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Found 28 results

  1. Hi I've been playing around with the wdas data set cloud and I've noticed that we houdini users (who are not lucky enough to have access to shaders dveloped by giant companies) lack an overall dense (almost pyroclastic) cloud shader that shows the distinct features of puffy cumulus clouds. After a through searching both in web and odforce i've seen that a few people also inquired on the same subject but it was inconclusive. I've decided to use this post as an idea dump to possibly implement a new shader or track your opinion on the subject. During the searching i've realized that distinct features of dense clouds are achievable by either using a very high number of internal light bounces or by faking them. I have seen that dark edges are the most prominent feature of the dense clouds since the other effects as transmittance and high forward scattering are already studied and implemented in shaders. To assess the current state of volume rendering other then mantra i've done a couple tests with several renderers in maya and also tried the new terragen 4.2. The most beautiful (simulating a real cloud light) is the hyperion render. Terragen 4 clouds are also very realistic and detailed (http://terragen4.com/first-look/). Arnold seems to be the best commercial option out there and is very good in giving the edge darkening but fails at details in dark areas (which is highly visible in hyperion) but i think these areas can be compansated with additional ligths. Redshift render is blazing fast but no where near the realism. In houdini i have used pbr with 50 volume limit, 5x5 samples, volume quality at 2 with a standart volume cloud shader. I have just started to see dark edges but even rendering a very small portion of 1920x1080 image took me about 10 minutes ( 2xE5-2680 v3, 48 cores total) . For speed comparison, redshift was the fastest with a couple minutes, arnold took about 10 minutes, terragen is said to be around an hour for a very heavy cumulus cloud. No information about hyperion but since wdas has a 50.000 core farm it shouldn't be a problem. Mantra was the worst with a projected couple hours of total render. Below are the sources i found for future reference for myself Oliver also asked about a cloud shader and Mike Lyndon says he has implemented a shader before (https://forums.odforce.net/topic/17900-cloud-shader/) . This is the most prominent one and is the one i will be implementing. The thesis of Antoine Bouthors that Mike says he has implemented (http://evasion.imag.fr/~Antoine.Bouthors/research/phd/thesis/thesis.pdf) . Beautiful mie scattering solution by Matt and the base for my shader (http://mattebb.com/weblog/rendering-clouds-with-the-mie-phase-function/) Odforce user Andrea was also interested in such topic and has some ideas in it (https://forums.odforce.net/topic/24831-cloud-shader/) Modelling aspect of clouds (https://forums.odforce.net/topic/12923-pyroclastic-noise-demystified/?page=2) Siggraph presentation by Magnus Wrenninge (http://magnuswrenninge.com/content/pubs/VolumetricMethodsInVisualEffects2010.pdf) Realtime clouds for horizon zero dawn by guerilla games. realtime but has really nice implementations (horizon zero dawn real time clouds) A hefty paper from Hyperion developer Yining Karl Li (https://blog.yiningkarlli.com/2017/07/spectral-and-decomposition-tracking.html) With the directions i gathered from Mike Lyndon's post i have started implementing the photon map approach. I have already implemented a henyey-greenstein phase function and added the contribution by radiance photons. Now i will try to implement the ideas presented in the thesis of Antoine, with high focus on cumulus cloud rendering (ch. 7). Attached is the current state of shader (cloud_shader.rar) I am also interested in GLSL implementations for viewport and cloud modelling tools but i guess this post wil be mostly about a shop type implementation. anyway here is a simple glsl implementation work and i am open to every feedback https://forums.odforce.net/topic/32197-glsl-pipeline-in-houdini/?tab=comments#comment-190945 I am definitely not an expert on this subject, so all input, ideas, criticsm, and source is welcomed. Thank you. Hyperion Render (wdas_cloud_hyperion_render.png is Copyright 2017 Disney Enterprises, Inc. and are licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License ) Terragen 4 Render terragen_4_render.tif Houdini Pbr Render (the little part on top took 10 minutes to render so i left it unfinished) Arnold Render Redshift Render
  2. Hello! I want to present you my latest project! Did a test of cloud and fire, the video below. Hip_file is available for download hip file https://gum.co/IlDLG
  3. Smoke changing color

