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Found 160 results

  1. Just Have Fun Now Flower Effects and much more Its Crystal Case mystiqueTransform.rar
  2. Hello everyone ! In this introduction, I have created an asset ES voronoi chunk. Also is included the workflow. I thank all the odforce users given that I understand Houdini in this forum. I have not contributed as much as them, but I achieved to learn from the users and I thank you again! I hope that with my work, I can contribute to be part of knowledge sharing of this forum. Watch > https://youtu.be/x6CaCquqeYg Download Hda > http://www.thevfx.net/albums/wall-destruction-houdini/ http://www.thevfx.net/
  3. Houdini Instructor

    short contract (3 months) Houdini Instructor. *must have work visa or legal right to work in Italy (work visa will not be provided)* - 4-7 experience specialized in high quality FX, demonstrated through a showreel - Well versed in the operation of Houdini and can easily relay the fundamentals on how to use and create in Houdini - excellent communication skills with both students and colleagues - rounded understanding of VFX industry and VFX pipeline - pro-active learner and problem solver - strong organizational and time management skills - previous teaching experience is preferred
  4. Houdini Bubble burst

    HI guys i have done this realistic bubble burst inside of houdini 18. please comment your thoughts, and do like and share.... Thank you..!
  5. Hello guys ! It has been now 3 years I'm working in the VFX industry. I saw a lot of different FX artist/TD so far and I came to the point that there is many ways of doing a pyro sims as there is artist to make it... From all those different artist, I met people doing amazing simulation from really complicated pyro solver and other with a only a few nodes. There is one specific topic I wanted to get thoughts from you guys was the using of the speed field from the length of the vel field versus the pressure field. People tends to use one or the other as a mask for turbulence, disturbance etc.. in their pyro. Both seems working farely well, but I would like to know more about the prons and cons of those technics ! Looking forward to read your thoughts ! Cheeers
  6. Hello all, I've been trying an effect where a character runs into the water. As soon as the character starts moving and colliding with water little spheres or maybe bubbles start emitting and I don't know why. Below I have attached my hip. file and a screenshot of my exact problem. man_water_run_v11.hip
  7. Generate Wavy Patterns Tutorial

    Hello everyone! https://youtu.be/c4EsWQc7pAE In this tutorial we'll be going over the steps to generate a wavy pattern using simple VEX functions. This is more of a VEX oriented tutorial than my usual videos, but it should be easy to follow along since I will be giving a visual breakdown of each and every line and their effect on the geometry. Thanks to cgwiki's "JoyOfVex" guide that got me motivated to expand on this concept. I recommend you check out his series if you're interested in starting your journey in VEX. http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex
  8. Wetmaps are not visible

    Hi, I am trying to get my model wet by rain. But wetmap is not visible on the object completely. It just shows up on the half body like the only half of the body is getting wet. I have attached my file Thank you rain_nine_v08.hip
  9. So I am currently working on an earth destruction sequenz were I have 2 layers on top of the earth base which I fractured and is going to collide with an object. I am a little uncertain on how I should go about getting the other two layer to follow the rbd SIM without having to sim everything 3 times. Just a hint or an idea into the right direction would be enough for me. Cheers, Pascal X
  10. Splitting volumes after pyro sim

    Hi, I am creating a scene that is on fire where at one point an explosion happens. I did this by creating a different source for the explosion, giving it more divergence, temperature,.... However since they are merged and both sourced into the same pyro solver (at SOP level, Houdini 18), this is difficult for shading. Since the explosion is way hotter, the temperature scale etc... needs to be different for the explosion. I have thought of just simulating them both seperately but they influence each other so that is not really an option and since it is pretty HQ, it will probably take way longer too. The same basic question has been asked and answered as well: but I have fire and heat and burn and flame fields, so just copying the density fields to different custom fields doesn't work, at least when I tried,... Also the solver is on SOP level in my case because it's easier and that also changes stuff I thin. If you could help me with this I would be eternally grateful! Thanks in advance, Thoran Slock
  11. Houdini cotton candy

    Hi, Saw the attatched image made in blender, is there any way to make cotton candy in houdini(without grooming)? ThankYou,
  12. Houdini pyro fire simulation

    Hi, I have tried may different options in the sim, still i'm getting the blur flames on the scene... i'm new to houdini pyro the hip file is attatched to this Thank you test.hip
  13. Hair Guide Transfer Issues

    Hey guys, I'm still fairly new to Houdini and I am trying to make a hair sim for a character on a short film I'm on. I have created my groom on a static mesh of the character and I want to transfer it to the animated mesh. I've imported an alembic cache from Maya, matched topologies with the static mesh, cached that matched mesh out, then brought it back in. I want to transfer the guides to this newly cached mesh, but when I use the guide transfer node, it creates multiple instances of my groom and scatters them around the space. I have also tried the vellum constraint option "attach to geometry" with only the root points selected, hoping the rest of the curves will follow but only the root points moved. Not only that, but they didn't spread across the mesh to their correct position. At this point, I'm not really sure what to do anymore. Any recommendations are welcome. I can attach the file too but I'm not sure if that would be much use since you would need the cache files too.
  14. 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
  15. 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?
  16. 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!
  17. 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
  18. 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
  19. get orient attribute from point normals
  20. 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
  21. 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
  22. 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
  23. 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
  24. 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.
  25. 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.
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