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Found 14 results

  1. LookAt Setup in SOPs, VEX, VOPs. Having used the Houdini default tools several times, I wanted to achieve the same effect in SOPs. Here is a detailed post to understand better how the LookAt works and how it can be used in creative ways https://www.sharanvaswani.com/single-post/2020/09/27/Using-VEX-and-SOPs-to-make-a-LookAt-Setup
  2. Want to have multiple explosions in your shot? Let's populate them! Why go through the trouble of simulating each Fx when we can just populate a scene with a few! The Populate Toolset is a comprehensive HDA (Houdini Digital Asset) Toolkit designed for intricate control to populate a scene with various caches. The OTL uses a bundle system, so we can switch between a low-resolution proxy cache and a high-resolution render cache anytime. This makes it easy for artists to preview shots, layout simulations and art direct timing as per their needs. How does this Setup Help? Easy Layout: Create quick and easy layouts and previews for your shots without using high config machines and dealing with the laggy viewport. Quick Controls: Get quick controls to art direct your simulation like adjusting scales, rotation and timing. Randomizer: An easy randomizer to get started with. Override Tool: When you need small adjustments just use the override tool to fix it! Gizmos: Gets user friendly preview gizmos that help artists preview scales and placements of cache. Used on Beautiful Hunan: Flight of The Pheonix & Halo (Mini TV Series) Get the HDA and Files on Gumroad: https://chakshuvfx.gumroad.com/l/art-direct-instances
  3. Hello everyone. I have looked this up a lot online but I can't find a way to solve it. I am looking for a way to get the last 4 digits of a file so I can make my caches auto version up, acording to my hipfile name. So basically if I have a hip file called "shotname_fx_v001.hip", then the last 4 digits I would call it in and make that be my version. I would also need to do a toggle to make that only be active when I need it. Any ideas on how I could approach that?
  4. Hi, I would like to know that, is there anyway to convert hip file into cmd or text file using empty textport or using python. What i want to try is to convert hip file into text without opening the file. is there a way to do this ? I can export opened hip file using textport with opscript, but I would like to convert hip to cmd or text file without opening it. thank you
  5. Hi! I have been following this tutorial at school: https://www.youtube.com/watch?v=1LdVZzNqYgw however I seem to get stuck around the the 25:15 part of the video. When I try to change the box size my painting disappears. I have attached the .hip file if anyone would consider helping me. Would be really grateful! paintingsinmotion.zip
  6. Im facing some weird behavior with the Sidefx erode node in the 18.5 build 452. Not about the result, but it's very capricious to cook, and i can't understand why someone it work and sometimes now. To my feeling right now it's looks more like a bug, but maybe i missed something, or lat least, i was wondering if some other people has experiment the same and found a workaround? Note im using large complex terrains... ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  7. Inspired by a tool done by Simon Houdini I decided to recreate same tool on my way. Basically is a nested boolean system which iterates over itself. Starting from a basic cylinder there are three ways to add detail. First is a cylinder which is usefull to generate pivots or a central hole. Second is a circular array of boxes or a circular curve and third is a ray node projecting points over the mesh and copy cylinders there ( useful to attach bolts, screws or make small holes). There are a lot of room for improvements, maybe is not the most user friendly tool of the world and I should try to find a clearer ways to manipulate the tool. I had a lot of problems adding handles or guide geometries because I didn't find the way to switch the guide geometry to older iterations and things like this. At the end I kept at it was without guides and handlers. Please take a look and test the tool. Would be nice have your feedback and ideas for improvements. The tool can be downloaded from here: https://drive.google.com/file/d/1rDgRtMYhhllZWNdANppqnBo9NahtlZNV/view?usp=sharing Thanks for testing it. O.
  8. Thought it would be cool to share some R&D i worked on for creating a flame FX without doing any simulation purely through deforming geo. A pretty simple FX nothing too crazy but i though i should share it as some people might be trying to do similar things. I've included the Hip file as well as notes explaining the vop workflows. I'm very much a novice to Houdini's more technical side so excuse any rookie mistakes, critique welcome as well if you think i can improve my workflow. Non_Simulated_Flame.hipnc
  9. Hey everyone! I recently finished up a tutorial on creating game ready procedural rocks assets for UE4 Hopefully you can learn a thing or two on my process and feel free to let me know if you have any suggestions, critique, or questions about anything you see! Video preview Free Demo version: https://gum.co/rocksue4demo Full version: https://gum.co/rocksue4 Includes: 8 Video Chapters Project file (.hip) Hi/lowres meshes+maps Tools: Houdini 16.5+, Unreal Engine 4 Introduction: Chapter_1_Base_Shape 26 min Chapter_2_VDB_Setup 4 min Chapter_3_Detailing 12 min Chapter_4_Texturing 21 min Chapter_5_Remesh 10 min Chapter_6_LOD's 9 min Chapter_7_Save_File 15 min Chapter_8_Bake 4 min Difficulty : Intermediate-Advanced Format: Recorded video chapters
  10. Hello, Is the option to save as text not available in houdini indie? I don't see that option on my indie license. Or is the option somewhere else in h17? Thanks
  11. Hello, I'm trying to get particles to drive a pyro simulation to create a flamethorwer effect. However i keep getting random unexpected motion, I've tried sourcing the velocity of the particles to fix it but it doesn't give the look i want. I've attached my hip file Dragon_flames5.hipnc
  12. Hi Everyone, We're having a major problem at work. A couple of our artists have OBJ-level digital assets that they've created, with lots of custom parameters. These digital assets are installed in their current hip files. When we use the Operator Type Manager to copy or duplicate the asset to another directory/version up, the new asset loses all its custom parameters, even after using Save Node Type and Match Current Definition. We've tried everything we can think of, but once we try to copy or duplicate the asset, all the parameters get deleted. Has anyone else run into this? And what's the solution? Thanks, ~Chris
  13. Hi guys, I have a complicated old HIP file from V14 and I want to update it to use it in 15.5 and you see when I open it I face with multiple errors on reading the file and I can't save the list for editing them after pressing ok. So I thought maybe there is a way that I can save the error list for editing or a log file. what do you do for this kind of situation? Thank you
  14. Hi guys, I have a problem using Houdini Indie 15.0.459 - when I try to open a hipnc file (as usually attached in this forum e.g. as example files) I get this dialog mentioning that the Indie license will be downgraded for this session to the non commercial version if I press "ok". When I press "ok", however, I get the same dialog again and again with exactly the same question. Each time the position of that dialog slightly changes to the right side of the sceen but I'm not able to actually reach a point where Houdini opens the hipnc files. When I cancel the dialog the file isn't being loaded either. Is this a common problem? I have searched the forum and google but found nothing... thanks for your help in advance. Marco
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