    Hello! I am new to Houdini, but am attempting a fairly complex effect. I need to emit smoke and particles from a piece of geometry, with these specific characteristics: The smoke and the particles must start off as grey. The particles should be emmited from a black-and-white mask that is mapped onto the emmiting surface (white=emit, black=no particles emmited). This texture should be animated. The color of the particles should be defined at particle birth by another moving texture (an animated fractal noise, for example). At 1/3 of their lifespan, the smoke and the particles would change into two different colors (blue and pink,. I am guessing that the right way to do this is to start with the particles, and then copy the color attributes onto the smoke. The two should move together, so... should I first do the smoke, and them move the particles along the same forces? Any help would be greatly appreciated! cheers, Diego
  4. Cloud Detail from Sop do Dop (Pyro)

    Hey guys, I'm trying to put a cloud from sops to use in a Pyro sim. Even though i'm using the same division size in both, the resolution looks very differente. Any tips on how to make it looks as close as possible from sops? Sops: Dops: Thx

    Hello everyone! I have a problem with my alpha, when I render my clouds separately (what i don't render is in matte shading) I end up with weird alphas in compositing. Do some of you have the same problem, or is there something obvious I'm missing? Thank you!
  6. Need some advice about cloudfx

    Hi everyone,i'm a new gay about houdini.english is not my first language,and my english skill is not well ,sorry about that. i want make some realistic clouds.i use the cloud rig shelf tool,but i think it not what i want. i have a few questions about how to make realistic clouds. Q1: The shape of clouds.if i want make cloud like a cat,should i use a cat geometry as source? Q2:the noise about clouds.i try use turbulence noise or curl noise make the cloud have a better look,but i didn't find a good noise to simulate cloud.do you have some good advice about noise?
  7. Houdini Flames and Fire Tutorial

    New tutorial at CMIVFX about creating fire and flames, check it out
  8. Hi, I'm a beginner at Houdini so forgive me if I am not familiar with a lot of things. I have converted some moving geometry (alembic) into a cloud and it is moving quite quickly. I want to be able to alter the animated noise effect on my geometry so that it doesn't use world space noise as it moves too quickly. I understand that this effect works well with slow drifting clouds but my geometry is not moving slowly. If I can't alter the rate at which the noise animates then I would also be interested in removing it entirely. At the moment I am using a cloud node and a cloud noise node. I'm unsure about how to achieve this so any help would be greatly appreciated!
  9. Hey Guys, this is the first visualisation of a project for school. It's a Floating Island which has 4 different areas. A grasland, a sand desert, a swamp area and on top of the mountain an ice land. The base geometry was made with WorldMachine 2 and also the base textures were made with this tool. After that, the base textures were edited in PS. All of this data was then imported in Houdini and things like clouds and plants were added. Also the shading, lighting and rendering was done in Houdini with Mantra. This is my first project in Houdini, Greetings Chrizzo Floating Island_Konzept_V1.0_Ani_01.mp4
  10. Hello, I know that there are plenty of examples of vop loops with point clouds, but after searching, haven't found an example/file that helps with this. I can get an attribute growth going with the basic like pc_filter and all of that, but now was trying to make that attib growth happen one point at a time(the closest ones from the points with the attrib initiated) and i can do that for the first point, but after that it doesn't do what i was expecting it to do, stops the growth after finding the first point... Imagine it should be something super simple that i got wrong, but if someone could take a look and let me know what i'm doing wrong i would really appreciate it. Here's a simple file showing where i'm at now Big thanks M odforce_pc_loop_problem.hip
  11. I have seen this question posted several times throughout the forum without much of a definitive solution and I have personally been asked several times how to do this, so I prepared a hip file with 2 different ways to achieve this effect, with some notes explaining what is happening. Basically you have to properly prepare your rest coordinates and then use them as a source for the noise. Hope some of you find it useful NJ_volume_deform.hip
  12. Our new GridMarkets Simulation and Render Submission tutorial is out! Our new video tutorial describes how to submit a Houdini render or simulation to GridMarkets. A sample .hip file can be found at the bottom of the following page to help you to get started: How to submit a render or simulation to GridMarkets
  13. We'd like to let everyone know that we are now supporting Houdini 15.5: www.gridmarkets.com/houdini Thanks for your interest and have a great week, Patricia and the GridMarkets team‪
  14. Cloud Noise stick to object

