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Found 123 results

  1. 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
  2. Desktop spec for FX

    Hi everyone, I am working with our IT department to built up a desktop for heavily FX work(mostly water and pyro simulations). Below are three options that we are considering about it, I am looking for any comments or recommendation on different configuration. Thank you
  3. Effect Versioning

    Hi guys, I hope I can pick your brain a little bit. I would like to know how you guys manage your effects versions. My concrete scenario is a couple of strung effects. It starts with a RBD explosion sim, then a pyro sim off of that and finally advecting particles along the sim. I like to hold all these in the same geo which poses a bit of a problem. How do I correlate the cache version to the hip file version? My approach is to use this in the filecache node: $HIP/geo/$HIPNAME.`opname("..")`.$OS/$HIPNAME.`opname("..")`.$OS.$F.bgeo.sc (windows guy, so I like to keep all sequences in separate folders). This complicates if I don't want to redo the RBD sim for example, then I have to replace the $HIPNAME with the absolute name of the file which simulated the RBD version. I know it would be much cleaner if every sim would reside in its own file, but that is a little too small of a granulation for single person workflow. If you could shed some light/share your practices, it would benefit me immensely
  4. "Foreword" - MULMO

    Hi guys, Here is a new MULMO piece of work, fx all done using Houdini, enjoy! ludo
  5. Hi guys, I made simple lightning effects and I want to make all frame of this effects in a single mesh like screen capture. I try to use solver sop and it looks okay but you know, there will be a few same multiple mesh. also don't want use timeshift sop to freeze each frame and merge them. If you know good method please help me!! Thank you!
  6. I'm trying to use the FEM solver for a car crash destruction and I need some pointers or tips. The effect is looking great for about 5 frames after the crash, but after about 15 frames the car returns back to it's original shape, which is not what I want. Which leads me to Question #1: How can I keep that crashed shape without simply animating the whole object's Damping Ratio? If I do animate the damping ratio to be an absurdly high value after the crash, the effect works great for the crashed area but the car loses all of its kinetic motion and the car just stops. I've tried to use the SOP Solver to set attributes on the FEM geo but this doesn't seem to be working, so Question #2: Are the FEM and SOP solvers incompatible? It's very possible that I'm not wiring these correctly, but it seems like the SOP solver is not correctly reading the FEM data, after about 8 frames the SOP solver gives me a warning saying that it fetched old data and it doesn't seem to be capable of viewing the entire animation. Also I don't seem to be able to set primitive attributes like soliddampingratio and have it work correctly in the FEM solver. Is this help page out of date with H16.5? Basically what I think I want is for the Damping Ratio or the Shape Stiffness to be drastically raised for the primitives where there is crash damage and I would like the solver to see the crashed shape as the new rest shape so it no longer returns back to its original state. Thanks in advance for any help on this. And to anyone wondering about using other solvers (cloth or wire) I've found that the FEM solver gives me the best crash results because of the volume preservation.
  7. Wood Destruction - Cone Twist

    Hello odforce! So I'm having my first go with the cone twist constraints to simulate wood breaking, I researched around and it seems they are the best way to achieve the "bend before break" effect seen in wood. So I've got a pretty decent setup so far, the planks are connected w/the cone twist constraint, the posts have a regular glue, and there's an overall glue to keep everything together. The only issue is this Y-axis bendiness the planks seem to have as if they're sushi mattes! (The one that falls closest to camera is the most obvious) I've tried adjusting Max Up, Out and Twist, but can't seem to find a balance between the planks not responding to the force of the ball, or bending all over. I'd appreciate any tips to help keep the planks stiff while still bending from the force, or just in general to help improve this sim! Thanks in advance for reading.
  8. Hello everyone! I'm just wondering if someone knows how to create that a Particles meets and other particle stick togheter, and if is possible to made that. If there is a particle floating around and get close to an other particle floating around can they stick togheter. or any way that I can aproach that?
  9. Particles

    Hello everyone! I'm just wondering if someone knows how to create that a Particles meets and other particle stick togheter, and if is possible to made that. If there is a particle floating around and get close to an other particle floating around can they stick togheter. or any way that I can aproach that?
  10. Broken Pencil Effect

