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Found 16 results

  1. Hi Everyone, I am a beginner in houdini and mainly focus smoke simulation, I was wondering you can give some lead or where to search for be able to do an effect like this one, for me to effect this effect you build your geo and you make the kaleidoscope effect by vex ? of there is an other way, know hodini there is always an other way I don't want like a tuto more some technical name or node who can lead to that direction, Thanks you !
  2. Hi guys, I'm in trouble with the new Volume Source node. I can't import a simple VDB from SOP to DOP as a collision object, let me explain better. There is a Pig Head converted in VDB by Distance, it has got two attributes: surface and v. After creating a simple DOP Network, I've tried to import the VDB object by the new node Volume Source. I set the correct path, changed the source volume initialization from smoke to collision, changed the source volume paramter, turning its name from collision to surface (to import the attribute I got in the SOP pig head), but nothing appear in the scene view, it doesn't import nothing. I also tried to modify the field to match, setting surface as field to create, nothing happens again. I'm trying to solve it for a couple of hours but I'm still stuck. Can someone help this stupid beginner? Thank you in advance.
  3. Hey everybody! I am trying to work up my skills in surfacing by competing in this month's RenderMan challenge. I am currently using Mantra (because the RfH for RenderMan 22 doesn't come out for a few more weeks) but I have a few extremely basic questions about the workflow. I am using the Lookdev desktop, and using the built-in test geometry. 1. In the light bank data tree, I am only able to change intensity but not exposure. How can I change this? Do most lighters work in intensity or stops? 2. In the object appearance data tree, I am only able to assign materials at the object level. Is it possible to assign materials to groups from this UI? 3. When you lookdev terrain, is it more normal to scale your uv coordinates in the shader network or go back to the geo and use uvtransform to scale tiling textures up and down? Or do most people just use triplanar projections on background buildings and landscapes? 4. (Technical) I was looking into light instancing and found that with the template light you can write your own light shaders. But is that only in /shops? What is the current /mat way to write a light shader? 5. (Technical) I noticed that render times are faster with packed geometry, but then I lose all my material assignments. Why is rendering packed geometry faster? What is the currently accepted way to lookdev packed geometry without losing all your material assignments? 6. (Technical) How does light instancing work? It seems a little strange to me that the instancing tool is completely separate from the copy-to-points SOP. Is the instancing tool just running a for loop at IFD creation time? Are there any other common approaches to procedural light scattering?
  4. Hi there, How are you? I hope you're fine. What is it "Houdini Rocks"? It's the first volume of more courses dedicated to Houdini in english language and in the first volume you can find some part (not the same) of my workshop "Houdini for Artist" is started last 3rd september, but you're still in time for join wih other student if you want... By the way here I don't talk about the rocks or how to create rocks (it's only the title). In this course I cover a variety of material and I introduce you to Houdini. In the first lessons I talk about proceduralism and interface, but we touch also advanced subject like VOPs and VEX. Finally you have a good approch to Houdini and you can start to work with it. All you need is Houdini Gumroad - gum.co/leOq Cubebrush - cbr.sh/z6utbt CGCircut - https://www.cgcircuit.com/tutorial/vfx'n'go---houdini-rocks---volume-1 Udemy - https://www.udemy.com/vfxngo-houdini-rocks-volume-1/learn/v4/overview have a nice day Matteo
  5. Hello! I'm an advanced beginner in houdini and in cg at all. After 6 months learning i feel that i can help some beginners to start. Or we can just exchange information if you the same lvl as me (i know well sop/chop vex, cameras, lighting). For me it's a good possibility to consolidate my knowledge while explaining, and maybe improve my English lvl(if you English speaker of course:)) For you it's a possibility overcome the threshold faster or get new knowledge. Email me or add me in skype: 333robert3337@gmail.com
  6. Hello all, noob question here: I'm trying to follow along with the Steven Knipping tutorials (Rigids II - Structure Destruction). In video 4a he talks about adding primitive wrangles to re-name the points generated by packed geometry, while at the same time adding a variable inside that primitive wrangle to preserve the original name of those points (see the first image I've uploaded). Problem is, I'm using my own setup / model to try and follow along. I can get that technique described above to work just fine for individual sub-sections (walls, floors, windows) of my building, as you see below ("name" and "name_orig" attributes working as they should). However, as you can see in the second image, trying to apply this technique to the entire building, I'm still able to get new name attr's for all the pieces / fragments, but no original names ("name_orig" comes up blank). Plus the error msg from the merge node just above, "A mis-match of attributes, etc." Most of what I've googled so far is along the lines of "It's just a warning, don't worry about it." But for these particular tutorials, I should probably see this issue handled before I continue. I've tried a few attribute wranglers, but they don't bring back the "name_orig" attr I need. What to do? Hopefully I explained things somewhat clearly, tell me if you need more details before posting an answer. Thx in advance
