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Hi everyone, I’m sharing a video showcasing part of my project, where I’ve been exploring environment design, COPs, and PDG workflows in Houdini. I’ve worked on creating procedural cliffs and textures, and I’d love to hear your thoughts or suggestions for improvement. Although this is my first time posting a video of my work. I’m excited to share and learn from this amazing community. Thank you in advance for your feedback and advice!
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Machiya house generator in Houdini and Unreal
SikandarMaksoedan posted a topic in Tools (HDA's etc.)
Hello everyone! For the past 8 weeks I have been working on a Japanese Town House generator! This project was made for Breda University of Applied Sciences as a part of my Block A. This is my first Houdini project, so if anyone has feedback for me it would be greatly appreciated. The project was made from scratch as I did not find the built-in Labs building generator easy to build upon. The building generator allows you to change both the roof tiles, the lattices, the windows and the flags for different variances. The size of the building is determined by user placed bounding box, so the tool is able to generate an entire street from just a blockout! Here you can see a diagram of the basic logic used to generate the buildings, excluding the preview mesh generation. I have also made a short video using PDG to showcase different ways that the building generator can create distinct and unique outputs: WhiteOutSpedUp (1) (1).mp4 Here is the tool working in Houdini SpedUpHoudiniShowcase.mp4 And finally, the tool working in Unreal! ToolInUnreal.mp4 Thank you everyone for reading, if you have any questions please ask away!- 1 reply
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- building generator
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Hello all, Maybe a dumb thing, but I can't figure it out right now. I rebuild a simple setup to understand the issue (you will find the file attached) I have a simple wall that I want to break (RBD SOP) I created a sphere emitter on the other side, with RBD bullet solvers too (RBD SOP), and switches ($FF%20==1). Plugged this one into RBD (wall) for collision. Issue : Only my first sphere is taken in account. 1) Do I need to use DOP ? (didn't figure out the setup yet) 2) I guess as the sphere are spawn over time, the solver can't understand the data ? Let me know your thought. Thank you RBD_Emit.hipnc
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- spawn
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I’m currently trying to create an HDA without using a subnetwork. When I attempted to create a digital asset by selecting the SOP Import node in Copernicus (as shown in the first image), Houdini automatically created a subnetwork, and I couldn’t see the geometry (points) (as seen in the second image). Is there a way to create an HDA without the automatic creation of a subnetwork? Any advice would be greatly appreciated. Thank you!
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- copernicus
- houdini
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Just testing Houdini muscles speed with mid settings Muscle pass 30 min (20 coll pass,1000 const inter) muscl remesh (min 0.007 - max 0.013) Tissue pass 3 hs ( 600 const inter,max tet size 0.039) Skin pass 30 min (300 const iter,3 substeps) sin remesh min (0.006-masx 0.01) Karma Xpu render 250 frames - 3hs Rig:5950x 64gb 4090
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Hi! I'm currently working on some building destruction (applied houdini II v2) and I'm completly stuck because of one node, the "transformpieces". I use it to make my contrains follow the motion of my proxy geometry being simulated, but it just collapses my constrains into a big mess. Here is what it looks before: (image 2) And After the transformpieces: (image 1) And here is what I have in the 2nd input of the transformpieces: (image3 & 4) I've looked a bit for this problem on internet and some people had the same issue but got no answers... So I hope anyone will know why this is happening.
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- transformpieces
- constrains
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hi i'm a student studying houdini in south korea. and there is one thing i wanna ask, how can i twist cloud volume with volume VOP? i don't wanna make cloud animation using pyro solver. so i tried to twist my cloud several times, but i failed is it right way to animate the cloud using volume VOP? not a volume deform? i'm not sure. please rescue me from the houdini hell~~~ vortex.hipnc
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I am a newbie in Houdini, and I want to create something like this. How do I do that? I have attached a file below video credits IG-@pantherafx Audiovisual explorations -- Nature morph 5music & sound design-@lukashasiba - @polaire.audio...#houdini #redshift #animation #3d #digitalart #visualart #motiondesign #mgcollective #mdcommunity #motiongraphics_p #mo.mp4
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Hi Guys. I downloaded this FBX file a while back and it's been great. It's a Mark VI ship that's textured. I brought it into Houdini and mantra reads it well. The only problem is I'm using Redshift for the scene with water and I'm not sure how to get redshift to read the shaders or how to connect them. I can't seem to find any useful tutorials on this either. A couple years ago Grand Master Atom was amazingly helpful with a script that he wrote for redshift to read downloaded shaders but I can't get that to work anymore. I think the recent updates over the years broke that script or something. Anyone know how to connect so redshift reads the shaders? Pierre Mark_VI_Patrol_Boat_Dirty.hiplc
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Hello people! I'm currently trying to render pyro exoplosion with the motion blur in Redshift and I didn't succeed with any of my aproaches. I tried Convert to VDB , and then Merge Volume in Velocity mode with the motion blur ON but nothing works yet. I found few HIP examples but they neather don't work. Is there anybody who ever did this? Too bad there's nothing about it in the Redshift official documentation too. Please help
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Hello, I'm new here. I'm curious and would like to know how to achieve simulation results like the ones in this reference video using Houdini. I've been experimenting with the flip SOP and smoke for other purposes, but I'm not sure how to replicate the results shown in the video. https://www.istockphoto.com/video/ld-a-thick-amber-coloured-liquid-poured-into-water-gm1304200068-395422812 If you guys have an idea please help me, Thank you so much.
