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## Popular Content

Showing most liked content since 02/25/2020 in all areas

1. 20 points

## Membrane tearing

Hi gang ! Here is my latest vellum file, I played around with noises and constraints. My goal was to emulate a membrane tearing, much like a burning film: You can download the hipfile and play around with it tearing_share.hip
2. 18 points

## Procedural Monster

With this work I tried to do a metalic monster with a inverse pipeline..the model exist from the rig, on this case a single line... that is completly procedural.
3. 14 points

## 1 Minute VEX

Hello everyone! Every Monday at 12am for the last 3 weeks I have been uploading VEX snippets as mini-tutorials on my website: https://aaronsmith.tv/1-Minute-VEX Here, through '1 Minute VEX', I'll try to walk you through some of the more obscure and advanced functions that exist, and add as much explanation as possible to accompany the images in text based form. These are not for Houdini beginners! I also intend on all of my website's educational content being free - permanently. No donations, no subscriptions, no coupons. Below is 1 Minute VEX III as an example; Let me know if anyone has any suggestions for improvement! - 1 Minute VEX III - Ray-Cast Ambient Occlusion
4. 13 points

## Official release of the Houdini Music Toolset (HMT)

This is the official release of the Houdini Music Toolset (HMT)! Here's a tour and demonstration Download and installation instructions as well as documentation can be found on Github. I'm also releasing two tutorials: 00 Installation and Sound Check 01 How to make a Simple Note For the last 5 years I've been doing progressively more advanced music composition in Houdini. The mergers of music and visuals have been a life-long passion for me. In addition to teaching dynamics and FX in Houdini, I've also given selective talks and demonstrations on my personal music developments to groups like the Vancouver Houdini User Group, the Los Angeles Houdini User Group, and the Procedural Conference in Breda. I always experience an overwhelming amount of enthusiasm and a supportive community. Here's my way of both saying thank you as well as furthering anyone who would also like to combine musical and visual art. The Houdini Music Tool-set turns Houdini into a powerful music making suite (a MIDI sequencer). Be sure to keep a look out for free weekly tutorials covering the tool-set and workflows. Enjoy!
5. 13 points

6. 12 points

7. 11 points

## A simple, robust setup for vellum and bullet interaction

Not long ago I was tasked with a simulation of bags of hard candy falling and splitting open on the floor, with the candy of various shapes and sizes spilling out. This turned out to be way harder then I thought. There is really no built in way for vellum and bullet dynamics to interact with each other in Houdini. After searching the internet, I did find one tutorial on kind of faking the interaction, but it seemed overly complicated to me. So after a bit of R&D I came up with this setup. Its very simple and fast, and solves both the vellum and bullet sims in one network at the same time: It basically works by importing the RBD geo into the vellum collision solver, and the vellum geo into the bullet solver. The mass of the RBD has to be faked in somewhat, so it interacts with the cloth in a more realistic way, but that's it! See hip for example: vellum_x_bullet.hip
8. 11 points

## How handle this mushroom shape procedurally ?

Here is my take on the schizophyllum commune: Project a distorted grid on a displaced torus. Iterate over remeshing and relaxing the grid. Scatter random points along the outer edges. Find their shortest paths across the mesh. Convert the curves into a signed distance field. Offset the SDF contour based on curve orientation. The gills can be flipped by negating the orientation along the path curves. mushroom.hipnc
9. 11 points

## Is it possible to up-res the new sparse pyro solver??

Here is my tutorial, done super fast so don't be too harsh I hope this is helpful Sparse Pyro Upres, the easy way - part1
10. 10 points

11. 10 points

## FLIP smorganic/sheeter effect?

Hi @lobao, Thanks for following up the progress. Regards a paid tutorial, I think a tutorial is not enough, it has to be a Masterclass or something more robust, this method is not a simple one to deal with, also the pipeline is made out of many different stages that has to be explained in a nice way without overwhelming too much the attendants, so I'm trying to find the best way to do this, maybe a Patreon or a a collection of hips on Gumroad. A Patreon is a good idea, I have many techniques and tools to show, so I think that method would be nice, or maybe people is searching for another way to learn. Who knows! Anyway thanks again to be interested! Alejandro
12. 9 points

