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Found 249 results

  1. Houdini Trail explosion

    Hello all, I am a beginner at Houdini, but I try to understand some VEX coding, some easy coding to give velocity to normals. Now I am trying to achieve a Explosion with trails. I have set up a particle system where I have given some velocity to the particles. Now I am trying to use this particle system to drive the smoke/explosion simulation. But I don't know how to set it up right. Because I have tried the shelf tool "Explosion" and "fireball" but the result looks not so good. The smoke on the particles are dots. I have tried to increase the substeps in the pyro solver but nothing has changed at all. I am droping my Hip file here, in the case if someone knows how to do it It would be very thankfull. trail explosion_training.hipnc
  2. https://blackbird.la have an exciting slate of projects locked in and are looking for Senior Houdini artists for an immediate start through to early 2021. We’re looking for artists who can demonstrate exceptional skill with particle FX and motion design. Please send your details with work examples to: recruit@blackbird.la
  3. i want to scatter points on a deforming mesh (a growing mesh) based on its curvature attribute. currently they are appearing and disappearing as the curvature values are changing (based on the deforming mesh) every frame. however i want them not to disappear once they are created and stick to their original position they were created (as closely as they can). PS: the deforming mesh is generated from a vdb sdf. i am using a triplanar UV on it. i would highly appreciate any tips and help.
  4. How do I achieve this similar fx using POP Grains. John kunz has full tutorial on the same, but he is using Vellum grains. i wanna try doing this fx using pop grains. Attached .hip is my try. i can only tend to get disintegration, on the first frame. rest of the frames are not taking my color transfer , i know i am missing only one or two lines of wrangle. Please help me out . the file has all the setup, to save your time. Thanks in advance. POP Grain_Disintegration.hipnc
  5. How to fracture bricks for sim?

    Hey guys long time lurker first time poster. So I have a brick wall created in Houdini and I wanna blow it up. Got my texture projected and everything. The wall consists of several rectangular boxes all made in Houdini. Projection done in Maya. So now I wanna know the best way to fracture the bricks while still getting that interior detail on the "inside" faces of the bricks. Moreover, once fractured, how do I apply texture on the inside pieces? I know we gotta separate the inside and the outside groups first and then apply the material accordingly. However, when I apply the material (with a broken brick texture), on the inside group, it just renders a single flat color (the color dominant in the texture) . UV unwrapping the inside group and then applying a texture also doesn't work (renders out a single flat color). Maybe I'm doing something wrong Idk. So what is the best and most efficient way to fracture bricks and texture the inside groups? Would love it if you'll could share some tips to help me out. Thanks!! EDIT- I tried using Redshift. Thought that would be important to share.
  6. realistic sparks / embers

    Hey folks, I wanna do some pyro work. To make that look convincing I need realistic sparks. I tested a little bit and watched tutorials, but the sparks are not really convincing. Like it seems there is no temperature and they are way too universal. I would appreciate it if someone would be able to help, because I feel like I searched the whole web and there is no Documentation really. I saw how Rise fx did it for Doctor strange, but that was very briefly (here is the video: https://www.youtube.com/watch?v=I6-HW34e0WA). Im a beginner in Houdini, so dont be rough on me. realistic sparks.hip
  7. Hello all, I am struggling since some months on a problem which I cant solve, I have tried so many things like, have searched YouTube Tutorials but they are for older versions... My goal is, i am trying to do a easy fracture sim like a ball hitting a wall and the wall crumbles. But then I click on the "debris" shelftool and after that I am stuck on the problem, attaching some of the fractured pieces on the particles... I want to learn this on some easy fracture set-ups so that I could apply it later to some complicated set-ups if necessary. I would appreciate some help. and if someone of you had time I would be veeery glad about a Hip file for this problem
  8. Help with explosion sim

    Anyone know what parameter(s) is causing all the smoke to quickly fall towards the end of the simulation? explosion.mov
  9. I've been studying about Ocean for a week. My guided ocean is as follows. Because i'm not use mantra, i extrude the surface and take the displacement map from Ocean evaluate. I spread the uvmap on the extruded fluid surface and applied displacement, but only the following resolution was shown below. grid size is 200 and the resolution of the spectrum is 11 . Why is the resolution of the ocean very low compared to the tank with the same ocean spectrum? (Note that the grid resolution of the texture map is 1024...)
  10. Finished my first tutorial, hopefully you find it helpful learning Houdini!
  11. Help with a basic pyro effect

