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JUST A FEW HOURS LEFT! Houdini Tutorials 80% OFF ! Houdini Tutorials on Sale: 1. Procedural Modeling [Escalator] https://rart.gumroad.com/l/ProceduralModeling/BF80off Was $95 - Now $19! 2. Megastructure Generator [Procedural Modeling] https://rart.gumroad.com/l/MegastructureGenerator/BF80off Was $89 - Now $17.80! 3. Procedural Bush Plant in Unreal Engine 5 https://rart.gumroad.com/l/dCEnaM/BF80off Was $65 - Now $13! 4. Procedural Japanese Castle in Unreal Engine 5 https://rart.gumroad.com/l/ProceduralCastle/BF80off Was $95 - Now $19! 5. Procedural Level Design in UE5 https://rart.gumroad.com/l/LVLDesign1/BF80off Was $170 - Now $34!
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After more than 5 months of unimaginable amount of work, I am proud to release my first in-depth Houdini course on VEX More details in the video description and the website. Active Patreon members will receive additional discounts proportional to their lifetime support (25% of their lifetime support). Message me on Patreon for your discount coupon. Enjoy! 01 - Introduction [Point Clouds] 02 - Introduction [pcopen() vs pcfind() vs nearpoints()] 03 - Introduction 04 - Implementation 05 - pcfilter() Implementation for pcfind() 06 - pgfind() 07 - pcfind_radius() 08 - Excluding the Current Point & Ad-Hoc Groups 09 - Finding Min & Max Neighbour Points [Unique Pair Matching] 10 - Concept 11 - Implementation [Camera Based Occlusion with Variable Pscale] 12 - Concept 13 - Implementation [Uniform Point Distribution Over Polygonal Surfaces [Point Relaxation]] 14 - Concept 15 - Implementation 16 - Decoupling Operators [Convolution Kernels] 17 - Introduction 18 - Border Handling [Connectivity & k-Depth Point Neighbours Using Edges] 19 - Introduction 20 - Concept 21 - Implementation [Connectivity & k-Depth Point Neighbours Using Primitives] 22 - Concept 23 - Implementation [Extending k-Depth Point Neighbours Using Edges] 24 - Introduction 25 - Concept 26 - Implementation [Extending k-Depth Point Neighbours Using Primitives] 27 - Concept 28 - Implementation [smoothstep() [Cubic Hermite Interpolation]] 29 - Concept 30 - Implementation [Shaping Functions] 31 - Introduction 32 - Implementation 33 - Blurring Attributes [Sharpening Attributes Using Unsharp Mask] 34 - Concept 35 - Implementation [Generalizing the Kernel Code to Handle All Attribute Types] 36 - Concept 37 - Implementation [Attribute Gradient] 38 - Introduction 39 - Concept 40 - Implementation [Gradient Ascent & Descent] 41 - Planar Geometry - Introduction 42 - Planar Geometry - Concept 43 - Planar Geometry - Implementation 44 - 3D Geometry [Contour Lines] 45 - Introduction 46 - Concept 47 - Implementation 48 - Heightfields [Geometric Advection - Orthogonalization & Flowlines] 49 - Introduction 50 - Concept 51 - Implementation [Clustering & Quadtrees] 52 - Concept 53 - Implementation [Adaptive Subdivision] 54 - Introduction 55 - Implementation 56 - Hashing [Adaptive Subdivision] 57 - Improving OpenSubdiv Catmull-Clark Subdivision Surfaces Algorithm 58 - Half-Edges [Adaptive Subdivision] [Aggressive Performance Optimizations] 59 - Eliminating Groups 60 - Custom Fusing In VEX 61 - Recreating Proximity Structures In VEX 62 - Get Unshared Edges In VEX 63 - Final Optimizations [Limit Surface Sampling] 64 - Introduction 65 - OpenSubdiv Patches 66 - Moving Points to the Subdivision Limit Surface 67 - Scattering Points on the Subdivision Limit Surface 68 - Generating a Point Cloud on the Subdivision Limit Surface 69 - Pre-Generating a Point Cloud on the Subdivision