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Everything posted by alksndr

  1. Abrasha concept project

    Hey guys! I used to be an FX artist with Houdini but made the transition to concept art, however I still have a love for a procedural workflow and am constantly looking for ways to implement Houdini into my art. I won't talk about scattering the snow because I am sure everyone knows how simple and awesome Houdini is for a thing like that! I will just say I createde CSV files for Octane to read in and render and the control is awesome. So I will just briefly talk about the cloth. For this project I wanted to create a MarvelousDesigner in H type of thing, and I have to say Houdini for clothing is amazing. The system that I built means it will auto stitch itself as long as I draw the curves in the same order which is very easy, and the biggest takeaway is that I don't have to struggle to get what I want at all - I can just grab a few points and say these are going to stick here and thats it. In testing this workflow I created clothing for a couple different characters in a matter of minutes. I'm really interested in using Houdini like this for my concepts, which need to be very quick... I think there is a lot of potential in a procedural workflow like this where you don't tweak it to make it perfect, you hack it to just make it good enough to paint over. I am just scratching the surface but clothing is one thing I'll definitely be doing in Houdini from now on. I'm also using VR a lot and have some interesting tests with creating geometry in houdini out of the curves from gravity sketch, but thats for another time if people are interested Thanks for reading Feel free to check out the full project here: https://www.artstation.com/artwork/2xYwrK
  2. Houdini 18 Wishlist

    I haven't been using Houdini for FX for a while so my suggestions will be more oriented to the non simulation aspects- Going fullscreen on the viewport makes a more advanced HUD parameter list pop up - something that we can manually move around and place close to our object. Takes up way less space than a full parameter window and this would mean we can work in fullscreen completely and not worry about nodes. Should be able to MMB twice to constrain movement to an axis, blender does this and its way faster to not have to go and click on the axis handle every time you want to move something. I mean really on the modeling side, just copying blender in every way would be great Presets! I honestly feel like it would not even require payment (although, even better if there's monetary incentive) for the wonderful community sidefx has to get a bunch of artists from here and give them 1-2 months to create all kinds of realistic presets that are all kind of built in a unified logical way. Have a couple of judges and simply implement all these presets into H. I'm talking a nice sparks setup, fire from Cd, fire from moving object, smoke, various transforming effects, various cloth sims, etc etc.
  3. Default Houdini is on the left, what i want is on the right. As far as I am aware, every other 3d program on the market allows you to do this, so I'm sure its possible in Houdini but I haven't been able to find out how. Please let me know if I'm missing a magic setting or maybe there's some kind of solution. Thank you!
  4. https://i.imgur.com/Q4sBjdg.gifv Of course just after I posted i thought of a solution very easy. I've been trying to implement some of the blender boxcutter stuff, houdini can do all of this it just needs to be built from scratch... I am sure theres a big performance hit not doing it through the C++ stuff but it is what it is.
  5. Hey guys, I've recently taken a big interest in modeling in Houdini with some of the latest features- the pie menus bring speed and the boolean -> group border edges -> chamfer workflow is by far the fastest in houdini, no other software can do this so quickly. I understand it may never be quite as fast as modo/xsi but I'm okay with taking a small hit there since there are plenty of other benefits of keeping things within Houdini. With that said, after taking a day or so to mess around, there are a few glaring things that I want to discuss and seek out advice. Some of these could be missing features, some could be things I just don't know how to do. I'm also going to take a look at the Direct Modeling plugin by Alexey to see how much of this has been covered. Some of these are pretty easy to make and so I'll do that if there is no magic checkbox i'm missing, but some are not. Please let me know if you know how to do any of these things So here goes! Geo creation - Most programs have a construction plane thing now where we can make a box on the ground or the x/z plane. That would be ideal but I am also having trouble just moving a box to be flat on the ground in a quick way. I've tried all snapping options, am I missing something? Will anything snap the bottom of the box to the grid so its perfectly standing on the ground? Target weld Solved by Alexey DM HDA - I'm currently snappoing points with edit mode then using fuse. Would like to just be able to select one point then another point and have those merge Select adjacent - Selects adjecent points/polygons/edges. So useful for subd. Insert Multiple Edge Loops - The polysplit edge loop when set to >1 divisions seem to only be even spaced, the workaround is to use the scale tool to push them towards the edges so you get a harder edge when sub'd. Would like an option to just place the 2nd edge the same % distance from the border as the 1st. Soft Transform - This tool is frustrating because it seems you need to activate it first THEN make the selection. It doesn't have the very cool slide on surface feature but you can ray the result back on to the original, seems like a totally fine way to go about it to me. Pivot Solved by Alexey DM HDA - Would like to be able to visually move the pivot if I say make a selection and want to rotate from some random area that I decide Mirror & Subdivide preview - I've combined these because I like how the subdivide preview works with the + key, its global. But I want to have a control of the setting, I'd like to change the preview to 2 subdiv levels. It also seems to turn on really slow. I want mirror to work the same way, just a little preview that I don't have to worry about getting lost in the node graph and when I'm done I can go and put down the real one and merge the verts. the result of subdiv preview on a boolean mesh and placing the subdivide node down is different. Whats going on with that? Extract - This doesn't seem to work at all. What can I do to take a face from one box and remove it to start modeling a new thing? Merge - It's too slow to create a new primitive, go to node graph, place merge node, connect 2 lines to begin working. How can it be setup so that simply selecting 2 objects in viewport and hitting a hotkey can create a merge node? Saving Prefs - For quick modeling in houdini I think there are a couple necessary settings to turn on. 1. Tool options > create in context and 2. the final node of every "branch" should have the purple selectable tab on
  6. Bunch of thoughts on SubD modeling in Houdini