  7. Simple project to learn Houdini

    I'm new to this place, so apologies if I'm being dumb about anything. The project is to fire a beam at a piece of geometry, and have it fracture at the point of impact, like a simple sci fi gunshot. I have a rough idea of how to do the destruction, but which nodes should I use to cast the ray, and then find the intersection? Also how do you even define a direction or a vector to start off with? Currently I'm using a very long single-span curve, but I'd like to find a way to cast the ray infinitely. Any help is much appreciated. Thanks very much.
  8. Hi guys, I'm fairly new to Houdini and even newer when it comes to modelling in Houdini so was wondering if I can get a few tips. I'm trying to create a mesh for a lightning bolt. I would like to be able to procedurally create different shapes fairly quickly, once the initial mesh has been set up. Ideally I can have some options for number of branches, random thickness, smoothing etc. Any help would be very much appreciated. Thanks
  9. Hey guys. I'm pretty new to the houdini world, and I've been experimenting a lot of things. Is there a way to get the RGB values of scattered points using attrib wrangle? Im not too familiar with the VEX syntax, so Im having a hard time figuring it out. I have random colours signed to a scatter node and some geometry copied on to the points using a copy node. I want to limit scatter the geometry based on the colour of the scattered point. Thanks!
  10. Hi Internet, My initial 3D application was Solidworks. It's frustrating at times, but I like the precise nature of the program. Over the past six months I have started poly modeling, spending some time with C4D and Maya. They are both very capable. Then I downloaded Houdini. It feels wonderful. I love that I can go back and change things. The hierarchal structure makes perfect sense to me. Also the interface! That middle mouse button input menu is fantastic! Unfortunately, something is holding me back from getting too excited. My first goal is to create hard surface models with realistic atmospheric lighting. Is it a better idea for me to stay with Maya or learn something like Modo, or have I finally found a home?
  11. Condensation On Surface

    Hi everyone, I'm brand new to Houdini really I've done some extremely basic RBD, FLIP, Pyro, and cloth sims with a very finite amount of POPs and FEM and I'm looking to develop a little system that will form droplets on the surface as a mesh, I would like the droplets to differ in size and for some to run down the surface and leave a trail as you would expect in real life and for some droplets to stay in the same position throughout the shot. I've checked out some of the other topics on this and they seem incredibly complex to me so if anyone could simplify I would greatly appreciate it! I've attached a simple scene of a can model (can model link; http://tf3dm.com/3d-model/coca-cola-can-23142.html) I am aiming to achieve the condensation effect on this model! Any help is appreciated, Thanks in advance Condensation_Can.hipnc
  12. Pluralsight Creative is now offering 2 brand new learning paths for Houdini. Learning paths are a series of courses organized into levels for easier organization. That way you can start with the first course in level one and work your way through all of the courses and levels sequentially. How to get started in Houdini: http://www.digitaltutors.com/learningpath/44-How-to-Get-Started-in-Houdini The How to Get Started in Houdini learning path offers a step-by-step approach for artists who have never used Houdini before. This learning path is a more general approach to learning multiple aspects of the 3D pipeline within Houdini. Throughout the tutorials in this learning path you will walk through the fundamental aspects of modeling, materials, lighting, rendering, particles, fluids, rigid bodies, scripting and digital asset building. After completing this learning path you will have a solid understanding of the various aspects of Houdini. And Dynamics in Houdini: http://www.digitaltutors.com/learningpath/71-Dynamics-in-Houdini For Houdini artists wanting to learn how to take advantage of powerful dynamics capabilities, the Dynamics in Houdini learning path can help guide you through learning many of the tools available to you. By the end of this learning path you'll have a solid understanding of the DOP context within Houdini. This learning path is not intended to teach you the basics of moving around in Houdini. Instead, with the Dynamics in Houdini learning path you'll focus learning how the different dynamics engines work inside of Houdini. Enjoy!
