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flcc last won the day on June 30

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  1. 3rd Party Trees for Houdini

    As you say the offer is large, but two of the main collections are at Evemotion (in archmodels section) and Maxtree. The two have a large choice, cost around 100€ per pack, and provide FBX format.
  2. You have to think of the sop level as the edit mode of C4d. In edit mode, points don't have rotation information. just position. Sop level is the same. Transform node well... just tranform points. not really the "objects". But... you can pack your geometry and use intrinsic. check this page of cgwiki. https://www.tokeru.com/cgwiki/index.php?title=JoyOfVex18 You will find a much better explanation than I can give you. In short since you object are packed they act as points, and the orient information can be attribute of these points. Problem, i'm not sure how you can use these attribute in C4D. Maybe you could transfer your rotation attribute to Cd attribute. (C4d understands the CD attributes coming from alembic) Then in C4d use xpresso to get them back, but it seems to me a bit far-fetched.
  3. The transformations that are at object level are exported by alembic or fbx (file menu) the same way. You normaly get it into C4d without any problem. If you talk about geo that rotate at Sop level it's another story. But it's difficult to answer without knowing anything about your setup.
  4. Nice. Editing is cool this time. Maybe resolve help, but giving yourself a little "narrative" challenge, that's what really helps.
  5. make displacement rotate

    You should use vector displacement, but it seems to me a bad idea. Not really an easy way. From what you show I think you should use a deformer instead
  6. Wispy Magic FX

    For cigarette smoke you have to look at this nice tutorial by Alessandro Pepe and eventually take a look at the filament solver
  7. workflow of DOP SOP solver with broken group

    Describe what you are trying to do, will give you more accurate answers. The pargraph you show is about RBD. not popnetworks
  8. Maybe you forgotten to disable the transform node ? But anyway there is a difference of scale of ten, between the two models. You have to adapt some parameters. For the size you can use a bound sop (with padding at zero). Middle click, and you can see the size in the info. In the attached file you can comapre the two version. You can slighly adjust the isooffset in the VDBConvert. And in the VDBAdvect I change some value to speed up a bit the result. Don't really understand why but It is better to increase the substeps rather than the timestep. Check the doc. VOL DISPLACEWORK F2.hip
  9. Say like this, I would say yes you need to create four node. there is nothing wrong with this. But you can also code all in the detail wrangle. Create points coordinates, make you transforms, run for loops on the created (virtual)points and then in the end of your code creates all the geo with the addpoint or prim function. All in one detail wrangle. Not really the better way but it's possible. At this point you need to know what is the final purpose. There is so much way to do things in houdini.
  10. I've not the exact explanation, but I think you can't use the geo created in a wrangle in the same wrangle. You have to split your code in two wrangles. In short, the point or primitive modes run over points or primitive, so it's suitable for modifying existing geo. If you want to create points from scratch you have tu use detail mode since there is nothing to run over. Moreover, if you create one point in point mode, you actually create a point for each pre-existing point. Think of the detail mode as a function executed once per frame, and the point mode a function executed once per point. noobQuestion.hipnc
  11. Ray marching in COPs

    Basically you reconstruct houdini inside houdini !
  12. Just play with the volume Vop frequency and roughness values. Frequency 0,8, roughness : 0.2 is close to you reference picture. It's better to lower the resolution of the VDB while you play with these value, so you can almost see the result in reel time. Also the padding value of the bound SOP are toot small. And I Agree with ryew. Actually, that was the first thing I did when I opened your file. But the main problem is the scale of your model. The model used in the tutorial is much smaller. As a general rule, you have to make sure that the scale of the model you use is very close to the model in the tutorial, otherwise you can be sure to not get the same result. This is not specific to vdb or even houdini. This is the same with all dynamic, flip, rbd, noise etc.. stuffs the original model is attached VOL DISPLACEWORK F.hip sphinx_polyreduced_02.rar
  13. You forgot to name the bind output in the volume VOP. vel in this case. And also the ramp (ouside the vop) is all set to zero. Like I said, I'm not an expert, but I've done these kind of mistakes plenty of times. I don't get fooled by this kind of stuff anymore haha. Well... almost.
  14. VDB advect growth

    Ah sorry, this is a joke of the translator it's Go procedural ! https://www.sidefx.com/tutorials/ Just enter masterclass in the search field. or https://vimeo.com/goprocedural
  15. VDB advect growth

    Yes it's true, but that's exactly what I like. I hate tutorials that take an hour for the same thing. In fact I think it's hard to find a tutorial that both goes in depth and covers all aspects of set-up construction simply because it would be too big, or too long. The entagma tutorials focus on specific points, and assume that you have the required knowledge. And indeed Rohan Dalvi is also a good source, which both goes deep, and remains accessible to the "beginner". But even though I'm far from being an expert they are too long for me. I'm not a patient guy haha. Don't worry about it. It's true that learning houdini can be frustrating at times, but there is so much to learn. With a bit of time, those parts that seem obscure to you will no longer be a problem. And you can always ask here. As you can see Houdini has a great community By the way, another great source is the Procedural Go Masterclass. This is the source of all the other tutorials. They are quite long and very detailed. The problem is that you often have to start from old version, so if you look at a masterclass on fluid flip for houdini 18 for example, there will be only the changes or the novelties that will be detailed. So you will have to go back to H15, or H14 masterclass or... to find the starting point.