    Currently dealing with 2 issues 1. The hud sliders are in the corner (apparently they're on by default, ive never even noticed them) and moving them around to a closer spot doesn't seem to ever save. I've tried making permanent default and locking them and everything else I saw I could try. Surely there has to be a way to make them always be in a different location? 2. I've been able to grow the selection with nodes by converting the input group to points then back to prims and subtracting- all that works great. BUT I don't know how to make it all work in a HDA system. What expression can I put in the group that tells it to read whatever is selected? Maybe the only way around this is to have 2 hotkeys, one to create a group and then the other to activate this stack? Probably delete the groups at the end automatically to be able to run it over and over. growadj.hip
  7. Bunch of thoughts on SubD modeling in Houdini

    Hey didn't know about this, awesome, looking into it now Yeah it excludes the face, manually deselecting it is fine in that example with 1 face but not if theres 10 long tiny faces especially hidden away if youre making a panel line. Much nicer to extrude a whole ring of faces -> select adjacent -> polysplit 2 lines and get control edges for an inset with 3 clicks. I'm experimenting now with the boolean+groups Awesome!
  8. Bunch of thoughts on SubD modeling in Houdini

    Sweet, that totally makes sense. I will make some tools for that Sadly no, here's the problem: I make a bevel and in other programs something will pop up on the ui right near my pointer to slide the value. I barely have any hand movement required. Since houdini has all the parms in the window thats going to be on the side, its one of those slow things that is off putting because I have to go to the side change the value then go back to the model. So what I'd like to do is to just have hotkeys for the parameters , like a/s serves to increase value, c will change the type of bevel, etc.
  9. Direct Modeling HDA

    Extrude isn't working for me in 16.0, everything else activates perfectly. Wondering if it is something on my end. Thank you! I think a lot of these tools you've made are incredible.
  10. Bunch of thoughts on SubD modeling in Houdini

    Hey! Target welding is implemented very well in the direct modeling tool, 100 bucks but at least there is some way to do it. Here is an image of what I mean by select adjacent. This is incredibly useful, I will have to figure out some ideas on how to make my own version of this. So you have the yellow face selected and it will get the red faces. This works for points and edges too. I believe XSI is the only program that does this out of the box - I guess what I'm looking for over extract is to just be able to copy and paste polygons, it seems like houdini just simply doesn't do that. This may be the only program that copying pasting polygons is not available! Getting around with this simple blast->del opposite on the original branche->merge hda is simple though Will look into the merge node, haven't done much python but seems simple enough. A lot of the problems have been solved, im very very close to feeling like modeling in here is great. Another thing I'm trying to figure out is how to add a hotkey to switch parameter in a tool. IE: I press f for polybevel which ive set to default round, but now I want to press c to switch it to chamfer and want to brackets to change the divisions. Thank you!
  11. Hey, we are looking to hire some houdini people so I wanted to put it out here since I love this community. Feel free to PM me or email me at xk0be3@gmail.com and I will immediately pass your reel along! ------------- http://ingenuitystudios.com/ Our FX Artists work along side the other members of CG department and collaboratively with compositors on a variety of traditional and complex particle and dynamics based fx work: rigid bodies, smoke, fire, liquids, and lightning to name a few. Ideal candidates will have an excellent knowledge of Houdini, strong problem solving and math skills, and experience building digital assets. This position is considered entry level, with major growth and development potential within the FX team. All qualified candidates are required to take and pass our FX Artists Test. ------------ On a personal note, its awesome working at this place and anyone who is either already experienced or looking to grow can very easily fit in. Great environment and you'll just get better both technically and artistically from working within the team on the amount of varied interesting projects we do. Feel free to contact me with any questions
  12. Ingenuity Studios seeking FX artists