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Hi, I am Procedural Generative Artist. I am specialized in Procedural Asset Creation. I can create 3D assets for Games/Movies/3D Printing. My works have been featured in Several Websites. I am also able to create FX. You can see my reel below. I am looking for any kind of work. You can see my projects in pamirbal.com olcaytopamirbal@gmail.com
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Hi ! We use houdini as primary software in connection with pipeline management system Ftrack. It used to be ok for a long time, but not that long ago something went wrong. Houdini being started from ftrack launcher generates endless stream of errors like this But when Houdini is started directly without ftrack - everything goes fine I understand, that it regards ftrack plugin/scripts, but I can not define what script may invoke such behavior, because houdini freezes at this moment May be somebody faced such errors or just may give an advice where should i start digging from. setting HOUDINI_UI_QUEUE_SIZE does not help.... Houdini 20.0.751 py3.9 Ftrack Connect 2 Py3.9 Thanx in advance !!!
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Hi, I have recently created a set of 70+ HDAs called the IPOPs that aim at creating AOVs, Mattes & features for rendering. IPOPs are operator workflows designed to streamline shaders and AOV development in Houdini. With our toolset, artists can easily standardise their networks and access specially developed nodes for various renderers and presets, increasing efficiency and creativity. Get the IPOPs here! Renders in Karma & Mantra. 1. The Standard Library: Set of HDAs that help artists create quick shaders and AOVs and contain useful Utility Nodes such as Fresnel for Karma (CPU & XPU), Mask Falloffs in Shaders etc. The HDA library is constantly updated with new nodes to assist artists in speeding up their workflow and creating a streamlined system thereby increasing efficiency and creativity. 2. The Geometry AOVs: A set of remade common geometry AOVs for artists to quickly generate AOVs, Mattes & Utility Passes for Compositing. 3. The Particles AOVs: A set of remade useful particle AOVs for artists to quickly generate AOVs, Mattes & Utility Passes for Compositing. 4. The Volumes AOVs: A set of remade volume AOVs for artists to enhance their FX using AOVs, Mattes & Utility Passes for Compositing. We have a wide range of Bundles available for various workflows & we support both Houdini Apprentice & Houdini Indie! For any enquiries please email support@chakshuvfx.com I will be posting constant updates and developments here. IPOPs Master bundle: 1. Houdini Apprentice 2. Houdini Indie IPOPs Geometry AOVs bundle: 1. Houdini Apprentice 2. Houdini Indie IPOPs Particles AOVs bundle: 1. Houdini Apprentice 2. Houdini Indie IPOPs Volumes AOvs bundle: 1. Houdini Apprentice 2. Houdini Indie
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I have a vellum sim where balloons expand from scattered points using the instance point source method. Sometimes, however, the balloons emit from points that are now inside pre-expanded vellum balloons. How can I remove these points so that they dont emit anything? I've tried to do this on SOP level feeding an object merge of the solver back into the source, and blasting emitter points that intersect, however this hasnt worked. Im wondering if there's a way I can do it in the DOP net? Any help appreciated! Ali
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Hi I have a box that I have animated, and the simulation supposed to be like the water should start from down to fill the box and the box should be filled for 50 frames then the box starts to rotate after the rotation the box must get empty. THATS THE ALL SIM ANIMATION PART. My problem is: 1- when the box is almost full of water, I couldn't keep the water level as it is, I try to keep it by animating divergence but sometimes it's getting too much or sometimes it's getting less. 2- I try to make the box empty but still some water will leave at the end, how can I fix that. 3- at the end you can see some particles are getting white and sometimes getting out of the box, I really don't know why this happen. I am sharing the Houdini file, preview and the frame which particles are getting white. I REALLY APPRECIATE IF YOU COULD HELP ME. TEST_V017_[1-300].mp4 FOR TEST.rar
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Hi all. I made something a few weeks ago that I thought might be useful, so I somewhat tutorialised it here: http://www.pixelninja.design/manhattan-voronoi-approximation/ Basically it's a method of achieving something close to a Manhattan-distance voronoi diagram. I hope someone out there finds this useful If anyone knows of a better method, or a method of achieving an actual Manhattan voronoi I'd love to hear it! ManhattanApproximation_01.hiplc
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having a bit of a nightmare with this one... this is my shot... hulk swinging a log at thanos lol (sorry for the 6mb gif!) so i want the log to explode on impact so my log geo was created and uv'd in maya... i exported as a cache with the animation as alembic... it all seems to come into Houdini nicely... I then set it up with rbdmaterialfracture and then some uv nodes to texture the inner pieces.. i just use a simple sphere for collision that i then shrink after impact and move down through the floor to get it out of the way lol!... I have my uv's on the log and it looks fairly nice overall i think... i'm using the rbdconfigure to switch between deforming and active ....thanks to @rohandalvi for his little video tutorial on youtube Here's where it gets tricky in maya... I'm exporting the cache as alembic but its not bringing the uvs in correctly... some parts seem to be nicely textured but then a bunch of chunks aren't working... this is the log geo in Maya viewport and when rendered it doesn't texture those parts as needed... Sorry for the longwinded post i just like to use pics to help it be more clear I've included the log abc cache and a the hip file incase anyone wants to take a look and point out where i could be going wrong? Thanks everyone! Ant shot_MIND_0110_log_v01.abc shot_MIND_0110_setup_v001_clean.hip