Limit Surface 70 - Creating Isolines on the Subdivision Limit Surface [Adaptive Subdivision] 71 - Computing Surface Normals from the Subdivision Limit Surface [Custom Subdivision Surfaces] [Splitting Edges [Edge Divide]] 72 - Concept 73 - Converting Edges to Primitives 74 - Creating New Edge Points [Rebuilding Polygons] 75 - Concept 76 - Implementation 77 - Preserving & Interpolating Attributes 78 - Multithreading by Connectivity 79 - C++ vs VEX 80 - Preserving Groups 81 - Final Optimizations [Implementing Bilinear Subdivision] 82 - Introduction 83 - Concept 84 - Modeling Test Geometry 85 - Starting from Edge Divide 86 - Creating New Face Points 87 - Creating New Edge Points [Creating New Closed Polygons] 88 - Concept 89 - Implementation [Creating New Open Polygons] 90 - Concept 91 - Implementation 92 - Preserving Primitive Groups & Interpolating Primitive Attributes [Preserving Vertex Groups & Interpolating Vertex Attributes for Closed Polygons] 93 - Concept 94 - Implementation 95 - Preserving Vertex Groups & Interpolating Vertex Attributes for Open Polygons 96 - Implementing Iterations 97 - Preserving Literal Groups 98 - Creating Neighbour Primitives 99 - Final Changes 100 - Testing On Complex Geometry [Implementing Catmull-Clark Subdivision] 101 - Introduction [Closed Surfaces] 102 - Rules [Gathering Edge & Face Points] 103 - Concept 104 - Implementation [Computing Weights for New Edge Points] 105 - Concept 106 - Implementation [Computing Weights for Original Points] 107 - Concept 108 - Implementation [Attribute Interpolation] 109 - Concept 110 - Implementation [Boundary Interpolation Rules for New Edge Points] 111 - Concept 112 - Implementation [Boundary Interpolation Rules for Original Points] 113 - Concept 114 - Implementation 115 - Open Surfaces - Handling Corner Points 116 - Handling Non-Manifold Topology [Open Polygons] [Computing Weights for Original Points] 117 - Reverse Engineering OpenSubdiv 118 - Implementation [Computing Weights for New Edge Points] 119 - Reverse Engineering OpenSubdiv 120 - Implementation 121 - Handling Open Polygonal Curves [Handling Mixed Topology] 122 - Full Geometry 123 - Sub-Geometry 124 - Testing On Complex Geometry [Performance] 125 - Profiling [Grouping Boundary Edges from Primitive Group] 126 - Concept 127 - Implementation 128 - VEX vs C++ [Caustics] 129 - Introduction 130 - Sea Caustics 131 - Pool Caustics [Enhancing Gradient Ascent, Descent & Contour Lines] 132 - Introduction 133 - Implementation 134 - Tracing Both Directions [Updating Distances Properly] 135 - Concept 136 - Implementation 137 - Looping Streamlines Problem 138 - Adding Trace Parameter [Evenly Spaced Gradient Ascent, Descent & Contour Lines] 139 - Introduction 140 - White Paper 141 - Concept 142 - Constructing the For Loop Network 143 - Improving Seed Points Selection for Tighter Packing 144 - Implementing Separation [Enforcing Separation Using Self Proximity] 145 - Concept 146 - Implementation 147 - Optimization 148 - Final Tweak 149 - Applying to 3D Geometry [Custom Subdivision Surfaces] [Extreme Performance Optimizations] 150 - Introduction 151 - Establishing Baseline for Performance 152 - Updating Attribute Interpolate Nodes 153 - Interpolation vs Copying 154 - Optimizing Input Group 155 - Caching Geometry Data 156 - pointedge vs pointhedge 157 - Getting Primitives from Half Edges 158 - Eliminating Edge Groups 159 - Parallelizing Geometry Creation for New Primitives [Unrolling Loops] 160 - Parallelizing Geometry Creation for New Edge Primitives [Unrolling Loops] 161 - Finalizing the Network 162 - Performance Profiling the Latest Version 163 - Conclusion