## Stormborn Studios First Reel

Hi guys, Happy to share this with you! Let me know what you think! Cheers, Manu
13. 9 points

## Houdini NLE Clip Mixer

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
14. 9 points

15. 9 points

## Minimal spanning tree

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
16. 9 points

## On Growth and Form

More fun 13.lesson. projectione.h /*! \fn vector2 one_sphere(vector2 z; float r) \brief Project \f$z \in C\f$ to \f$S^1\f$. Project \f$z \in C\f$ to \f$S^1\f$ with radius \f$r\f$. \param z the direction in \f$C\f$ to project to \f$S^1\f$ \param r the radius of \f$S^1\f$ \return the point \f$z \frac{r}{\mid z \mid}\f$ */ vector2 one_sphere(vector2 z; float r) { return z / length(z) * r; } /*! \fn vector two_sphere(vector z; float r) \brief Project \f$z \in R^3\f$ to \f$S^2\f$. Project \f$z \in R^3\f$ to \f$S^2\f$ with radius \f$r\f$. \param z the direction in \f$R^3\f$ to project to \f$S^2\f$ \param r the radius of \f$S^2\f$ \return the point \f$z \frac{r}{\mid z \mid}\f$ */ vector two_sphere(vector z; float r) { return z / length(z) * r; } /*! \fn vector2 stereo2(vector c) \brief Stereographic projection from \f$S^2\f$. Stereographic projection from \f$S^2\f$ into \f$C\f$. \param c the vector in \f$S^2\f$ to project into \f$C\f$, , must not be \f$(0, 0, 1)\top\f$ \return the stereographic projection to \f$C\f$ */ vector2 stereo2(vector c) { float x = c.x; float y = c.y; float z = c.z; return set(x, y) / (1-z); } /*! \fn vector stereo3(vector4 c) \brief Stereographic projection from \f$S^3\f$. Stereographic projection from \f$S^3\f$ into \f$R^3\f$. \param c the vector in \f$S^3\f$ to project into \f$R^3\f$, must not be \f$(0, 0, 0, 1)\top\f$ \return the stereographic projection to \f$R^3\f$ */ vector stereo3(vector4 c) { float x = c.x; float y = c.y; float z = c.z; float w = c.w; return set(x, y, z) / (1-w); } /*! \fn vector4 stereo3_inv(vector c) \brief Inverse of the stereographic projection from \f$S^3\f$. Inverse from \f$R^3\f$ into \f$S^3\f$ of the stereographic projection. \param c the vector in \f$R^3\f$ to reproject into \f$S^3\f$. \return the projection into \f$S^3\f$ */ vector4 stereo3_inv(vector c) { float x = c.x; float y = c.y; float z = c.z; return set(2*x, 2*y, 2*z, length2(c)-1) / (length2(c)+1); } vector stereo3_e4(vector4 c) { return set(c.x, c.y, c.z) / (1.-c.w); } vector stereo3_e4_inv(vector c) { return set(2*c.x, 2*c.y, 2*c.z, length2(c)-1) / (length2(c)+1.); } /*! \fn vector sphere_inversion(vector z; vector center; float scale) \brief Sphere inversion Perform a Möbius tranformation to project every point inside the the unit sphere in \f$R^3\f$ to outside and vice versa. \param z the original vector in \f$R^3\f$ \param center the center of the sphere \param scale the radius of the sphere \return the inverted vector */ vector sphere_inversion(vector z; vector center; float scale) { // Compute translation, then transform in the origin and retranslate vector translation = set(center.x, center.y, center.z); vector transformed = z - translation; return transformed / length2(transformed) * pow(scale, 2) + translation; } complex.h *! \fn vector2 cmul(vector2 z; vector2 w) \brief Multiply two complex numbers Multiply two arbitrary complex numbers. \param z first factor \param w second factor \return \f$z \cdot w\f$ */ vector2 cmul(vector2 z; vector2 w) { float x = z.x; float y = z.y; float u = w.u; float v = w.v; float real = x*u - y*v; float imaginary = x*v + y*u; return set(real, imaginary); } /*! \fn vector2 cdiv(vector2 w; vector2 z) \brief Divide one complex number by another complex number Divide one arbitrary complex number by another non-zero complex number. \param w divident \param z divison \return \f$\frac{w}{z}\f$ */ vector2 cdiv(vector2 w; vector2 z) { float x = z.x; float y = z.y; float u = w.u; float v = w.v; float divisor = pow(x, 2) + pow(y, 2); float real = (u*x + v*y) / divisor; float imaginary = (v*x - u*y) / divisor; return set(real, imaginary); } /*! \fn vector2 cpow(vector2 z; int n) \brief Compute the \f$n\f$-th power of a complex number Compute the \f$n\f$-th power of a complex number, for \f$n \in N\f$. \param z the complex number \param n the exponent \return \f$z^n\f$ */ vector2 cpow(vector2 z; int n) { float x = z.x; float y = z.y; float r = length(z); float phi = atan2(y, x); return pow(r, n) * set(cos(n*phi), sin(n*phi)); } /*! \fn float real(vector2 z) \brief Give the real part of a complex number Give the real part of a complex number represented by the first component of a two element vector. \param z the complex number \return the real part \f$a\f$ of \f$z = a + ib\f$ */ float real(vector2 z) { return z.x; } /*! \fn float img(vector2 z) \brief Give the imaginary part of a complex number Give the imaginary part of a complex number represented by the second component of a two element vector. \param z the complex number \return the imaginary part \f$b\f$ of \f$z = a + ib\f$ */ float img(vector2 z) { return z.y; } /*! \fn vector2 e_to_the_is(float s) \brief Give a point on the one-sphere. Give a point on the one-sphere parameterized by \f$s\f$ in the parametric form. \param s the real parameter \return the point \f$(\cos s, \sin s) \subset C\f$ */ vector2 e_to_the_is(float s) { return set(cos(s), sin(s)); } vector4 f; p@f; float n = chi("n"); float k = chi("k"); int j = @ptnum; float cosine = cos(($PI*j) / (2.*n)); float sine = sin(($PI*j) / (2.*n)); vector2 cosine_exp = cosine * e_to_the_is($PI -$PI/(k+1)); vector2 exp_neg = e_to_the_is(- $PI/4); vector2 exp_pos = e_to_the_is($PI/4); vector2 sine_exp_neg = sine * exp_neg; vector2 sine_exp_pos = sine * exp_pos; float j_mod_4n = j % (4*n); if( j_mod_4n < n ) { f.x = cosine; f.y = 0; f.z = real(sine_exp_neg); f.w = img(sine_exp_neg); } else { if( j_mod_4n < 2 * n ) { f.x = real(cosine_exp); f.y = img(cosine_exp); f.z = real(sine_exp_neg); f.w = img(sine_exp_neg); } else { if( j_mod_4n < 3 * n ) { f.x = real(cosine_exp); f.y = img(cosine_exp); f.z = real(sine_exp_pos); f.w = img(sine_exp_pos); } else { if( j_mod_4n < 4 * n ) { f.x = real(cosine); f.y = 0; f.z = real(sine_exp_pos); f.w = img(sine_exp_pos); } else { f.x = cosine; f.y = 0; f.z = real(sine_exp_pos); f.w = img(sine_exp_pos); } } } } p@f = f;
17. 8 points