    Can someone please help me with a guide on creating the effect below in a more art directed way..?
  11. lightning_test.hipnc Hello everybody, I am new to Houdini and am eager to learn more every day. I started with some lightning effects and got stuck where I wanted to create a slider for its growth. If the lighting develops it should start with the main branch. As soon as it reaches the first secondary branch, the secondary branch should start developing as well as the main branch should continue with its develpoment and so on. In my file you will see a rudimentary version - (I needed to take out a lot of nodes to get a proper overview again) - of the lightning so far. My idea about how to procede was as following: Have a carve sop for the main branching, the secondary branching as well as the third branching. Paste the relative parameters of the "second u" channel of the main branching into the channel of the secondary and third branching and subtract an offset, which would be the distance of the basepoints from one branching to the basepoints of the following branching. For that I merged the basepoint groups, added a sort sop to bring the point numbers in order, then added an add sop to connect the points. If this had worked, I would have created a distance attribute for me to know the offset. But what I probably need is a wrangle sop in order to specify that I only want to connect the points from the same branches in order to measure the distance between for example basepoints2 and basepoints3. The animated seed of the scattered basepoints will probably make it more complicated since it changes the oder of the point number as well from the sort sop. Maybe I am completely on the wrong track and there is another - maybe even less complicated - way of doing this, so I would be happy about all responses. If you've got any ideas on how I could do this, especially how I can write it out in a wrangle node, I would appreciate all help I can get.
  12. Collision object in Pyro sim

    Hi everyone, I am working on a smoke simulation and i have imported my collision object with source volume into my Pyro sim. No matter how much I increase the smoke divisions as well as reducing the voxel size on colliding geometry I still get jagged edges when smoke interacts with it. I have attached a screen capture here to make it more clear. Is there any way to smooth the jagged edges or am I missing something in the process? Any tips would be greatly appreciated!
  13. Hi Everyone I'm currently trying to create circular point groups, inside a voronoi fracture. My outputs are groups currently are primitives but when I conver them to points, i have to many clustered together. I'm thinking of a solution by either getting the max/min two points of each primitive inside my group and delete the other points from the group. Unfortunately my VEX skills are very limited, I seem to be declaring my max function wrong. If someone could help me figure it out that would be great, also an explanation to why my attempt didn't work/ any other solutions towards achieving the same result would be more than welcome. Cheers Example.hipnc and for any questions im trying to make a tool that creates ground slams, as you can see there's distinct circular fractures which im trying to replicate, but also make procedural.
  14. Pyro FX density vs heat

    Hello, Does any one kno why the density field is being used as a binding for the threshold in the shape parameters of the pyro effect simulation once you use the "smokeless flame" preset? Its kind of weird that it takes density into account because density represents the smoke and we are trying to shape just the flames... Thanks, Diogo
  15. I am new to houdini but have been creating effects with x-particles in cinema 4d. I want to port my knowledge to houdini. I would like some help on how to do this effect... Houdini particles is a little bit confusing but I know with a little help on the approach, it can help me a great deal. Thanks (1)_Effervescent_Tablet_-_YouTube.MKV
  16. I am new to houdini but have been creating effects with x-particles in cinema 4d. I want to port my knowledge to houdini. I would like some help on how to do this effect... Houdini particles is a little bit confusing but I know with a little help on the approach, it can help me a great deal. Thanks (1) Effervescent Tablet - YouTube.MKV
  17. Hi guys, I’m trying to get POP object and a FEM object to have two-way interaction. The pops are colliding with the FEM, but the FEM object is not being affected by the impact of the POPs. What do people think is the best way to get this to work? Currently I’m playing around using a SOP solver on the finite FEM object to bring in “feedbacks” input. This seems to contain a the particles that hit with fininte element. The pt’s have hit attributes and, “impulse” and a normalised “normal” attribute which I assume is direction. Not sure the best way to apply these feedback points to the finite element. Which attr should I modify and what do we think is the best way to lookup the "feedback" data? Perhaps a point cloud lookup? And suggestions greatly appreciated!
  18. Art directable flip fluids

