Jump to content

Search the Community

Showing results for tags 'fx'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 177 results


    I am new to houdini and wanted to ask how Tim van Helsdingen grow this color from minute 9:50 ? The Youtube link :
  2. Hi Guys! So i'm trying to do this simple flip sim where i have an emitter inside a teacup and i just want to fill up the cup. It's is definitely water tight, the only particles leaving the cup are over the top, but as you can see from my flipbook the particles just start multiplying on their own when they land in the saucer, which is causing them to go everywhere. It is worth mentioning as well that the particles are only set to emit between frames 0 - 24 so i'm not sure why they're multiplying. Any suggestions as to how to stop this would be really appreciated!
  3. Ground / Terrain Collapse Effect

    Hello all, I am looking at this amazing fx made by Axis for Halo e3 2013. Studying the reference ( the terrain fx ), I thought to approach this using RBD fracture to drive a second sim layer of pop grains (sand). However, I am also thinking maybe I could use vdb+volume vops to mimic the motion. and for the second layer, perhaps using just particles emitting in focus areas. I would appreciate your thoughts on how to approach this. GroundCollapse_Reference.mp4 @MENOZ would love your input if possible.
  4. Hi forum. I am trying to export simulated curves from Houdini into Maya using Alembics so they drive the XGen anim curves. I have exported curves from Xgen into Houdini and connected them to the 16.5 Hair System and simulated them. The problem is the Alembics from Houdini are exporting all the curves as shape nodes under one curve, instead of exporting each curve separately. XGen's Anim nodes wont read these. Does anyone know how to export curves from Houdini into Maya with Alembics without them packing?
  5. Hello everybody! I am glad to present you my latest tutorial “Liquid pixels simulation. Houdini tutorial”.
  6. RBD build-up effect

    Hi all. I have a task which basically consists of building up a model from pieces lying as a junk pile. Imagine a car split into pieces on the ground, and pieces then starts flying up to their final position, gradually building up the model. But with the pieces interacting. So I have the model, and split it out on a ground plane, next step I imagine a particle setup. But does anyone have a ressource for such setup or any tips? Unfortunately I cannot share the model. Thank you very much in advance! :-)
  7. Hi guys! I would like to share here my latest personal project. Everything done in Houdini and Mantra Hope you like it. Youtube Version: Shark_Youtube.mp4
  8. Hey ODforce! I recently published the next installment of the Houdini For The New Artist series. This course is all about making Houdini easier to learn, and you can watch the first chapter for free! Here's the link: http://bit.ly/2okYpY4 Some of the main topics include: Chapter 1: How to understand and set up DOP networks Using SOP attributes with the dynamic context Forces Particles Life & Variance How to use groups Rendering Particles Sub-steps, Sub-frames, & Time-Steps Caching Sub-steps & Practical Applicaitons Chapter 2: Texturing & Lighting Techniques How to Integrate a Substance Painter Workflow with Houdini Spot Lights, Area Lights, & Artistic Considerations When Placing Key Lights Utilizing Light Attenuation Gobos Aim Constraints, Near-attenuation Techniques for Reading & Emphasizing Form While Lighting How to Make Light Blockers Shadow Masking Techniques for Controlling Light Placement Component-based Lighting Light Linking Chapter 3: HDAs, Velocity, Normals, and & VOPs What is an HDA? How do you make one? Data Types & Adding user Parameters Booleans, Switch Nodes, & Parameter Behaviors Additional HDA Modifications What is Velocity? What are Normals? An Introduction to the Point Wrangle Introduction to VOPs How to Blend Materials Basic Noise Parameters Additional VOP Techniques Chapter 4: Geometry Types, Animation, & CHOPs Geometry Types & Attributes Introduction to Volumes Animation Basics Channel Groups, Animation Layers, & Motion Trails Introduction to CHOPs Curve Constraints, CHOPS with DOPs, & Additional Settings Chapter 5: Rendering & Compositing Introduction to Multi-pass Compositing Rendering Concepts How to Use Takes Rendering Multiple Jobs De-noising passes Compositing Basics with Houdini Thanks for watching! - Tyler
  9. Bending control

    A few months ago I was watching “Avatar, the last air bender” for like 5ft time and wanted to create some bending control, I'm still working on the water bending, so here's a WIP from this weekedn. Right now there's only to WIP, but will keep on with this until I master the 4 elements! https://vimeo.com/286783260 [vimeo.com] https://vimeo.com/272510944 [vimeo.com]
  10. Hello everyone : Some test using my tool for creating procedural Tree growing and Rigging : Tutorial Trailer : link to Tutorial : https://www.hossamfx.org/trees-rigging-in-houdini/ thanks Hossam Aldin Alaliwi www.hossamfx.org
  11. 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
  12. 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
  13. "Foreword" - MULMO

    Hi guys, Here is a new MULMO piece of work, fx all done using Houdini, enjoy! ludo
  14. Random geometry instance to particle