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Hey everyone! I'm excited to share that I'm starting a brand-new YouTube channel focused on teaching VFX and Houdini. This channel will be packed with tutorials, project breakdowns, and behind-the-scenes insights to help you learn and grow your skills in visual effects and Houdini. To kick things off, I'll be starting with a special playlist on creating a *Procedural Bridge Asset* in Houdini, from the basics all the way to a fully functional, customizable tool. If you're passionate about VFX or looking to dive into Houdini, please subscribe, share, and help spread the word. Your support will mean so much and help this channel start strong. Let’s create and learn together Thank you, and see you on the channel! CPFX Here is the link to the free HDA: https://cosmicpalettefx.gumroad.com/l/BasicBridgeAsset
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Hello all, Im attempting to follow this old tutorial for a growth solver in VEX : https://www.creativebloq.com/how-to/grow-plants-in-houdini Im stuck on blending the direction between the steps in the For Loop, to stop the crazy jumps between steps. I also have an issue of the Ivy getting stuck under the object (I guess because the wander variable isnt strong enough for it to find a way out). Ive linked my hip file bellow, anyone have an idea what could be done next to get this working better? Here is where im currently at: Heres my current hip file: IvyGenerator_tool_forOD.hip Creating a solver like this is my overall goal eventually: Thanks!
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Hi there, Just a quick post to promote my new tutorial for cmivfx. It shows how to create a 3D spiral galaxy from scratch. The images used to promote the video are the actual images made from the tutorial. It covers creating a vortex star simulation in POPS, DOPS smoke simulation for the gas, and a SOPS system for the background star field. I go through material creation, rendering, and compositing. I also provide a finished hip file that has all the networks in it. I should note that this is more of a creative approach, rather than a scientific approach, so if you are looking for something like an n-body approach, you won't find that here. I hope people find this tutorial easy to understand, well thought out, and presented clearly. I believe CMIVFX is offering a discount code at the moment, so if you are looking to purchase it, now would be a good time.
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New Houdini Tutorial Alert! I'm excited to announce my latest Houdini tutorial: Building Generator from Image | Houdini Beginner Tutorial! Watch it on my Youtube channel: https://youtu.be/CsFIbPUrK-U?si=b9Tbzqvn2-Fcwagh Happy modeling,
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Hi guys I started creating a series of brief tutorials covering specific tips and tricks for using Houdini features. So these tutorials are not meant to provide comprehensive explanations of the topics. Please subscribe to my YouTube channel for more. Houdini Tutorial: Attribute Paint re-cache method feature:
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Hello, everyone! I'm very excited to share my Procedural Lake Houses tutorial series, where I show how to generate the houses all the way from base silhouette to final shading. Example of the Generated Content: Link to cmiVFX page: https://cmivfx.com/products/494-procedural-lake-house-building-creation-in-houdini-volume-1 Thank you for watching and have a good day!