## Weathering texture tool

Here is the VEX version of the streaking texture procedure. It's pretty flexible now: Starting curves from uncovered areas to any angle, jumping over gaps, gradually changing target direction, measuring curve length for any point and of course texture mapping. Model taken from threedscans.com streaks_VEX_2.hipnc
18. 8 points

## VEX for artists

I have a Houdini GitHub repo where (in addition to the code section, which is the Houdini pipeline for my personal projects) I store all my R&D notes related to the pipeline developing and programming organized as one wiki. The valuable part of this wiki is VEX for Artists tutorial, where I record everything I was able to understand about VEX in form of tutorials, so it might be useful not only for me but for anybody else, who is going the same route of learning programming from scratch. It was built by a guy with an artistic background and no technical education and skills, so it might be suitable for the same type of peoples. Easy and clean, a lot of simplification, a lot of explanation of basics. This VEX tutorial was just updated with a new section: Solving problems with VEX. Here, using the basic blocks studied earlier we will create something meaningful for the production. The first example we look into is the creation of a hanging wire between 2 points. For those who tried or even afraid to begin to learn VEX but fail and stop because it was too hard. Enjoy!
19. 8 points

## ATAT destruction

Hey guys, I am working on new personal project and I would like to share some playblasts I did. I guess it's useless to say where this idea comes from This was the first iteration. I kinda liked it but I decided to move on and do some other iterations. THe splitting was a bit unnatural. After finalizing the RBD setup I started with the main fireball. Here is a playblast of it. Could be better. That's the current stage of it and I don't think I will have time to do more versions. RIght now I amrendering everything and started to work on the secondary elements. Updates soon, I hope
20. 8 points

## FLIP smorganic/sheeter effect?

Hi, Here is a personal project that uses a new iteration of my small scale pipeline. I still need to improve some things regards the micro-ripples but I think they are working well for this one. I hope you like it! Thanks!!
21. 7 points

## Applying Scales to Mesh Surfaces

Two rather short tutorials showing a simple approach on covering mesh surfaces with scales: Houdini file and discussion here:
22. 7 points

## Carving Mesh Surfaces

Here is a method to carve mesh surfaces with extrusions, gaps, holes, profiles based on their distance from curves or polygons. Projecting curves or polygons on a primitive. Measuring distance with xyzdist(). Distance rings done with polygon cutting. Carving in various profiles with ramps. profiles_2.hipnc
23. 7 points

## Procedural Desintegration [Tutorial]

Hi all I am posting a simple procedural desintegration that is very fun to build, as always, with quaternions and vex. Vex is annoted, Hope you will like it. There is a line in vex where i remap a random quaternion [0, 1] to [-0.7, 0.7]. It roughly removes the random overlapped orientations. If you disable it you can see that orientations are a bit biased because of the 0 - 1 range. Update : Now with RBDs lego_desintegration_RBD_001.hiplc
24. 7 points

## Weathering texture tool

Currently working on a from-scratch texturing procedure that simulates water running down surfaces. Models shamelessly taken from @animatrix course files. Starting with projected points, the curves run along a volume until they drop onto the next underlying surfaces using nested while loops. The watery effect is achieved in COPs where the texture is drawn based on measuring distance from texture positions to these curves. Alright, enough art, here comes the proof of dripping :
25. 7 points

## Mystique(X-MAn) Flower (and muchus More)

Just Have Fun Now Flower Effects and much more Its Crystal Case mystiqueTransform.rar
26. 7 points

## Amazing project by Robert Hodgin

Hey there, I discovered during random internet peregrinations this amazingly beautiful / clever / impressive project done in Houdini, by Robert Hodgin. i was so astonished by the whole concept and technical execution of it that i really wanted to share it here with you, if it can interests some people here. http://roberthodgin.com/project/meander?fbclid=IwAR2MX7EDeWLKC_U8x4TEZEn7eP8fS0bchytNH7j20FQTGcyPOOaDlFQyhvY It is basically a kind of imaginary generative cartography system that draw 2d detailed antique maps of imaginary rivers flowmap and their derivation with time. I find the attention to details and the whole process totally stunning. If i understood correctly Robert Hodgin is as well the co-creator of the cinder programming framework. Don't hesitate to check his other works on his website, it's full of super interesting ideas (I did not know in which rubric to post this exactly, feel free to move it if needed.)
27. 7 points

## Simple Tree Tools

Yes I do! I just created one Here you go!
28. 7 points

## Procedural Robots

Hey guys, Wanted to share a setup I made generate procedural robots, here are some renders: Will post some more tomorrow, drops automatic geo from one shape and obj model as silohuette Cheers!
29. 7 points

## FX/CFX reel

Just updated my reel. Check it out
30. 6 points

Only sharing files and links for peoples that want to learn ..including mine self Here its snippets(File) useful for Tricks and Links for Video Tut INC ...WITH FILE. https://vimeo.com/454127040 https://vimeo.com/207724703 https://vimeo.com/305429043 uiHud.hiplc
31. 6 points

