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Found 30 results

  1. Hello everyone, I am new to houdini, and I am trying to do something I think should be simple, but I can't wrap my head around how to set it up correctly so that it works. I want to transfer a point attribute from points generated on a source mesh, back onto set mesh or ideally into a redshift shader (RS_material) to control the opacity. I am trying to use the super cool tutorial below, and use the points generated to drive the reveal of a mesh through the use of the opacity channel in the redshift shader. I can't seem to understand how to set this up so that the parts that need to see each other can, and do I need to convert the attribute into something that can go from 0 - 1 and / black to white? I'm just a bit lost and im sure I over complicate things, so if anyone would please just point me in the right direction at least, it would be much appreciated. Like what is the general basic order I should of this? mesh - generate points - I can see the attribute in my geo-sheet but now what? attribute transfer I can't seem to use correctly Thank youuu !!!
  2. How is this effect made?

    This effect at 0:16-0:20 is inspiring me to learn houdini. But what is called and how do I achieve this effect
  3. Vdb grups?

    Hey magicians, I have a setup that make some blobs growth, but I need them to growth in a different speed each one, I tried making groups out of vdbs to control each one by time offset with no luck, also tried playing with different vdb names. Any tip on how can I affect the speed of each blob separatedly? Plan B will be making each vdb growth separatedly and then play with vdb combine, not sure if I'll get the same effect but will give a shot. Here is a sample gif and file to illustrate my issue Thanks in advance! growth_hip_for_offset.hip
  4. I got this dla growth system, that generate new points from "old" points each frame. i want to instance different objects to the growing dla system. My problem is that when i use an attribute randomize "pscale" and "orient" to the growing points, that result that each point changes size for each frame, same goes for orient. Ive put my randomize in the solver, and was hope that would do it, but no luck. I guess i have to give each point a id attribute once its born, but not sure how to proceed. I went through entagmas toturial "Diffusion Limited Aggregation", that is where my dla/growth system is from, so im just going to give ewach point a randomize pscale and orient. Anyone know how to do this? dla_attribute_problem.hiplc
  5. 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.
  6. 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
  7. lightning growth

    Hey friends: What is a good way to create growth for lightning geometry? I want to have the lightning start then grow to the final position, including the branches. I attached a scene with some basic lightning geo. Maybe proximity based growth where you can start with the first point then expand. Maybe sop solver? Any ideas would be amazing, Thanks lightning_Grow.hipnc
  8. Hi all! Loads of cool stuff here. I'm looking for ideas/suggestions from Houdini veterans on how to recreate a process of melting or a differential erosion of the material. I have attached a screen cap of the closest example I've found in a video by Christoph Bader/Dominik Kolb called Area Contraction. Also attached a macro shot & GIF of my physical experiment of creating similar structures via melting. Sadly, I haven't been able to find any papers or simulation breakdown examples of Area Contraction or how to replicate it in Houdini. There are so many potential paths to take that I feel a bit lost - is it best to operate in volumes or VDBs? Or should I simply stick to particle solvers? FLIP liquid with attractors? FLIP liquid driven by temperature values (lava, snow, ice shelf tools)?
  9. ASUS Zenbook 4K Cinematic

    Hey guys, I worked on the simulations for this spot, it was my first serious houdini project, hope you like it
  10. Volume Velocity to Mesh?

    Hey guys, I'm growing some objects using volumes (scene is attached) and I'd like to have motion blur on the moving/growing areas. I do have some velocity on the volume, in order to control it's growing direction, but i have no idea on how to transfer it to the mesh itself. here's how the setup looks like: Thx Volume.Growth.Velocity.v1a.hiplc
  11. Hello all. This is the latest project I have been working on for my demo reel. Houdini / Redshift. I used growth to effect redshift displacement, some flaking using simple voronoi and spring sop that was activated by the same growth as the displacement. I plan on growing the infection across the beam sections and having them break apart. I was told it needs to be more saturated too. what do you think? All feedback is welcomed.
  12. Hello everyone! Our new GridMarketsFeatured Houdini Artist is Ehsan Parizi. Learn why he dedicates time to personal projects and discover his colourful Houdini growth patterns! We hope you enjoy the new feature! Have a great week, Patricia and the GridMarkets Team
  13. Hello Guys, I am wondering if anyone can help me get my head around a little problem. I have a subdivided mesh being generated with a for each loop, similar to the Entagma setup, with an ends sop set to unroll. I would like to select a point on said mesh then have each point draw a line to its subsequent neighbour, repeating this processes until the whole mesh is formed...creating a kind of growth effect. I would also like to add some randomness to the speed of the connection on a per point basis. Now I have tried to achieve this a few different ways but I just can't seem to pull this off. Any help will be greatly appreciated. Thanks, Clive Growing_lines_between_points.hipnc
  14. Hey guys, after having much fun with all the growth methods in Houdini, I asked my girlfriend to have a go at the easiest one, here is the result
  15. Grow along specified paths

    Hi there, I'm relatively new to Houdini, but not new to 3d I'm trying to recreate the effect seen here (from 0:40 onwards) where the mesh grows along a set hexagonal path: I've followed Ben Watts' quick tip on Growth Propagation, but was wondering how I'd now get the points to grow along hexagonal paths, instead of just searching with an outwards radius value? Many thanks!
  16. Problem of branches growth

    Hi guys, recently i m researching lightning strike, after i finish the basic curve shape, i want to try the growth from the start point to end point. But lightning has many curl branches, i know base on the distance wont work correctly and i should find the nearest points according to radius, then generate curves one more time, but i still didn't succeed. Could anybody show me how to do that? Thanks so much!
  17. At 0:21, This is so beautiful,please help to share some information about this kind point move.
  18. At 0:21, This is so beautiful,please help to share some information about this kind point move.
  19. Physarum