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- procedural modeling
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Hi, 80% Off to ALL Houdini Tutorials. Discount code: FLASH80 Houdini Tutorial Megastructure Generator [ Procedural Modeling ] Download: https://gumroad.com/l/MegastructureGenerator Regular price - $89 Price with discount - $18 Houdini Tutorial Procedural Modeling [escalator] Download: https://gumroad.com/l/ProceduralModeling Regular price - $95 Price with discount - $19 Houdini Tutorial Procedural Bush Plant in Unreal Engine 5 Download: https://gumroad.com/l/dCEnaM Regular price - $65 Price with discount - $13 Houdini Tutorial Procedural Japanese Castle in Unreal Engine 5 Download: https://rart.gumroad.com/l/ProceduralCastle Regular price - $95 Price with discount - $19 Houdini Tutorial Procedural Level Design in Unreal Engine 5 Download: https://gumroad.com/l/LVLDesign1 Regular price - $170 Price with discount - $34
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Download: Gumroad: https://gumroad.com/l/MegastructureGenerator Artstation: https://www.artstation.com/a/26887378 What you will learn: In this tutorial, you'll learn how to use Houdini's powerful procedural modeling tools to create a building generator that can generate a wide range of building designs with just a few clicks. Throughout the tutorial, you'll be guided step-by-step through the process of building your own custom building generator from scratch. You'll start by learning the basics of Houdini's procedural modeling workflow, including how to create and manipulate nodes, and how to use expressions, attributes, groups to create complex, parametric models. By the end of the tutorial, you'll have a fully functional building generator that can create a virtually limitless number of building designs with just a few clicks. Whether you're a seasoned Houdini user or just getting started with procedural modeling, this tutorial is the perfect way to take your skills to the next level and unlock the full power of Houdini's procedural modeling tools. What's Inside? 17 Video Chapters. 6 Hours of Lessons. Houdini 19.5 Project Files. HDA Megastructure Generator. Unreal Engine 5 Project Files. (3 different cities) Introduction: Chapter 1 - Basic Shape. Chapter 2 - Big Details. Chapter 3 - Ventilation. Chapter 4 - Medium_Details. Chapter 5 - Small_Details. Chapter 6 - Small_Details_2_Platform. Chapter 7 - Big_Antenna. Chapter 8 - Small_Antenna. Chapter 9 - Small_Antenna_2. Chapter 10 - Decorative_Panels. Chapter 11 - Cables. Chapter 12 - Creating_HDA. Chapter 13 - Creating UV. Chapter 14 - Materials. Chapter 15 - Automatic Search. Chapter 16- Add_Complexity_Levels. Chapter 17 - Export. Tools: Houdini 19.5 Unreal Engine 5 Download: Gumroad: https://gumroad.com/l/MegastructureGenerator Artstation: https://www.artstation.com/a/26887378 Download: Gumroad: https://gumroad.com/l/MegastructureGenerator Artstation: https://www.artstation.com/a/26887378
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Procedural Modeling in Houdini In this tutorial you will learn the procedural modeling from fundamentals to advanced level. Video Presentation: What's Inside? 40 Video Chapters. 14 Hours of Lessons. Houdini 19 / 18.5 Project Files. Unreal Engine 4.26 Project Files. HDA Procedural Escalator. HDA Cable Generator. Tool Group Select. Format: Narrated, with audio commentary. Download: Gumroad: https://gumroad.com/l/ProceduralModeling ArtStation store: https://www.artstation.com/a/10610308 FREE Sample: https://gumroad.com/l/HBPRh In the first part we will start to create the escalator elements and gradually we will move to more advanced procedural modeling techniques. In this part you will also study: How to create vertex mask in Houdini for UE4 materials. How to add rig and export animated steps. How to add collision, and assign UE4 materials. In the second part you will study more advanced techniques of procedural modeling, tools development (1_Group Select, 2_ProceduralBox With Cables) and procedural uv creation. We will also create procedural uv for trim textures.
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procedural modeling.mp4 In this tutorial you will learn the procedural modeling from fundamentals to advanced level. Houdini Tutorial Procedural Modeling [escalator] Gumroad: https://gumroad.com/l/ProceduralModeling Artstation: https://www.artstation.com/a/10610308 In the first part we will start to create the escalator elements and gradually we will move to more advanced procedural modeling techniques. In this part you will also study: How to create vertex mask in Houdini for UE4 materials. How to add rig and export animated steps. How to add collision, and assign UE4 materials. In the second part you will study more advanced techniques of procedural modeling, tools development (1_Group Select, 2_ProceduralBox With Cables) and procedural uv creation. We will also create procedural uv for trim textures. Houdini Tutorial Procedural Modeling [escalator] Gumroad: https://gumroad.com/l/ProceduralModeling Artstation: https://www.artstation.com/a/10610308
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Thrilled to show a teaser of my future Houdini tutorial. Key topics: - Proceduralism: geometry and animation - Pyro: explosion with love - Karma XPU: pain and joy *99.9% done with Karma XPU Release on gumroad soon.
