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  1. 20 points
    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. 19 points
    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. 18 points
    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
  4. 13 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. This list was started years ago, so some of the solutions may be dated. 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 [PYTHON] OP UNHIDE ALL (opunhide) 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 [PYTHON] On Copy OF HDA or Node 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 Delete Outer Fracture Pieces, Keeping Inside Pieces UV Mapped Displaced Along Length Curly Curves Slow Particle Image Advection Nebula Saw Through VDB Like Butter Fuel Based Rocket Launch With Smoke Fuel Based Rocket Launch With Smoke [upres] Deform Pyro Along Path Bend Pyro Gas Repeat Solver With RBD Collision Raining Fuel Fire Bomb City Video Tutorial Pyro Cluster Setup (Animated Moving Fuel Source) [PYTHON] Mantra .MTL File Reader (creates new materials) Pyro Dampen By Distance FLIP Fluid Sweeps Away Crowd Ragdoll Gas Repeat Solver X-Men Mystique Feather Effect Camera Frustum Geometry Culling Vellum Extrude Shape Into Cloth Wire Web Constraint Setup Pyro Smoke Font Dissolve "Up In Smoke" Helicopter Landing With Vellum Grass and Dust or Smoke Another Thin Sheet Fluid Setup Color Rain Drops Over Surface Dual Smoke Object Wand Battle Custom GasDisturb node (easy to use) Hair Driven Grass Example File Pyro Smoke With Masked Turbulence Align High Resolution Mesh With Low Resolution RBD Simulation Streaky Portal Effect Height From Luma Cracking Glass Dome, Fracture VEX Noise Types FLIP Waterwheel Fracture Brick Wall Using UVs Vellum Stacked Torn Membranes Terrain Topographical Line Curves Prepare RBD Fracture For Unreal Alembic Export Growing Ivy Solver Fix For Intermittent FLIP Surfacing Issue Extensive RBD Fracturing Thread With HIP Files Peter Quint's Pop Streams Particle Example Fracture Geometry To Release Flip Fluid Inside Procedurally Reverse Normals Vellum Culling Voronoi Shape To Shape Transition Animated Scattering Accessing Parametric UVs On A Surface Organic Hallways/Corridors Through A Mesh Smoke Particle Dissolve Along One Axis Expanding Vellum Rings That Collide With One Another Read, Fetch, or Get SOP Attribute Inside Of DOPS Broad Splash When Object Enters Water Blendshape Crowd Example [PYTHON] Replace Packed Intrinsic Geometry From Another Source Rip/Tear Part Of Paper To Reveal And Roll Up Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python Houdini Blueprints FX Thinking Rich Lord HIP Files iHoudini Qiita Ryoji Toadstorm Blog Eetu's HIP Of The Day Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles 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 Johhny Farmfield Vimeo SideFX Go Procedural
  5. 10 points
    I had a go. I'm positive there's an easy way to do this in mops, but I'm a masochist and enjoyed the challenge of doing this from scratch. Definitely look into mops if you want to do more of these kind of things! The vex looks a bit scary, but its mainly a few ramps controlling when and how the chunks get moved: get a horizontal ramp from the bounding box run it through a few channel ramps, each ramp controls a different part of the effect; eg a ramp that tells the noise to start at 0, go to 1, then back to 0, while another ramp determines when the pieces morph from word A to word B, while others control scale add time to the ramped values, clamp it, so that it slides through the words modify the transform of each chunk. make chunks from word A start with a scale of 1, then scale to 0, while word B does the opposite word A chunks start with no rotation, then gradually start to rotate while they scale down, word B does the opposite finally blend (lerp) the positions from word A to word B, adding some animated noise in the middle bit as they move. The cross-fading of scales hides the transition between word A and word B. voronoi_morph_v03.hip
  6. 9 points
    Two rather short tutorials showing a simple approach on covering mesh surfaces with scales: Houdini file and discussion here:
  7. 9 points
    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
  8. 8 points
    Evenly spaced curves from surface distance: 3D straight skeletons from connecting curves centroids: iso_curves.hipnc
  9. 7 points
    Hey everyone, A new stable version of MOPs, v1.5, is now available. This encompasses a broad range of new features and bugfixes introduced since v1.4 last May. You can view the whole changelog and download the release here: https://github.com/toadstorm/MOPS/releases If you're new to MOPs and don't know what it's about, check out the Houdini HIVE presentation on MOPs from May 2020: Thanks to everyone who's helped out by submitting bugs, suggesting features, and of course buying MOPs+.