    Physarum, an experimental animation designed to show off a slime mold simulation, based on a research paper by Jeff Jones. What started as a redshift renderer test, quickly evolved into something much larger. Soon after implementing the paper in Houdini, I realized the simulation could be used to generate some pretty incredible designs. In this case the simulation is attempting find the most optimal paths through a given volume, creating tube like structures that are constantly evolving. I can attach the project file if there's any interest! If you are interested in reading the original paper, here’s a link to that: eprints.uwe.ac.uk/15260/1/artl.2010.16.2.pdf Bonus wireframe simulation showing my first 3D implementation of the algorithm: vimeo.com/182029750/74f8965df6 Bonus steiner tree example: vimeo.com/181717693/fe912eb22b
  20. Hello, I'm trying to understand the process in Ben Watts tutorial So initially he made 2 scatters, one will be the points on the surface and the other points will be the start propagation ones. Then he does 2 attribute wrangle with this: f@accum =0; and in the other f@init = 1; I'm new to houdini and trying to get the basics in vex, already toke hellolux intro to vops and I was thinking on Vex in Houdini by Shawn Liposwki but that one seems for advanced users, so if anybody got a nice VEX for ultra noobs web or tut will be great! So, f@ means frame at? and accum / init are attributes he made?, 0 means no and 1 means yes? What I understand from solvers is they repeat actions right? he made an Attribute vop there and plug the first node in prev_frame and second node into input 2 (one for each scatter) In the att. vop he made a point open (saw this in a lot of tutorials but can't figure out yet the function), same for the pc filter, where he put the attributes he created earlier. Finally he does @Cd = set (1.0.0) where I understand he takes the color and set to red (1 for R) then @Cd.x = @accum; (why the .x?) I really enjoy houdini propagation effects and want to dig more into this, I also saw the thread of reaction diffuse and analized the files, its kinda advanced for me but everyday I learn new stuff and then when I go back I have a better overall idea Thanks
  21. Hello all, Any idea how to add velocity to a growth propagation ( from bwdesign tutorial ) ? Here is a sample file, I don't know what to do. I would like the points to have velocity ( in the direction of the growth... ) thanks. Here is a sample file without velocity of course growth_noVel.hip
  22. Hi everyone, My aim is to create the animated blossoming flower and some vines hanging from the trees. At the moment I am working with L-system to procedurally generate vines and so far I am happy with the results, however I would like to ask you if you have any suggestions on how to approach the flower blossom effect. Whad do you think would be the best way to create flower petals and the leaves and how to make them appear when the plant grows? Here is the reference video (made in 3ds max and cloth)
  23. Ok, so this is about me (and anyone else interested) learning how to manage particles in groups/streams and I'm going back to the type of growth I've done before, stacking POPs, but never managed to get working in one single POP network. Basically, the groups and/or streams just don't act as I expect them too, I just don't "get it", how the streams/groups are handled through the solver cycle... So this is what I came up with, because if I understand how to set this up, I know I "got it" - so to speak. Here's the "rules". Blue particles are born from the orange input point on the first frame. Blue particles create a trail of red, static particles. At a random interval, blue particles replicate a pink particle. Pink particles create a trail of green, static particles. Pink and blue particles avoid the static red and green particles. Pink and blue particles also travel through a noise field. The noise doesn't affect the red and green particles. Oh, and the colors aren't just descriptive, they should have these colors. And it all seems so simple - if I still was in Max, I'd be able to set this up in PF or TP in 10 minutes - but getting this going in a single POP, I can't even get half way before it "breaks", thus the very basic hip file. No reason to supply the 15 ways I failed to do this... splittage.hipnc
  24. Differential Growth

    Hey all! New Houdini user here, started learning a bit over 2 months ago. I just finished Shawn Lipowski's VEX in Houdini course, and feel like I have a pretty good grasp of the materials covered. I have always been fascinated by the works of people such as Christoph Bader (deskriptiv), and I want to start practicing what I have learned so far by reproducing similar works. So here is one of the first effects I want to recreate (floraform by Nervous System): I'm doing research on my own right now, but I would really appreciate any help I can get Any hints as to how I might achieve this effect? Thanks!
  25. Hey everyone, I've been playing around with VOP networks with a little bit of VEX here and there and I wanted to give myself a challenge (not that it isn't already a huge challenge) while I learn these new techniques. I'd like to eventually create something that grows and animates into something like this image. I know there are potentially a lot of steps involved in creating an effect like this, so any guidance would help a lot. I'll be posting my hips along the way. I don't have a lot of experience with generative art, but I think the best way to begin would be to create a similar image with only texture so I can wrap my head around some of these noise concepts. Here are some of my initial thoughts on the process: I like the overall smokey/wispy movement to the piece mixed with the finer more viscous noises scattered throughout. I'm thinking maybe a particle driven growth will work? Like the particles will create the wispy flow as splines grow and follow. A finer noise will be layered on to get the sticky feeling I also like the depth to the piece, it looks like an alien mountain range. Maybe it would be nice to influence the growth with a painted attribute? A spline thickness or spline spacing falloff in the y direction would be nice too so i can get those peaks and valleys. Maybe the peaks and valleys can be created with a noise that forms in the negative space and the growth happens outside of that. Having a color ramp on the y axis would allow me to color the points based on their heights That's it for now. I'll try to post some starting hips as soon as possible.
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