    Wanted to update Since my last post there have been multiple additions to the team that are thriving and doing great but we are still seeking additional houdini FX artists!! Never enough houdini people more experience is preferred but all are welcome to apply, there are 2 very simple well thought out "fx tests" for an applicant to set up. Feel free to contact me or jobs@ingenuitystudios.com to get the ball rolling. Thank you!!
  13. Ingenuity Studios seeking FX artists

    Since its been a while I wanted to update, the position is still available! If you are in the US and are looking to work full time in Los Angeles, just send me a PM or email. Tons of cool projects coming up, lots of room to grow as an artist technically and creatively. All it takes is a link to your demo reel. Thanks!
  14. Determine if fracture piece is broken off or not..?

    Can you compare the velocity of each piece vs the whole? So if the velocity is different then we know something must have changed and it broke off. I guess it would also need to then remove that piece from the "whole" calculation. Was messing around with it but I haven't used non packed stuff in forever, don't see a v attribute. Failed at the first step smh. Connect adjacent sounds better though, think thats the right way to go.
  15. File attached should clarify my issue, I feel that I am doing something wrong but can't see the difference. In the new for each there is no animation, so I can't use the point deform inside! It works in the old one. Is there any way I can get around this? Ultimately I would like to use an animated line to deform a branch in a loop, so its important that this happens in a loop so one line does not deform a different branch. forloopanim.hip
  16. New foreach loop loses animation??

    Awesome, thank you!
  17. Forum upgrade

    Hey, how can I see which posts I've "liked" ?
  18. Using Matrix to transform Geometry to origin

    Hey old school, I am back with another question. Perhaps this can also be made clear to me.. Lets say I have an object that is also rotated, in this case it is just in the transform node but hypothetically it can also be rotated from say a noisy particle sim that trails lines going in all directions.. And I want to be able to figure out that rotation angle and then when its brought back to the origin, have that rotation inverted and thus aligned in such a way that its now always pointing up in Y. Such as this diagram: the file I attached isnt necessary to do it in there or anything, its the same as your example. I just wanted to avoid the expressions so it will just pack to get the centroid. I think this rotation thing would be super useful, scale doesn't seem like it would be necessary ever but perhaps if I have translation and rotation explained then scale is a good challenge to try on my own. edit: and the reason I bring up the particle sim is so this can work on an all case basis, I can easily link the rotation in the transform node to the make transform vop rotation. But thats not as cool as it working for non transform'd rotations off the origin. Thanks guys! matrix_v2.hip
  19. Using Matrix to transform Geometry to origin

    Gonna necro this, ive basically used pavel's example in some thread to move stuff back to origin.. So it can move the object based on the transform, i have 2 questions 1. Is this the proper way to do this? It feels like it can be simplified at least with connecting all those float to vectors.. Maybe a few lines of wrangle that can do all this easier? Pavel was doing more complex things so maybe theres additional steps i accidentally also copied. 2. Its obviously not a great solution to have to manually transform to the new (origin) position, I have the simple line thing built in the file which can easily be measured so no matter how many pieces there are you can just have a vec to the origin. How can that be used to bring the object back to the origin? matrixv1.hip
  20. Voronoi Fracture "filter" tiny pieces during fracture

    Seconding f14's way, but it may be more convenient to use fuse instead of relying on the scatters relaxation. Esp when you also do vor fracture points which doesn't really have a proper relax. The voronoi fracture is begging to be a better HDA with the fuse threshold already built in and vor frac points built into it plus options for wood splinters and radial spreads and such.. one day I shall make it..
  21. You can get the smoke itself with an AOV, see attached. This has the combined shadow of smoke and ground, but perhaps you can mask out the smoke from that pass. untitled.hip
  22. Connections have been good to have the direct email and personal recommendations, but I've gotten replies from just applying through website also. Just get a dope reel imo
  23. I like the idea of splitting the difference and having 3 or so computers at home for simming with HQUEUE and use cloud for the rest, at least for now. I think it makes the most sense, you will always want to take advantage of overnight sims and then when it comes to rendering you can use the cloud for a boost, it saves download time at least if you are able to handle all simming locally.
  24. Atom's Video Tutorials

    Really nice, I liked the pace a lot
  25. Fracture Examples Like Blender's New Modifier?

    Juraj's file is super cool. I've done it before in kind of a simpler way, have your rbd sim just cache out the say cube in this instance, super basic low res collision with ground, then color it and transfer (within solver using max Cd to save attr) to your high res voronoi'd ground. Then you can drive the active attribute in your real sim from color and only those pieces would ever get activated. Super controllable, super fast. I like Juraj's more though