  10. 7 points
    Ok, I think I finished this. If anyone is interested, the hip file is available below. I hope it could be instructive for beginners. I added leaves, they can have a general motion (breeze), and you can add another wind based on the tree motion (length of averaged velocity). I discovered that Bone Deform is way faster than Point Deform (it was realtime for this tree), but Point Deform is more accurate. My setup includes both, I use Bone Deform for previewing, you can just switch. The wire sim is realtime as well, and cooking everything with leaves and with little branches was around 3 fps on my shy laptop without any pre-caching. (I think it's not that bad.) Actually the leaves part could be better, for example right now leaves don't orient themselfs according to the direction of the wind... so some controlling features like this still would be nice to have. Well, feel free to improve it I would say, theoreatically this setup should work with any tree, bush, plant, etc. created by the Labs Tree tools. The hipfile includes some notes as well, I tried to explain why am I doing what I'm doing. Also, I started an attempt to create a non-simulated tree motion, what I saw in nirfse3D's videos about his Simple Tree Tools. Not really impressive right now... I have no idea how he did it, this approach is getting really slow with more branches Anyway. Best wishes! tree_16.hiplc
  11. 7 points
    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
  12. 7 points
    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
  13. 7 points
    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
  14. 6 points
    Transferring curl noise curves into volumes along with displacements based on principal curvature is another way to shape organic sculptures. sculpture_2.hiplc
  15. 6 points
    Hi @caskal, you could push curves in the opposite direction of the underlying surface normals and use them as a collider for a vellum simulation. asphyxiate.hiplc
  16. 6 points
    Some of your settings are bit strange, maybe you want to use them like that not sure. But i did some cleanup and tweaks to your initial tank, to use narrowband and adaptive solve to make it faster so you can push more details. broad_splash_02.hip
  17. 6 points
    Here is a slighty extended example for space colonization mostly based on Entagma's tutorial: https://www.youtube.com/watch?v=XtYkMnM-szY space_colonization.hiplc
  18. 6 points
    The cluster node, combined with some others, does a good job at vectorizing images: vectorize_image.hiplc
  19. 6 points
    Have Fun @nghiatranduc94 Yupiiiiii.hiplc
  20. 6 points
    How to create a procedural mushroom model in SideFX Houdini. Video: Original thread: Latest file version: https://gumroad.com/konstantin_magnus
  21. 6 points
    I have updated the plant generator a bit. It contains a few examples of modeling growth. seashell.hiplc
  22. 6 points
    Hello, great work! Seem it is the FLAM fever again as so many people recently implementing it! I just finished an implementation of The Fractal Flame Algorithm too! Not sure how you did yours but I did mine entirely in CVEX. If anyone is curious you can check the results and download the tool here: FLAM3 for SideFX Houdini Its free and the HDA is unlocked so you can extend it if you like. ( the CVEX code is pre compiled tho because it was so much code that was the only way to keep it manageable ) The 3D version of the variations ar what they are, some work better than other and some are really hard to port into 3D so the 3D option is really there just for fun but consider it a 2D tool and you should use it that way. Cheers, Alessandro
  23. 6 points
    One of the things I have loved about odforce for years is how very generous so many talented artists are on here, but this thread really underscores the downside of that when people abuse that spirit. I'm amazed that multiple artists who have generously and repeatedly provided advice and source files for various methods are simply being given repeated requests for additional free work as thanks for their time. Presumably you are being paid for your work generated with such specific requirements, yet at no point in this entire thread have you indicated any thanks or gratitude to those who have posted solutions to help you, simply demanded more work from theim for free in a rude manner. Perhaps consider making an effort with some of the various methods already offered, and post a .hip file showing you've put any work whatsoever into resolving your request rather than continuing to demand that others simply hand you fully-formed solutions for you to profit off of.
