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Found 147 results

  1. instance in houdini

    Hi, I'm emitting points from geometry, and points which are below the grid were killed using a pop kill... I'm instancing another geo on it, since the point number is changing my pscale value is also changing for every frame... how to solve this copy to points.hip
  2. normalize in vex and vop

    Hi, sorry about the silly question, I'm a beginner. NORMALIZE in vops, what it is used for, I saw many times in tutorials people using, but, nobody explaining about it... what it differs from the clamp node?
  3. Divergence

    what is the divergence, where we use it? what does it do? is it used only in pyro? an explanation will be appreciated.. thanks in advance!
  4. Hi everyone, I've run into an issue and I'm looking for some help coming up with a work around. We've got a lot of effects that involve smoke trails from characters flying around and we've been using pyro clustering to make the trails. However there is one particular issue I just can't think of a solution to. The default cluster setup transfers the cluster number to a trailed collection of your source points and then finds the lowest source frame in each cluster in order to determine which frame each cluster container should be created on. This works fine normally, however if your trail loops back on itself or comes too close to where it was in world space at another point in the shot then the cluster gets confused as to which container should be used resulting in gaps in your trail. I've been trying to come up with a way to fix this procedurally but keep hitting dead ends. has anyone run into this issue before? Short of trying to convince animators to never have the characters loop back like this does anyone have any ideas on how to circumvent this problem? Thanks in advance, -Brandon
  5. clifford torus effect

    Hi every one, I kinda have an idea to create, though not a good one, but wanted to show it here and ask how would you guys go about this effect in Houdini, let me know ur thoughts https://codepen.io/znah/pen/dKdoKW?editors=0010
  6. get orient attribute from point normals
  7. Cartoon Waves

    Hey guys, I'm on a working on a film team project that involves 2d cartoon surface water. What I've come up with so far is using a grid and an ocean evaluate to get the base shape and movement and assign two materials using groups and bounding boxes. I want to be able to slow the waves down to slow motion but I'm not really sure how to do that without loosing the size of the waves. 006 has notes and a bunch of previous attempts 007 is the most recent update. 005 is the most recent render. 6 crashed. Any C&C is appreciated SU19_BaseEffects_SurfaceWaterAbove_006.hipnc SU19_BaseEffects_SurfaceWaterAbove_007.hipnc SU19_BaseEffects_SurfaceWaterAbove_005.mp4
  8. Hi first time posting, (subtle hint that im a newbie) might be one of those idiot questions but i want to make a scene where a piece of paper is blowing in the wind and hits a robot it then sticks to the robot for a little bit and falls off. I want the paper to start of following a curve so i have control of how it looks and when it collides with the robot. But i have no idea how to make it do this, i'm using follow curve in chops but the animation doesn't seem to move over to sim. I've tried cloth fem but didn't seem to work, at the moment im trying pop. I'm attaching a file just so you can see where my head is at and thanks to anyone who takes a look at this. Robot is in the abc section of the project. paper_try.zip
  9. Falling Pixel Sort Effect

    Hello, I've been learning Houdini for a couple of weeks now and I'm trying to learn about particles more at the moment. I'm currently trying to create a grid of falling particles that look like a pixel sorting effect. (please see attached images and video link). My thought process has been that I need to create a grid to emit the particles and then attached trials that have a colour gradient to the trials with a falloff. I want the particle trails die out at different times and for the trials them selves to slowly fade away much like the trail of a shooting star or a light trail (hopefully the below examples clarify what I'm trying to say). I've been trying to figure this out and I've looked around the forum but can't find an example. So far all I can get is my particles to fall the way I want with trails that have the colour gradient connected but that's all. Can anyone suggest/show me a way to create the look i'm after? I realise this might be a really rookie thing to do but from my own research I'm currently lost and need some hel Thanks in Advance! Current Scene File: Particles_Field_04.hip Examples: https://www.shutterstock.com/video/clip-1008242815-particles-glitter-rain-awards-abstract-background-loop
  10. Smoke follow (fast) animated curve