    I was wondering if anyone had a good way of creating shapes like this using pyro? I'm just not getting the source right no matter how hard I try. I've attached a small video file of what I'm trying to achieve. plume.mov
  12. Ground Destruction by Shock-wave

    Any idea how to break ground by a strong force like shock-wave
  13. Houdini Instructor

    short contract (3 months) Houdini Instructor. *must have work visa or legal right to work in Italy (work visa will not be provided)* - 4-7 experience specialized in high quality FX, demonstrated through a showreel - Well versed in the operation of Houdini and can easily relay the fundamentals on how to use and create in Houdini - excellent communication skills with both students and colleagues - rounded understanding of VFX industry and VFX pipeline - pro-active learner and problem solver - strong organizational and time management skills - previous teaching experience is preferred
  14. FX Reel 2020

    My latest reel, 2020. Collection of shows 2016-2019.
  15. Custom velocity field on grid

    I saw a tutorial in this he creates custom velocity field how i can create the same thing. Thanx in advance
  16. Simulate an object covered in goo

    I want to simulate an object covered in a goo or mucous-like fluid. The fluid would need to stick to the surface of the object, but still be possible for some of it to break off on collision or slowly drip down from gravity.I'm not sure how best to achieve this. I was considering doing it in POPs and meshing the result, but I would like to have the detail that a FLIP sim would give. I'm also not sure how to get the particles to strongly stick to the surface while still having the possibility of breaking dynamically. Any ideas of where I could start?
  17. How to control flame shape at birth

    Hello all ! On a shot like this I would like to change the shape of my fire so it doesn't have this mushroom like shape when it grows but I can't figure out how. Any other tips or advice would be much appreaciated too ! Thnaks in advance ! Maho CLAQUIN
  18. Hi .At this moment I'm interested in freelance projects If you would like to get in touch I can be best reached by email at kakazyka@gmail.com Showreel
  19. Volume source vs source volume

    Hey guys, i have an issue i saw rebelway mastering pyro. he used source volume and i am using volume source so in source volume he used source for divergence and for other source volume he deleted the source in source volume.But there is no option of clear field in volumesource.How i can tackle this???helppppppp
  20. Hello guys ! It has been now 3 years I'm working in the VFX industry. I saw a lot of different FX artist/TD so far and I came to the point that there is many ways of doing a pyro sims as there is artist to make it... From all those different artist, I met people doing amazing simulation from really complicated pyro solver and other with a only a few nodes. There is one specific topic I wanted to get thoughts from you guys was the using of the speed field from the length of the vel field versus the pressure field. People tends to use one or the other as a mask for turbulence, disturbance etc.. in their pyro. Both seems working farely well, but I would like to know more about the prons and cons of those technics ! Looking forward to read your thoughts ! Cheeers
  21. Texturing geo after sim

    Hi everyone, I hope you are all well during these times. I have a quick question to ask about texturing a re-meshed grain simulation. The UVs of the mesh change and thus throwing the texture UV space all over the place. Is there a way for to remesh the grain simulation so that the topology allows the texture to stick to the geometry? I can provide the file if it helps. Thank you very much, your time is appreciated.
  22. Hello, I hope everyone is well? By making a cloud today. I wanted to use "Use painted Attrib" in the clouds node but, I was not able to use this function. I have tried several techniques. But the lack of information around this node function is missing. Do you have a tutorial or a solution? Thank you. Loan
  23. Magic Spell

    Hi guys, I'm glad to share the breakdown of my last project with you! This was my submission for a challenge hosted by Houdinimatic Community. Hope you enjoy!
  24. Hi. Thanks for clicking. [particle fluid surface] I'm making mash with nodes. However, there is a flickering phenomenon in the shape of growing. Can I solve this? I need your help. particle_fluid.hip particle_fluid.mp4
  25. MIX FLUIDS WITH DIFFERENT SHADING

    Hi all I'm stuck with this. What is the best way to mix two fluids that have different parameters (i.e viscosity)? Both will have different shadings. Any ideas. Attached reference scene. Thank you very much to all Mix_flips_RnD.hipnc
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