  24. 6 points
    Hi Check out my new character To download this character please follow this link: https://www.samankhorram.com/rigged-characters
  25. 5 points
    Here is another implementation of reaction-diffusion running across a mesh using OpenCL. reaction_diffusion_ocl.hiplc
  26. 5 points
    A basic ray marching / sphere tracing renderer written in VEX inside COPs. Entirely based on a shader toy-tutorial by Martijn Steinrucken / @The_ArtOfCode: https://odysee.com/@TheArtOfCode:b/ray-marching-for-dummies:f // SCENE function float get_dist(vector pos){ vector pos_sphere = set(sin(TIME), 1.55, 6.0); float radius_sphere = 0.75; float dist_sphere = length(pos - pos_sphere) - radius_sphere; float height_plane = noise(pos * 2.75) * 0.2; float dist_plane = pos.y - height_plane; float dist_min = min(dist_sphere, dist_plane); return dist_min; } // TRACING function float raymarch(vector pos_cam, dir_cam){ float dist_orig = 0.0; float dist_srf = 1e-3; float dist_max = 1e1; int steps_max = 200; for(int i = 0; i < steps_max; i++){ vector pos = pos_cam + dir_cam * dist_orig; float dist_scene = get_dist(pos); dist_orig += dist_scene; if(dist_scene < dist_srf || dist_scene > dist_max){ break; } } return dist_orig; } // NORMALS function vector get_normal(vector pos){ vector offset = {0.01, 0.0, 0.0}; float dist = get_dist(pos); float dx = get_dist(pos - offset.xyy); float dy = get_dist(pos - offset.yxy); float dz = get_dist(pos - offset.yyx); vector nml = normalize(dist - set(dx, dy, dz)); return nml; } // LIGHTING function float get_light(vector pos){ vector pos_light = set(1.0, 4.0, 3.0); pos_light.x += sin(TIME*8); pos_light.z += cos(TIME*8); vector dir_light = normalize(pos_light - pos); vector nml_srf = get_normal(pos); float amount = max(dot(nml_srf, dir_light), 0.0); float dist = raymarch(pos + nml_srf * 1e-1, dir_light); if(dist < length(pos_light - pos)){ amount *= 0.2; } return amount; } // CANVAS float aspect = XRES / float(YRES); vector uvw = set(X - 0.5, (Y - 0.5) / aspect, 0.0); // CAMERA vector pos_cam = {0.0, 1.5, 0.0}; vector dir_cam = normalize(set(uvw.x, uvw.y, 1.0)); // PROCESS float dist_field = raymarch(pos_cam, dir_cam); vector pos_world = pos_cam + dir_cam * dist_field; float diffuse = get_light(pos_world); float mask_clip = dist_field < 55.0; // OUTPUT vector color = diffuse * mask_clip; assign(R, G, B, color); ray_marching.hipnc
  27. 5 points
    Hi Ezequiel, you could design these shapes with voronoi cells, too. shoe.hiplc
  28. 5 points
    Hi! I just released Simple Tree Tools 2.0. This is a huge update! Please enjoy https://gum.co/SimpleTreeTools
  29. 5 points
    @Max_Steven combine, maybe you gonna find some tricks FlowerDETaIL.hiplc
  30. 5 points
    A caustics map generator rendered out in Karma using intersect() and refract(). caustics_map.hiplc
  31. 5 points
    You could look into displacing a high-resolution mesh with voronoise in a point VOP. For the time being, here is a way to populate a surface with real scales. scales.hiplc
  32. 5 points
    using Arnold's Nested Dielectrics feature.
  33. 5 points
    here’s another one without relying on an iterative approach geo_along_curve.hipnc
  34. 5 points
    Hey there, I built a tool very similar to the Substance functionality. You can draw a line on a image and it turns it into a ramp parameter. https://richardcthomas.com/image-to-ramp Hope it proves useful!
  35. 5 points
    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!
  36. 5 points
    @plazadelmar https://mathcurve.com/courbes2d.gb/gerono/gerono.shtml https://gamedev.stackexchange.com/questions/43691/how-can-i-move-an-object-in-an-infinity-or-figure-8-trajectory Have Fun Top/detail int prim = addprim(0,"polyline"); float u; int npt = chi("npt"); for (int i;i<npt;i++){ u = 6.28*float(i)/(npt-1); vector pos = set(cos(@Time+u),sin(@Time+u), sin((u+@Time)*2)); addvertex(0,prim,addpoint(0,pos)); } Infi.hiplc
  37. 5 points
    I am sure there is something deeply philosophical to this..