    Hey Everyone, i'm hoping someone could help me with this problem. In a nutshell, i need to move smoke down an animated path, so that it sticks really tightly to the paths animation, but with all the dynamism a smoke sim brings to the table, i.e. nice peeling away around all the edges etc - I have a fairly fast moving alembic curve - cached out with 10 substeps. (may not be needed but there if i do) - I am using pops with curve force to fire particles down the path, so they follow the curve closely. - Then im using the particles to source density, and also adding their velocity into the sim so that it makes the smoke move along the curve. - Im using a high dissipation value so that i can tighten up the expansion so you can really get a sense of where the curve is / maintain the shape. My issues lie generally in 2 places: 1. Where the animated curve is moving the most - the smoke / velocities struggle to catch up and i end up with a hard edge. 2. Where the curve is tangentially facing inwards in relation to the curve, the velocities 'add' the other way, also creating a hard edge. To try and illustrate what im after - if i could animate a regular smoke sim down a straight path and then warp it into an animated spline shape / spline wrap effect, this would be the best way to achieve it, but im really not sure if is possible - hence this approach. I have already tried upping substeps - but it didnt make any difference. My gut feeling is that the problem lies within how i am sourcing the velocity. I will point out that i am very much in my houdini infancy, so my ability to problem solve isn't great (yet!) Has anyone worked on a similar effect before, or does anyone have any tips/tricks/tuts on how to achieve what im after? Any/All help very much appreciated! Cheers, C SmokeAlongCurve.mp4
  11. Tips for Eye Candy Fluid sims

    Hello there good people, Do you guys have any tips on creating eye candy fluid sims, Specially Flip liquid Sims? Thanks in advance.
  12. I'm in the middle of creating Whitewater particles for my waterfall sim and after caching out the particles and converting it into a volume it looks extremely low res considering there is over 300,000 particles and 8 million Voxels. Not sure what i'm missing but any help would be greatly appreciated. Thanks in advanced.
  13. Vellum Pin to Target

    Hey, Is there a way to constrain vellum to deform animation and then lose it over time? I'm trying to animate the "breaking threshold" inside the vellum constraints after setting the constraint type to "Pin to Target" but it doesn't seem to be doing anything?
  14. This channel deals with abstract effects and motion grafics in Houdini. You are welcome! https://discord.gg/CrCpe7S
  15. Fire on the ceiling

    Hi everyone, I'm currently trying to create an effect of fire burning under a ceiling, looking something like this: http://footage.framepool.com/en/shot/774901137-explosive-flame-fire-disaster-ceiling-fire-blaze As far as I understand the phenomenon there is a layer of gas floating between the air below and the ceiling above. It gets ignited and starts burning at the interface between air and gas. The flames rising up create this kind of nodule structure by constricting the gas into little pockets. This is the theory but I'm completely stumped on how to create the actual effect. I've tried creating little pockets of fuel but the pyro sim simply burns into them, disregarding the fact that there should be no air that makes combustion possible. Does anyone have some experience with this kind of simulation or at least an idea how to tackle it? Any help is appreciated. Thanks in advance Paul
  16. Sulaiman - Compositing/Houdini FX

    Hi everyone! I am a VFX Artist who just recently graduated from 3dsense Media School who specialises in a wide range of skillsets Below is a Vimeo link to my showreel as well as my submission to The Rookies! Do feel free to drop me a message, thank you! Contact me and check my channels: sulaimanwar18@gmail.com https://linkedin.com/in/sulaimanwar/ https://www.artstation.com/sulaimanwar =================================== https://vimeo.com/325603170 https://www.therookies.co/entries/427 FinalProject10.mov
  17. Object Fold Unfold

    Hello, Looking to make a similar effect http://www.tokeru.com/cgwiki/?title=Houdini#Unfolding_polys However, currently the effects works on faces (per-face) Is it possible to achieve the same but on islands or name attribute instead of face? Basically, the desired effect would be to unfold based on the color marked islands/groups. any suggestions or help please. Ipad_Cut.hipnc
  18. Character FX TDs - Trixter

