did some post in Lightroom to make it a bit rougher... Today I finally decided to buy Redshift and used the same object for some testing, but this time rendered as strands with the latest 2.5 beta: Cheers, Tom
  17. 1 point
    "Digital Fossil" And one more GLSL Shader Displacement:
  18. 1 point
    this will give you list of all point groups each point belongs to as string array attrib called ptingrps string ptgrps[] = detailintrinsic(0, "pointgroups"); s[]@ptingrps = {}; foreach(string grp;ptgrps) { if (inpointgroup(0, grp, @ptnum)) append(s[]@ptingrps, grp); }
  19. 1 point
    The help has two listings for optransform, one is VEX and one is an expression. Occasionally you'll run into VEX functions that aren't mapped into VOPS, this appears to be one of them. You can just pop it into an inline code node to use it in VOPS. opxform_vops.hip
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