  38. 5 points
    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
  39. 5 points
  40. 5 points
    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
  41. 5 points
    I just wish we can select/edit multiple points at a time in Curve Node. It's been so many years, the Curve Tool in Houdini still sucks.
  42. 5 points
    Year 2019...had issue with this in Houdini 17.5. Solution is to add word 'function' and everything works only then. function int[] getPointsForPrim(int targetPrimID){ int pts[] = primpoints(0, targetPrimID); return pts; }
  43. 5 points
    You have an awesome start man, no worries. I can see that you did try and do a lot of experimenting. I'll try and clear up some things for you (to the extent of my knowledge). Be ready for quite a bit of reading. How do I get the gradient working in the vop First off, to better understand how to manipulate volumes, you must first have a clearer idea what a volume really is in Houdini, especially what kind of data it holds. Because these data are the stuff that we going to be manipulating. Let's start from scratch.. a simple Box polygon: Box Let's convert it to a Volume primitive using an IsoOffset SOP (or a VDB from Polygons): Fog Volume Notice the default settings, it is of Output Type: Fog Volume. So from a Box which consisted of points and polygon primitives, we now have these: What happened to the data? Where are the Box's points and polygons info? Those are now gone, you now have to deal with voxels instead. Volume Representation I'm guessing you know much of this already, but just bear with me for a bit Now, I think this is where the interesting part comes in.. How are these voxels accessed in Houdini? You can think of it as manipulating images in Photoshop.. or more precisely, manipulating pixels, but in 3d. The simple description is that voxels are just 3d pixels. So let's keep things simple.. if for instance, we just take a "slice" from the 3d voxel grid like so: Volume Slice We will be left with just this simple 2D flat grid. We could now safely assume that this grid also has coordinate data, like a standard digital image, it has pixel x and y coordinates. X & Y Coordinates Going further to simplify things, let us isolate just the x coordinate for now: X Coordinates Only Notice that these are just rows of repeating sequence of numbers going from 0 to the max resolution of an axis --- in this case up to 9: Max Resolution in X is 9 To recap a bit, we now have a bunch of data to work with: * X Axis Coordinates = {0,1,2,3,4,5,6,7,9} * X Axis Resolution = 9 At this point, you might ask what can we do with these numbers? We can now use it for our Ramp Parameter. But an intermediate step is needed first. Something that is usually called normalization. We need to normalize it.. which basically means convert it to a range between 0 and 1. Mathematics and Computers just love em zeroes and ones! To go about doing that, the simplest way is to do division math. We divide each value in an X Coordinate by the X Resolution like so: The result thereof: Now we have usable values for the Ramp! We can now proceed to feed it to the Ramp and remap the values to build our custom falloff. Here is the manually adjust ramp to represent the falloff for the X Axis: And the resulting values of the remapping: Finally, almost done, we now have the falloff computation and what we need to do is to just pipe these values out as the Density. In VEX, you can see this happening as the last line of the code: In VOPs, you simply wire it out to the Density output: * Remember, since we're manipulating volumes.. we need to use the Volume VOPs variant in SOPs. The resulting volume now looks like this: As you may have noticed, this is just the X-Axis. The last and easiest thing to do is to simply repeat/duplicate the process for the remaining Y and Z axes then multiply them together to form the 3d falloff volume. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Now loaded with the information above, here is how you would apply it in VOPs: First, this shows the equivalent built-it variables that I used in VEX for Volumes: Left: Wrangle | Right: Volume Vop Next, following the 1st block of vex code, we do the conversion from "Integer" to "Float" so that we could divide the values with much more precision. Also, I subtract 1 from the resx, resy, and resz variables because the resolution value returns an amount that did not count from 0. Image showing just the x-axis setup. Apply the same nodes for the Y and Z axis. The 2nd block of code now deals with using the computed value (which is now in the range of 0-1) for the ramp. TIP: Use the same name for the Ramp Parameter for each of the axes to have just a single Ramp Parameter control up the UI. So even if we dropped 3 Ramp Parameter VOPs, with using just a single name "myRamp", there would only be one control to rule them all. Finally, on the last line. We just do a simple multiplication for all 3 values and write it out to density. And of course, here's the updated file: H16.0.557 Indie - box_falloff_vop.zip How do I visualize my gradient to check its working? You must be confusing the term/variable that I used in the Volume Wrangle whose names are "gradx", "grady", and "gradz" as the equivalent of the Volume Gradient VOP, which is actually not. These names are arbitrary, I could have named the variables anything.. like potato: ..And this will still work. So, for rebuilding the box volume falloff, you don't need the Volume Gradient VOP (I'll try and may do a separate explanation of this on a different post >_<) Maybe to rephrase your question: "How do I visualize my volume to check it's working?" And to answer that: For quick and simple visualization, I usually just use the Volume Slice SOP. Play around with it to see what it does. How do I get that inside the DOP to drive the force? I hope this graph would help you visualize the flow: On my example hip file above this post, if you check the Pop Wrangle node inside the particle sim DOP, you'll notice the Inputs tab. That is how the wrangle is reading the falloff volume we created from outside the DOP network. In the VEX code, by using the volumesample() function, we can then transfer the density volume data to our particles using any custom attribute. In this case, I simply created and named it "amt" for amount. (again it can be anything, like banana) Using our newly created variable "amt", it can then be used in inside vexpressions to do our calculations. Like multiplying it against the Force parameter to control the intensity. Note that this is just one method of getting data from outside Dops. You'll discover other ways as you venture out here in the forums I hope you did not fall asleep from this long post, and that my explanation at least made some sense haha Cheers!