    TRIXTER Munich is currently looking to hire experienced Character FX TDs. Booking time: From As soon As Possible. Duration of the contract will depend on the project. Location: Munich Description: Under the supervision of the CG Supervisor, the Creature FX TD is responsible for providing a wide variety of dynamic simulations and rigs for photo-realistic creatures; including clothing, fur, hair, muscle and skin. Responsibilities: · Creation of fur, feathers and grooming for photo-realistic creatures · Develop simulation setups for photo-realistic creatures; including clothing, fur, hair, muscle and skin. · Involvement in the development of departmental tools and techniques · Regularly communicating with Production and Leads regarding schedules and deadlines · To be able to work with the visual effects supervisor, and the lead CG artist to determine the best creative approaches and techniques for all the different steps in a 3D production pipeline. · Be able to deliver work within established project targets and the high quality standards of the company. Requirements: · Minimum 5 years of experience in a CFX/FX role in a VFX studio · Previous experience on CG creature projects · Excellent knowledge of Maya · Excellent knowledge of Houdini · Experience in the following dynamic simulation: cloth, hair/fur, feathers, skin and muscle · Programming experience with Python, PySide, PyQt, VEX · Programming experience with C++ for Maya and Houdini plug-ins, an asset · Knowledge of 3D-related mathematics, an asset · Experience in creating rig simulations · Rigging skills and experience · Self-driven, good communicator, and a great-team player · Excellent organizational and communication skills · Work ethic focused on the dynamism and collaboration · Ability to perform multiple tasks set priorities and problem solving · Good communication, organizational, time management and interpersonal skills. · English language skills If your experience matches above description we are looking forward to hearing from you! Please send your CV and demo reel by email to jobs@trixter.de.
  19. Lead Houdini FX TD - Trixter Munich

    TRIXTER Munich is currently looking to hire experienced Lead Houdini FX TD. The ideal candidate will show strong attention to detail backed up with excellent technical understanding and ability to achieve optimum results. Location: Munich Type of contract: Full-time, Long-term. Responsibilities: · Execute FX technique tasks using Houdini software. · Deliver all elements in a structured way that allows efficient integration into the pipeline. · Produce the final looks of FX sequences, including integration with other CG elements. · Work with production management to prioritize tasks. · Take responsibility, lead and support junior Artists. · Creatively solve problems and achieve art direction for a shot. · Troubleshoot and solve problems independently. Requirements: · Minimum 4+ years’ experiencein developing Special Effects in future film industry. · Expert knowledge of Houdini Software. · Proficient knowledge of FX techniques, workflow and software (FumeFX, RealFlow, Maya Particles, Studio Max) and/or 3D software package. · Proficiency with liquid simulations,destructions, explosions, trails, smoke and dust. · Strong understanding of motion, forces, fluid behaviours and particle dynamics. · Experience with live action/photo real a major plus. · Good knowledge of Photoshop and After Effects. · Good communication, organizational, time management and interpersonal skills. · English language skills Please send your CV, link to your daily rate and your earliest commencement date by email to jobs@trixter.de We are very much looking forward to meeting you! www.trixter.de
  20. Retime Fluid Mesh

    Hey wizards, So I'm pretty stoked on the new retime sop but I'm having trouble getting it to work on meshes. In the attached image, flipSim_cache is 90frames and in the retime sop I'm trying to extend the length to 175frames. Problem is, I'm able to slow the animation down but it always end at frame 90 without finishing the original animation. If I turn the interpolation on, my mesh is all messed up. Any pointers would be very much appreciated. Thanks!
  21. Hello all, I've run into a problem that's been making me go in 6 directions and I can't seem to get any of them straight in my head. I have one cache that I want to copy to points that show up over time, I'm basically doing a running explosion like this https://gfycat.com/shinyhardanaconda When I copy the packed and cached sim onto the points the cache doesn't play with the offset of the points on the copied caches, so how would I go about offsetting each new sim on the new point. I've created a point attribute that marks the frame that each point gets created but I don't know how to connect that to a time offset or shift that would make it work on each point. Am I even doing this the right way? Anything helps, thanks.
  22. Hi everyone, Can anyone figure out how to do this stuff? I have tried many different ways but cant get it achieve the similar result. Down below are my approach, didnt really get colliding and sort of stacking effect.
  23. Hey guys, Im kinda new to houdini ive been working on houdini for a few months now. Im currently working on a private project and i need help figuring out how to do this energy blast effect in houdini. Im pretty clueless about how to get around this n i would appreciate a little help from you guys. if u could suggest me tutorial links or Share some files would make it much easier for me since im not much well versed with the houdini terminology and it would take me a while figuring it out. Im working on a deadline and quick replies would be helpful. thanking you guys in advance
  24. Surface bubbles

    Hello, can someone please guide me through the creation of this bubbles effect? Coke_-_Carmike_Cinemas.MP4
  25. vex deform wave

    Hi there, Trying to deform a wave geo with a hand, it works on a sphere (sort of) but doesnt work with any other geo. what I am basically trying to do is to have hand coming out from a wave with one very same piece of geo, that is it. Thanks wave_hand_deform_help_v001.hipnc
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