    Hi guys, I made curve flow particles and want to instance it to some petals. I made 5 patterns of petals but have no idea how could I randomly instance those patterns I'll render these particles using Redshift. If you have any idea for instancing 5 geometries randomly, Please help me ! Thank you for read !
  15. I've been stuck on this for a couple of days now and would love to hear you guys' input. I have close up shot were a character's feet is pushing through snow up to his ankles. I decided to try grains for this (it's my first time really using it) and to get the snow together I used the constraints set outside in the grain source. Mostly the sim is working as intended but I'm getting a lot of unwanted fast movement from some particles (as if they're trying to keep the constraint but not really keeping it, so they pop in and out, and that results on a flickering on the meshing. Did anyone come around this problem before? I am up for any solution at this point, even trying another method.
  16. 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
  17. Help with Building my PC

    Hello everyone I am trying to build a somewhat high-end computer that will be able to handle all sorts of simulations in Houdini, especially high res flip and pyro sims. I don't know much about computer parts but here's what I am currently hoping to get: - Processor: Xeon E5-2687W v4 - Graphics card: GeForce GTX 1080 Ti SC If anyone could share their thoughts on these two parts that would be greatly appreciated. And I'd also like some help choosing my SSD and RAM as I have no idea what would be good for running simulations in Houdini. Thank you so so much in advance Cheers.
  18. Hi guys! I am working on a project that needs a spirit moving through a scene, it needs to be like flowing smoke with a glowing light effect so that if reflects on objects in the scene. I cant work out how to emit light from the smoke and move with the animation, i have been playing with both volume lights and geometry lights but i cant get either to move with the animation, they both stay at where the animation is on frame 1. I have tried selecting the volume and creating a volume light from that, and also using the original animated geometry before it was turned into a volume and making a geometry light from that, but neither use the animation. Can anyone suggest what i am missing or doing wrong? Or way to get the smoke to emit light and use the animation to move? I have attached a r&d scene file and a play-blast of my problem as it stands at the moment, any help would be really appreciated! smokeLight_001.hipnc smokeLight.mp4 smokeLight_001.hipnc
  19. I just signed up for Houdini classes CGMA because my portfolio needed some work, anyone taken a class with them before? https://www.cgmasteracademy.com/programs/7-houdini-fx-program
  20. Random pop bounce direction

    Hi, I'm trying to achieve a simple effect, but am struggling to get my head around it. I'm sure I'm overthinking it but if anyone could help me that would be great! I'm trying to get a random bounce direction on particles when the collide with the ground plane. As if the particles were small stones bouncing randomly due to a bumpy road surface. I've attached a hip file with the basic setup. I was thinking maybe you could inherit a random vector as the collision happens, but couldn't seem to figure a way to do it. I know various sources have mentioned the old "gain normal" parameter, but this no longer exists. Any help would be much appreciated. odforce_randompopdirection.hip
  21. Dear odforce, I want to show you this short teaser, which without the treasure of knowledge and tips found within these forums, I would not have been able to create. Please take the minute that it lasts () to watch it, and turn your volume up! A little bit about the project: a former boss at a studio in which I worked needed a quick, raw and eye-catching portfolio teaser that would be independent from client-work. A project that would be created entirely by ourselves, and that would serve as a portfolio-item in the end. I had mentioned to him the idea of having something caught in the moment of shattering, as a photograph, and he found some images that kicked our motivation off. He told me to take this project under my wing, and leave everything up to me.. so my expectations were very high. Based off of the photography, all fracturing-methods felt very CG, and despite how complex my fracturing-setup was, I always ended up seeing these eye-sores which were the typical convex voronoi pieces. Then comes H16 with its new boolean method. The possibility of using custom cutters as surfaces to pre-fracture an object, and simming it with perfectly stable results, changed the game. I started seeing how much customizing I could add to the overall fracture, via VOPS, VEX and everything that makes Houdini what it is (you know what I mean). The rnd of a whole year went to the trash and I put all my hopes into this new method, and after ~220 logged hours, I am really proud to present this fully CG short. You can find some more details to the process in the Vimeo description, and please feel free to ask anything I haven't mentioned. I completely forgot to share this project here, so having just recently updated the video (minor details + new audio) I am doing it now. I truly hope you like it! Chris 08052017_bustshatter-wip01.mp4 12052017_bustshatter.v2-wip01.mp4 14052017_bustshatter-wip01.mp4 14052017_bustshatter-wip02.mp4 15052017_bustshatter-wip01.mp4 18052017_bustshatter.v5-wip02.mp4
  22. Viewport visual of smoke looks too low detail

    I've had this issue a few times and I'm pretty sure it's me now doing something wrong. I built a simple smoke solver from particles of feet hitting a grid. When I bring those particles into the smoke solver the smoke that it will generate will be really low quality, as you can see, nomatter how much I divide it down. Would the reason be a shading issue or a density issue? Thanks for the help! WalkingDust_001.hipnc
  23. Showreel 2018 Tom Freitag

    Hello, I am FX/CG generalist. Here you can watch my new showreel compiling some work for feature film, commercials, personal work and R & D. I am available for freelancing remote or berlin based studios. Breakdown: https://www.dropbox.com/s/94tmwcmkmk279c2/breakdown_reel_2018_tomfreiag.pdf?dl=0
  24. Hi, Animal Logic Sydney are looking for a pipeline TD to join the Fx department if your interested, or know anyone that could be a good fit they can apply here: https://www.animallogic.com/careers/jobs/fx-td/ thanks
  25. 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.