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Found 36 results

  1. First dump from a home-brew Grammar system expressed iteratively as an evolving growth system. A decade of hunting down Blackberries to their roots - to remove them from my yard; A month of looking at and sketching Blackberry growth in the wild. A day with Houdini Apprentice, and a single point of geometry to seed the system. Then just turned it on. There's fewer than 100 lines of code, and I'd guess about a dozen substitution rules in the grammar system. Emergence is an effective approach for modelling organic processes. Blackberry_h17.13.hipnc
  2. Growth Thingy Help!

    Hello! This is my first post on odforce, I feel I'm finally taking a step in the right direction! I'm new to houdini only been using it for 4-5 ish months now. Anyways, just happy try and be a part of the community. Are there any other places besides the discord server that houdini people hang out at? Anyways, to the point -- The thing I'm having trouble with, is orienting geometry to the direction of the normal of what it's getting copied to. I've been orienting my geometry in Z and using @orient.z = @N; and @P.z = @N; to attempt it, but it's not giving me exactly what I want. In the file, i'm using a for loop to run over each primitive and grabbing the centers, then blasting away everything but point 0, the instancing on 0. I'm using 0 because the for loop automatically sorts the points. (This is a different approach to Simon Holmedal's growth that he showed during his demo, I won't take credit.) Do i need another for loop inside of the one I currently have to orient the new geometry to the normal? I apologize if this is too vague, it's my first time posting a question, I can be more specific about things if needed. I appreciate your time! - Thanks triangleGrowth.hiplc
  3. 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
  4. growing dynamic curve

    Hi, Currently banging my head against a brick wall on how to create a similar effect to the play-doh looking, growing worm things in this great Ditroit piece: Wondering if someone could give me a little nudge in the right direction? Or a good place to start looking? Up against it a little so don't have a huge amount of dev time! Cheers!
  5. Controlling solver sop

    Hey guys, I am following this Ben Watts tutorial, where he has a system to grow points on a surface. Its a great system , I am still trying to get my head around the sop solver but what I would really like to do is to be able to slow it down. I have tried animating the search radius of the point but that gives me limited control. I tried using a time shift but that just kills the whole grow effect. Any tips would be much appreciated. Cheers. video
  6. 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 !!!
  7. 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
  8. 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
  9. 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
  10. 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.
  11. 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
  12. 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
  13. 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)?
  14. 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
  15. 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
  16. 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.
  17. 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
  18. 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
  19. 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
  20. 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!
  21. 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!
  22. At 0:21, This is so beautiful,please help to share some information about this kind point move.
  23. At 0:21, This is so beautiful,please help to share some information about this kind point move.
  24. 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