    I've searched the previous threads already, and read on most methods, but is there a solid way to get the noise property of the cloud noise to lock onto deforming geo ?
  15. Skinos Mastiha Spirit

    VFX work for Skinos Mastiha Spirit TVC. I was responsible for the FX and shading/lighting of the pack shot scene. All FX done in Houdini Indie 14. Geometries transfered to 3ds max through alembic and rendered with VRay. All volumetrics rendered with Mantra. FX list: scene01/head - smoke solver and cloth (dry ice type atmosphere and hair ribbons) scene 02/diver - cloud FX (clouds) scene 03/girl - smoke solver (dry ice type atmosphere arond the dress) scene 04/frame - ocean FX (sea) scene 05/glasses - FLIP (liquid inside the diamond shapes) scene 06/mirror - cloth (cloth covering mirror) - for this one nCloth worked better scene 07/packshot - FLIP and RBD (liquid inside glass and ice cubes) Thanx for watching
  16. Hi guys! I'm trying to restrict volume density by Bounding Box and Ramp. I created FitRange and Ramp nodes. When I move sphere by Y axis I can modify FitRange MIN and MAX values manually to keep density restricted. But I can't import min and max values and wire them into min and max inputs of FitRange. Is it possible to import attribute into volumevop? cloud_dencity_test_001.hip
  17. Hi guys. I found pretty good topic explaining how to transfer color to volume from particles http://forums.odforce.net/topic/19328-get-pyro-color-from-particles But I cant rebuild this for using with cloud rig. Is there any way to transfer color from points to clouds? Thank you. MY_COLOR_TEST.hip
  18. Cloud Problem

    Imported FBX with geo and cam. Playing around with the Cloud Shelf Tool, when I render from the imported cam my clouds seem really low quality. Made a new camera, renders fine. just wondering why its doing this. Thanks
  19. CloudFX playtime

    Messing around with CloudFX in H14
  20. Hey guys, I'm fairly new with Houdini, and I was wondering if I could get some advise on how to create this cloud effect. http://cdn.londonist.com/wp-content/uploads/2014/03/london-mist-800x321.jpg I've been playing around with the Off the shelf clouds but they not getting me the right look. Is it possible with the Off the shelf cloud tools? Thanks
  21. Hi, have a look on my last project as FXTD with The Mill here in London, BBC Music. Houdini and Mantra was used for volumes and any possible simulation. I, personally designed and built many tools for this project to make artists life easier. But the main tool which heavily used was the procedural generated Cloud. Also I simulated interacting clouds and wires. There were a lot of talented artists working on this project. I hope you like the result. cheers, Christos
  22. Rendering Pyro

    Hi Odforce I have a question regarding a shot im working on. I've made a pyro sim and i'm trying to render it properly. I can't seem to figure it out. The renders come out all fusy and noisy. What is the key to rendering pyro clean? I can't seem to find the right slider to pull. I've tryed a lot already, hopefully somebody knows.. The shot is a big cloud, that is going to be comped with a helicopter shot of a city. Inbetween the buildings. Therefore it has a matte already proced into the image, making it kind of hard to see clearly on a still. A frame is attached to the post. Thanks Tom
  23. Identifying the same point attribute

    Hi, how would you identify points which share the same position (or vector/attribute) and group/tag them? There is no specific amount of points sharing the same position, could be any. Thanks
  24. Hi guys , i`m new to houdini , can anyone tell me how use mask input in CloudNoise node ? a sample scene would be great , thanks a lot
  25. Cloud Asset Problem, Pyro pscale

    I'm working on a cloud asset and I've encountered a small problem. The basic cloud geometry is build with Metaballs a copy sop and then converted to fog with the cloud sop. I cached the cloud to a VDB and put a bounding box around it as final output and give it a Pyro shader. In the Instance node, I created a grid and at some random values to the pscale and rot attributes. I put the bounding box as the object to be instanced and gave the instancer a delayedload file material and put the cached VDB in here. The whole setup works but the pscale attribute also seems to be messing with the density scale of the pyroshader. How can I compensate for extra scale. I tried to divide the density by $PSCALE but that didn't work out. Thanks!