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Visit the course at cgforge.com/course/pyroiii Unlock access for as little as $49.99 at cgforge.com For one-on-one mentorships and consultations, visit cgforge.com/academy
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Hi all, As some of you may know I have recently started a youtube channel where I am sharing some techniques, setups and tips. My goal is to first cover some of the fundamental tools/setups and then build more elaborate setups. I wanted to share this with the odforce community too as this community will always have a special place in my heart :). Thank you for watching & have fun learning! The channel: https://www.youtube.com/channel/UCZMPkkgnAFghvffxaTh6CsA My first video:
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New Houdini Workflow Tutorial! In this video, I take an in-depth look at: - The Copy to Points node - The Variant Attribute - Packing and Intrinsics - Rest Position and calculating it for moving geometry - Loops - And a lot of tips and tricks for automating and optimizing the process.
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Let's talk about minerals and crystals In this video I'm gonna talk about doing some simple modeling, shattering and fracturing the crystals, we're also going to take a look at rendering and generation some procedural materials. It's a long video but it might be helpful especially if you are new to Houdini. Also, you can find a lot of great websites for finding reference images for minerals. I mostly use these two. https://www.mindat.org/ https://www.minerals.net/ You can find the tutorial on my youtube channel: https://www.youtube.com/simpleandprocedural I've also included the hip file and here's a download link: https://microverse.art/?smd_process_download=1&download_id=2678
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This is a preview of the Houdini 18.5 knit tutorial series Artstation https://www.artstation.com/nemikoait Instagram https://www.instagram.com/nemikocg
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Hello odforce, first post on here. I'm an Houdini noob/rookie and I am trying to follow this tutorial from SideFX regarding OSM. The point of this project is to create a procedural city using the Labs nodes and Open Street Map however I can't seem to generate buildings without them having holes/gaps when I try to generate fbx files for the Corners and Ledges. The first image is with trims and corners, and the second image is with walls only which results in no gaps/holes. From my understanding it seems that the problem lies in the labs nodes and might be some sort of "bug". It might be worth noting that the modules/objects used for the houses are from said tutorial and that, yes I've fixed the Centroid on all the modules as well. Here is my file: OSM_city_1.hipnc Here are the files i used for this project: city.zip Here are examples of my issue Any help would be greatly appreciated! Tutorial link: https://www.sidefx.com/tutorials/city-building-with-osm-data/
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Hello and Welcome to HossamFX.org : Description : Hello everyone. and welcome to this course procedural City Vol 1 building generator . One year ago I received an email from one of my customers. He asked me To record a tutorial about procedural City in HoudiniFX and I did it In this course you will see with me how I can convert those boxes to this nice building Just buy one click. step-by-step I will start with you on this journey to see how we can create a smart system in Houdini FX. This system can decide where to add a window, where to add a balcony , how to create procedural UV, and How to use the imported materials from Quixel megascans , manipulate and modify it. Using this tool you can generate an infinite number of buildings. I will use those buildings in vol 2 to create a beautiful city. I will show you how to create every tiny detail you see in this building from scratch !!! I will stay away from complexity and the use of code . In addition to procedural modeling skills, this course will give you a broad idea of creating procedural UV’s and manipulating textures . Creating a PDG network is on our list in this course and the final render will be explored in Mantra & RedShift. Now I'll let you watch this presentation of the final result of testing this system to randomly generate 50 different buildings !!! Notice : Watermarked Tutorial, link to download will be sent AFTER 72 hours as maximum thank you !!! Course Link : https://www.hossamfx.org/procedural-building-generator Kind Regards !!! Hossam Aldin Alaliwi www.hossamfx.org
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Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
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