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Found 258 results

  1. Goblet of Fire FX

    Hi, I'm trying to do a similar effect to that of the fire, in Harry Potter and the Goblet of Fire. I have a few questions. I've been playing about with the pyro solver and different sources, but you can always seem to see the shape of the source in the fire (see images). Whereas in the movie you cannot really see the edge of the source: Furthermore there is a point where the fire swirls in on itself and then spurts up. I was just looking for some ideas on how to this - I can make the fire increase in height but it doesn't quiet look as "magical" without the bit before it. For reference it is at 0:42 on this video - Any help or guidance at all would be a massive help. I am a student trying pyro for the first time, so I'm just trial and erroring everything so some direction to go off in would be incredibly helpful - even if its the smallest thing ever. Thank you in advance.
  2. instance chaining when point number changes

    Hi, I'm trying to instance different geometry on points, but the instanced object is chaning its object every frame, since the point numberis chaning, tried adding the id, I'm not sure where it got wrong, can someone help me here, copy_instance chaning_problem.hip
  3. Rotation in Wirecaptures

    Hi, the wire capture and wire deform are not taking the rotation of the points to rotate the geometry, attaching the sample scene file below, Basically, I'm rotating the curve and deforming the geometry using wire capture and deformer but it's just moving leaving the rotation Thank You wirecapture rotation.hip
  4. Volumesampleindex returning 0

    Hi, I'm currently trying to implement a smoke volume that wraps around the X-axis. Essentially taking the values of the final voxels on the +X axis and applying them to -X. The VEX below should be doing what I want, but its returning zero every time. Am I missing something? I've tried deriving the voxel coordinate procedurally, as well as manually specifying a good known coordinate, and every time I get an empty result. Its driving me mad! float scratchpad = chf('scratchpad'); int far_voxel = floor(ch('../smokeobject1/sizex') / ch('../smokeobject1/divsize')); vector sample_pos = volumeindextopos(0, "density", set(far_voxel, @iy, @iz)); if(@ix == 0){ //f@density = 1.0; //f@density = volumeindex(0, "density", set(far_voxel, i@iy, i@iz)); //v@vel = volumeindex(0, "vel", set(far_voxel, i@iy, i@iz)); f@density = volumesample(0, "density", sample_pos); v@vel = volumesamplev(0, "vel", sample_pos); } The commented out lines are different methods I've tried with no success. So far I've tried using volumeindex to read the voxel values directly, and volumesample using a position derived from volumeindextopos. No dice Any ideas folks? (the attached image shows the current behavior using the wrangle VEX above. What should be happening is the density and velocity values on +X boundary should be being copied into the -X boundary voxels)
  5. Gas Disturb - Help

    Hello, I am really confused with Gas Disturb node. I tried reading the documentation and tried different values but I haven't seen much difference when I change the Threshold Range value. Can some please help me and explain what exactly the Threshold Range is doing? Thanks.
  6. So I want to recreate the blaster impact effect from the mandalorian.... Its basicly sparks with a bit of smoke (when it hits tissue, clothing or a dusty ground)... So for that I took a razor crest model and added points. With the ray node I "placed" the onto the model. To source the points I wanted to copy speheres on these points, with randomized velocities based on the normal of the part, the point is on. But I couldn't get normal of the surfaces of the specific razorcrest parts to work on the points. Which didnt work obviously, bc to transfer points attribute you need to have matching ptnums, or am I wrong? So my Question: Is there a way to copy the normal of the nearest primitive to a point? Or is there a more efficient way of doing it? Blaster_Impact_1.hipnc
  7. Important Looking Pirates is looking to expand our FX team with talented and creative senior effects artists. We are looking for both full time and freelance artists, who can either join us here in Stockholm or work remote. If you are interested in working on some of the coolest shows next year, and taking creative charge of your work take a look at the job posting: https://emp.jobylon.com/jobs/70715-important-looking-pirates-senior-fx-artist/ Cheers, Juri Head of FX ILP
  8. Hello everyone, I'm trying to make a simulation based on the Applied Houdini chain tutorial. One problem I am facing right now is that the pieces that are brought into the simulation through a sopsolver freeze in mid-air. I have changed the sleeping time, but that doesn't work. There does seem to be velocity on the points. But they just freeze in mid-air. Anyone know a solution? BoxChain_RTJ4.hip
  9. Frightful Night

    Hy guys! This is my entry for the HOUDINIMATIC Challenge #5: Halloween Rules: Free subject on the theme of Halloween, 1-month deadline. The result had to be a sequence and everything had to be done under Houdini except the compositing and the modeling if it does not lend itself to the procedural (the tree in my case). Specs: Intel Core i7 2600K@3.4GHZ, 32GB RAM Dev: Layout: 1d / Spiderweb: 4d / Leaves: 6d / Candles: 4d / Dirt: 3d / Fog: 1d Rendered with Karma (BETA). Rendertime: 5d16h30m This was a great challenge experience and perforce, the occasion to learn new techniques during the project. Huge thanks to the community for the feedback and tips to improve the shot! Characters by Mixamo. Music: Countdown by Alexander Nakarada Link: https://filmmusic.io/song/4865-countdown License: http://creativecommons.org/licenses/by/4.0/
  10. 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
  11. 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
  12. 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.
  13. 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
  14. 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.
  15. 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
  16. 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
  17. 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
  18. 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...)
  19. Finished my first tutorial, hopefully you find it helpful learning Houdini!
  20. 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
  21. Ground Destruction by Shock-wave

    Any idea how to break ground by a strong force like shock-wave
  22. 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
  23. FX Reel 2020

    My latest reel, 2020. Collection of shows 2016-2019.
  24. 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
  25. 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?