## Pop orbit object [Tutorial]

Hi all ! I did a simple vex scene with particules orbiting an object. The main challenge is to avoid particules to exit their orbit by computing an vector that correct their distance to the surface object from an iso value. Hope you like it. Update : Added the gradient of geodesic distance as axis of rotation for the particules. Usefull if you want to rotate along each element of a geometry, like arms, legs, tentacles, etc. pop_orbit_001_odforce.hiplc
32. 6 points

33. 6 points

## How handle this mushroom shape procedurally ?

Here's another plant generator this time growing from crevices / occluded areas. It's essentially blending the volume gradient with some curl noise based on distance. mushroom_grow_out.hipnc
34. 6 points

## How handle this mushroom shape procedurally ?

I tried. I couldn't think of a clever way to do it, but I hope it helps. Mushroom.hiplc
35. 6 points

## FX Reel 2020

My latest reel, 2020. Collection of shows 2016-2019.
36. 6 points

## Interaction between two different smoke objects

Hello there I was looking for a solution on how to simulate two smoke objects with different density fields and still have them interact. I couldn't find a solution from a quick search so I thought I'd post here now it's resolved. To achieve this result you need to dive inside each smoke object and disconnect the velocity field. Copy the velocity field creation dop from within an object and attach it with an apply data beneath the merge where you bring the objects together. Set the data sharing parameter on this node to "Share Data In One Timestep" and you should be good to go. You could also share more fields between smoke objects if you don't require individual data for both I've attached a hip file All the best, Lucy multiObjectInteraction.hipnc
37. 6 points

## 10 expert tips for better Houdini FLIP fluid simulations

http://www.cgchannel.com/2020/03/10-expert-tips-for-better-houdini-flip-fluid-simulations/?utm_source=feedburner&utm_medium=feed&utm_campaign=Feed%3A+cgchannel%2FnHpU+(CG+Channel+-+Entertainment+Production+Art)
38. 6 points

Fun
39. 6 points

40. 6 points

## Erode / Rock tool I'm building

Hey guys, here's an update for the first Rock Pack that I'm building. I ran into a little bit of technical difficulties and I was fine tuning the look to get something coherent and realistic. Here's the result so far :
41. 6 points

## ATAT destruction

Almost done with the compositing This evening I'll post some flipbooks
42. 6 points

## On Growth and Form

make stones-make patterns have fun (H 16.5) stijene.hipnc
43. 6 points

## Make Curve In VEX

please take a look at the attached file. it´s an example how you could create bezier curves with arbitrary degree and another one relying on beziers in hermite form since you wrote about blending curves... petz curves_vex.hipnc
44. 5 points

## Crystals

using Arnold's Nested Dielectrics feature.
45. 5 points

## Procedural Creature

Here is a procedurally animated creature using some of the all new rigging tools. Had to brush up my russian skills1 to get this working ; ) 1 H18.5 Rigging Tutorial: https://www.youtube.com/watch?v=-AFJ5j47pwE spider.hipnc
46. 5 points

I have created a video tutorial to go with it:
47. 5 points

## Basic operators in vex / python

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
48. 5 points

## Peter Claes - Youtube channel

Hey all, I have just released a bunch of old Houdini training videos I had done in collaboration with 3d buzz. Keep in mind that the training is about 10 years old, but I still wanted to give it a place where it could live on. You can find out more about it here: https://www.youtube.com/watch?v=DnYTUV_RIaU
49. 5 points

## Erode / Rock tool I'm building

I made a edge detection setup so here's a test render with the edges, might need some tweaking for variation, and take occlusion into account, but, yes, I like
50. 5 points

## FLIP smorganic/sheeter effect?

Thanks Andrea! Attached are two screens where you can see the general particle count. I tend to not abuse the particle count to have good meshing results (so I don't use re-seeding), that's mainly because if you need to re-time you can have weird pulsing artifacts, so the only way to overcome this is to over-smooth, and that can be very expensive sometimes and will kill nice details, also boundary conditions can have flickering as well with overcrowded particle clusters closer to colliders. Instead of this I use a method to redistribute the particles to have a more uniform distribution between them, this way you can have very nice and smooth edges without so many particles and have a more clean and smooth mesh without sacrificing details.
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