  13. Hey everyone, just wanted to let you know that Pluralsight Creative (formerly Digital Tutors) is offering a newly designed, "Introduction to Houdini 15" course. It's a little over 7 hours and has about 45 lessons. You can check it out now for free through December. The promotion includes some more advanced courses in addition to the Intro to H15;Creating Custom Shaders in Houdini, Building FX Tools in Houdini, Image-Based Rigid Body Destruction in Houdini, and Advanced Rigid Body Dynamics using Proxy Objects in Houdini. Here is a course description and a link to the free promotion: Free through December: https://www.digitaltutors.com/promotion/houdini-15 Introduction to Houdini 15 Course Description: In this Houdini 15 tutorial, you’ll develop the skills you need to get up and running. You’ll get the most out of this course when you’re brand new to Houdini, but still have a basic understanding of general 3D concepts. We’ll start with the first time you ever launch Houdini and walk through creating an awesome effects shot. Along the way, you’ll learn some of the most powerful aspects of this node-based software such as the key concepts of the Houdini user interface, basic geometry manipulation and polygon modeling. We'll also explore how to import geometry, create custom user interfaces, apply materials and manipulate UVs. We’ll get our feet wet in each step of the pipeline, including modeling, animation, dynamics, lighting and rendering to construct a dramatic FX shot using rigid bodies and fractured geometry. By the end of this Houdini training, you’ll be able to dive into the other amazing Houdini content in our library with confidence. Thanks everyone and I hope you have a great weekend! -johnCrief
  14. Hi, For educational purposes I try to replace things I can do with point SOPs with small VEX codes in attributeWrangle. I do that to get a little bit warm with the language also I read that it computes faster than a regular point SOP. ( Not that it would be necessary for my small learning scenes but....anyway) I created a attribute called "displaceValue" and wanted to use this to color the CD attribute. But there has to be a mistake in the code and I can´t find it. The attached picture explains it better. I would be thankful for some help. I also tried something like " @Cd = {(@ptnum/@numpt),0,0};" which also does not work. kind regards Jonathan EDIT: Ah....it works with: @displaceValue = float(@ptnum)/float(@numpt); @Cd = set(@displaceValue,0,0); So i think the curly brackets caused the error... Are the curly brackets just for fast "values" and no attributes or variables? If someone wants to explain the error in more detail to me I would appreciate that.
  15. Hi, I've recently started learning Houdini, I've been surprised by the depth Houdini has and the freedom it offers, mire than anything I've been amazed by the SHOP context, I've always liked to make stuff lol more realistic in the final render but as a beginner i've been feeling confused by the terms,i can't understand the cancept of the word shader,some one said it's the way a pixel gets rendered but doesn't the material and texture determine how a pixel is rendered either?so what does a shader do?how can i feel the shader?for material i can feel it by seeing that for example a clay materials looks like that,renders like that etc but how can i visually see the shader in action?i want to know: 1- what's a shader? 2- what's a material? 3- what's a texture? 4- what's VEX and VOPs? 5- and finally what's the relationship between them?after these all i want a book or tutorial you suggest for an in depth houdini learning thank you
  16. This is a compilation of my student´s work during the latest Advanced VFX Program I taught at FX Animation School in Barcelona.
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