    Hi, I'm starting to do some flip fluids and I would like to be able to art direct them better, in the example I've attached, the fluids have a lot of art direction, they don't even collide but move like controlled by blendshapes. I can drive the fluids by custom forces and modify their behavior, but I'm having trouble getting an initial shape like that, with the wide leading end and then a flat stream, can anyone sugest a way to get something similar? thank you in advance. FluidsCollisionRef.mp4
  19. Hello, I have a growing effect on some geometry with the solver, I need the growth to start from one point, which it does, however I need it to look less even and for it to have some random gaps as this effect will become ice with shaders. Any ideas, how I could do this? I have attached the files too Thank you! Corridoor_3_Thickness.obj Corridor_Ice_Spread_003.hipnc
  20. Character FX Artist - Trixter Munich

    TRIXTER Munich is currently looking to hire an experienced Character FX TD Booking time: From As soon As Possible. 6-12 months contract. 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. Trixter | Recruitment Team
  21. Houdini FX TDs - Trixter

    TRIXTER Munich & Berlin are currently looking to hire experienced Senior Houdini FX TDs to start as soon as possible. Location: Munich or Berlin, Germany Responsibilities: Working closely with VFX Supervisors to creatively solve effects challenges and develop final shot look Deliver all elements in a structured way that allows efficient integration into the pipeline. Working with other TD's and artists to create photo-real effects and physically accurate simulations Working with production management to prioritize tasks. Creatively solve problems and achieve art direction for a shot. Anticipate, communicate and troubleshoot any creative and/or technical problems Requirements: Minimum 4+ years experience in the feature movie and/or television industry. Expert working knowledge of Houdini Software. Experience with rigid body and particle dynamics, volume modelling and rendering, procedural geometry generation and fluid dynamics Proficient knowledge of FX techniques and workflows. Understanding of Linux/Unix based operating systems. Familiarity with one or more coding /scripting languages (Python/Mel/etc) Good knowledge of NUKE and/or other compositing package. 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, link to your demo reel and availability by email to laila.sleiman@trixter.de and/or jobs@trixter.de. Trixter | Recruitment Team www.trixter.de
  22. Prep geo for destruction

    Hey guys, I've a question about models. I was reading this article about destruction simulation. The artist, Paweł Rutkowski, mentions something about model prep: Can anyone give advice to what to look for/do when prepping a model for destruction? I'm not talking about naming attributes etc. But normals, etc. Any gotchas I can avoid? Any tutorials out there that would better inform me? Thanks, guys! And a big thanks to all who've answered my previous, probably simple questions. I've learnt tonnes already!! I hope one day I'll be in the position to 'pay it forward' Addy
  23. Brick tunnel

    Hey guys, I'm relatively new to the awesomeness of Houdini. I'm into destruction as an area of the effects field more than I'm into fluids etc. I've a little school/hobby project I'd like to develop, but I'd like some pointers before I begin!! I want to build a brick tunnel which will collapse. (the modelling shouldn't be difficult ). But I'm wondering more about the destruction side. Should I make a basic poly tube, halve it etc. Or should I make something that's procedurally created with bricks? I'm thinking of doing some kind of FEM sim, rather that voronoi, so I wondered how it's modelled would effect how it's simmed? I'm looking to build something like this: I was thinking of applying a similar technique to this discussion: Or is that just wasting time and resources and it's better off to simply texture it? I'd love some ideas before I embark on it!! Thanks Addy
  24. I am trying to do an Ice simulation where the ice appears. I was wondering how I could remove the spikes inside the cylinder and also how I could achieve getting the white parts you see in ice? I tried redoing the simulation but converting it as a volume with vdb but I renders weirdly. Also, I was wondering, if I wanted the ice to start melting (as in a few water droplets), how would I go about, doing this? Thank you! I have attached the files. (File 005 has the vdb attempt but file 006 doesn't.) Ice_Railing_Test_006.hipnc Ice_Railing_Test_005.hipnc
  25. Hi! Houdini beginner here, I am trying to make a basic rain sim of rain interacting with an object and splashing on the ground making puddles. I am having a problem with the particles splashing on the ground, they are acknowledging that the ground is there but 50% of the particles splash against it but the rest go through it and splash just under it, i have tried using different things for the ground like a groundplane and geo but i keep getting the same problem. Any suggestions or help would be amazing! I Have attached the scene file if anyone would be amazing enough to have a quick look? Thank you in advance! Rain_001.hipnc
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