  44. 5 points
    Hi guys! I'm a bit late to this party but thought I would share anyways. I am very new to Houdini, but very experienced in Realflow and Maya. However, after discovering Houdini I don't think i'll ever go back. I love how much control you have with Houdini, and how easy it is to create your own tools when the provided ones don't quite fit. A while ago, I wrote a Realflow Python script that did splash hole filling. While it worked OK, it was slow and a bit unstable in certain situations. I took the same Idea and put it in a VOP node, and it seems to work really well! It is super simple and very fast because i'm not doing a bunch of dot product math, just relying on Houdini's excellent point cloud functions. Here in an example video: https://vimeo.com/153145442 See attached for example .hip Cheers! Karl splashExample.hip
  45. 4 points
    If you've worked through a tutorial and want to share your HIP file with the community, post it here. I completed one where Mikael Pettersen demonstrates how to create a Blendshape crowd agent. ap_mp_blendshape_crowd_character_052120.hiplc
  46. 4 points
    Good art work! You can also make curves follow the mesh topology by choosing directions towards neighbour polygons. topo_flow.hipnc topo_flow_only_curvature.hipnc
  47. 4 points
    - animation Mixer/Sequencer a la XSI/Maya - camera Mixer/Sequencer a la XSI/Maya - parallel rig evaluation like in Maya https://download.autodesk.com/us/company/files/UsingParallelMaya/2020/UsingParallelMaya.pdf - better outliner like in Blender/Maya , with ability to parent, organize, sort, rename all elements in your scene in a Hierarchical way without using the node tree. - nodal context to create GLSL viewport shaders from nodes + glsl wrangle like maya shaderfx or babylon.js editor - ability to export GLSL shading trees to UE/Unity - 2d post process in the OpenGL viewport [ bloom, grain, vignet, CC ] - reflection/light probe + screen space reflection for viewport - ROP openGL that actually work as expected with 100% viewport fidelity - MOPS kind of OTL integrated by default a la gamedevtool , but in the idea to have mographdevtool - COPS on steroid - CHOPS on steroid - do not force USD workflow by default let the choice to use it or not, small boutique might not need USD
  48. 4 points
    if you are a fan of quaternions and matrices you can do a spherical interpolation (slerp) of 2 quaternions which represent the local orient of the leaf and the global orientation to the sun orient_leaf.hiplc
  49. 4 points
    I think the common and most efficient way is networking. This is when you find a person in a studio you want to work in and ask this person for help. The best option if you have something in common with this person, e.g. you know each other, or you have at least a common friend or maybe you are from the same town or graduated from the same university. So you say "Hello" and ask for the help, but not directly to get a job in this studio, better to ask if he/she could assist in a resume and show-reel polishing, query for some advice on how to improve your chances to get a good position. It's basically a lot of time on Linkedin or in such places like this forum. I know how hard it could be to get a new job at a new place so I wish you luck! And patience.
  50. 4 points
    I sampled refraction curves into a volume using SOPs and used the resulting density as emission inside a volume shader. Is there any way to realize volume caustics fully inside a material shader (either Mantra or Karma)? volume_refraction.hipnc