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Showing content with the highest reputation since 11/13/2025 in Posts

  1. You have tricks on Houdini Advent Calendar 2016 plus new solver on Houdini Advent 2023 on Qiita website .
    1 point
  2. Hi there, Quite new to Houdini and trying to create a simple setup of an emitter (lets say a sphere) which produces smoke (simple going upwards) and a box which attracts smoke and gets its volume filled in. I know that someone did something similar in the past: https://vimeo.com/223556457?fl=pl&fe=sh So I am trying to re-create something similar with a simpler setup (sphere emitter and box attractor) with the latest Houdini using latest nodes. I am able to create the sphere emitter (in Geometry -> Pyro Source etc etc) and DOP Network with Pyro solver and Volume Source emitter etc etc... but then I get stuck on how to make the smoke to be attracted to the box. I tried a few things but not getting the desired effect so far. Any idea how I can do this please? Any help would be appreciated! Thanks!!
    1 point
  3. Houdini AI Assistant - Official Demo (HDA Architect, Debugger, Executable Actions) Full demo of the Houdini AI Assistant! Learn more: https://rart.gumroad.com/l/HoudiniAIAssistant
    1 point
  4. Hi! I had a presentation on our Pax Dei world generation pipeline at the Everything Procedural Conference last April. If you're interested in large scale game world generation, procedural techniques, Houdini and Unreal, take a look! https://www.youtube.com/watch?v=Vlyt8lDx-Zk&t=5s
    1 point
  5. Houdini Tokyo HIVE video is live:
    1 point
  6. So I fixed it. The issue was quite simple. There was no collision shape for this specific bone. I just had to click on it to create a coll shape, I didnt even resized or moved it. All those shapes doesnt look very optimized though, but it works well for what I need. Ragdoll_0102.hip
    1 point
  7. Volume mask has values 0 or 1, windforce reads this values as on/off state, if you remap volue from 0 to 1 you will have gradient falloff for windforce. DOP_mask_field_v03.hip
    1 point
  8. Hi Masoud, unless this is an academic exercise, you could just set polyexpand to 'surfaces' or simply use a polyextrude 'inwards'. Otherwise try joining each curve so it's one primitive per curve, reverse the winding order on one of them so they match, and interpolate a geometry of choice between both curves: vector bb = relbbox(0, v@P); vector pos_crv_0 = primuv(1, 'P', 0, bb.z); vector pos_crv_1 = primuv(1, 'P', 1, bb.z); vector pos_blend = lerp(pos_crv_0, pos_crv_1, bb.x); v@P = pos_blend; Curve_interpolate_KM.hipnc
    1 point
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