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VFX Artist – JOB DESCRIPTION We are producing 5 hours long web series, integrating live shoot with 3d virtual production. Our film division consists of researchers and artists. We are looking for a competent and passionate Vfx trainer and consultant to: Train our team in Houdini Remain engaged with our researchers and artists team to troubleshoot as and when problems are faced. Execute scenes by bringing your experience to enhance our film user experience. Duration: To be determined together Location: Remote Working + Physical - Bangalore, India (towards end of project) Reach out at careers@nvlife.net ABOUT US We are a deep research-based health and wellbeing organization that has been converging ancient wisdom and science to bring out solutions to reverse any form of suffering humanity faces. Our research led us to write the book and that led us to start online courseware during the pandemic. In the process, we produced more than 10,000 hours of content and continue to create more. From being researchers, writers and teachers, we have recently diversified into storytellers- the result of which is a brand-new production house that creates content that connects humanity with its lost wisdom. In a world that is consumed with AI, we are the only organization that specializes in creating an artist. In the last one year of production, we have hired individuals and helped them evolve into artists by using the unique techniques developed at Curedemy. For two years we have researched the concept of sleep, hence, decoding the mysteries of sleep, dreams, nightmares and regeneration. We are in the production phase of taking it to the big screen. The medium of development of the current web series is Unreal, Houdini, Blender and Nuke. We solve problems. We classify all human problems into three categories. We call them suffering. 1. Distress- Emotional body issues 2. Mental Disorder- Mental body issues 3. Disease- Physical body issues For our transformative journey from researchers to storytellers, we are expanding and looking for an ecosystem of artists who can transform our vision into a visual and audio-appealing story in a simple manner while it reveals the deepest of the secrets that trouble humanity on a daily basis.
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Hi all! We have a course that starts tomorrow at 10:30 am PDT, I think it would be great for anyone who wants to feel more comfortable in the program, it's not a topics-based course but an efficiency one, here is more info.
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Hi guys, I'm trying to get bubbles to collide with each other but can't seem to find the solution yet. I'm using points that are emitted upwards and assign a random pscale value to each new point. I'd like points to change colors when they are too close to each other, that way I can check if the setup works. So when 2 points are close to each I'd like to check if the distance between them is not smaller than the radius of the point and the radius of the closest point. If it is, then the points need to turn red. For now, all my points turn red, but I think it's because I can't find a way to access the closest's point pscale value to compare it with the distance. Can someone guide me on how to approach this kind of issue? I tried to use pcfind but that doesn't seem to work too . Bubbles_WIP.hipnc
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I am currently working on a Houdini Crowd Simulation. When I open the hip file, I can see a bridge model and agents placed on the bridge. However, I am experiencing the following issues: 1. In /obj/agent, I set the direction using attribwrangle1, but when I run the simulation in dopnet, the agents are facing different directions. 2. I would like the agents to stay within the bridge area, but they keep moving outside of it. crowd_test_v001.hip
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Hey everyone! Finally finished my newest personal Houdini project and thought it was time to post it places! This was probably my most render time heavy project so far but happy with how it turned out
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Hi All, Let me start by saying I am still learning, I am in a situation where I'm doing a large scale destruction with RBD Bulletsolver and 10 frames in Houdini crashed. Do i have to restart the sim from the beginning? or is there any way to setup some check points like Dopnetwork. PS. I do know, I can have a bullet solver in side a dopnetwork! but I have built everything in a geo node piped to RBD bullet solver which is working great except until it crashed! Regards Shyam
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- dopnet
- bulletsolver
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Hey, I just went back to the basics to better understand Houdini. In the course "Houdini for the new Artist", Tyler Bay explains Solaris (stage). When I import a scene, I get the error message "Could not open asset", I used a gltf file from sketchfab (ricocilliers). Is this due to my Houdini Apprentice license? What's missing, what's wrong?
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- error
- sceneimport
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