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  1. having a bit of a nightmare with this one... this is my shot... hulk swinging a log at thanos lol (sorry for the 6mb gif!) so i want the log to explode on impact so my log geo was created and uv'd in maya... i exported as a cache with the animation as alembic... it all seems to come into Houdini nicely... I then set it up with rbdmaterialfracture and then some uv nodes to texture the inner pieces.. i just use a simple sphere for collision that i then shrink after impact and move down through the floor to get it out of the way lol!... I have my uv's on the log and it looks fairly nice overall i think... i'm using the rbdconfigure to switch between deforming and active ....thanks to @rohandalvi for his little video tutorial on youtube Here's where it gets tricky in maya... I'm exporting the cache as alembic but its not bringing the uvs in correctly... some parts seem to be nicely textured but then a bunch of chunks aren't working... this is the log geo in Maya viewport and when rendered it doesn't texture those parts as needed... Sorry for the longwinded post i just like to use pics to help it be more clear I've included the log abc cache and a the hip file incase anyone wants to take a look and point out where i could be going wrong? Thanks everyone! Ant shot_MIND_0110_log_v01.abc shot_MIND_0110_setup_v001_clean.hip
  2. VFX Artist – JOB DESCRIPTION We are producing 5 hours long web series, integrating live shoot with 3d virtual production. Our film division consists of researchers and artists. We are looking for a competent and passionate Vfx trainer and consultant to: Train our team in Houdini Remain engaged with our researchers and artists team to troubleshoot as and when problems are faced. Execute scenes by bringing your experience to enhance our film user experience. Duration: To be determined together Location: Remote Working + Physical - Bangalore, India (towards end of project) Reach out at careers@nvlife.net ABOUT US We are a deep research-based health and wellbeing organization that has been converging ancient wisdom and science to bring out solutions to reverse any form of suffering humanity faces. Our research led us to write the book and that led us to start online courseware during the pandemic. In the process, we produced more than 10,000 hours of content and continue to create more. From being researchers, writers and teachers, we have recently diversified into storytellers- the result of which is a brand-new production house that creates content that connects humanity with its lost wisdom. In a world that is consumed with AI, we are the only organization that specializes in creating an artist. In the last one year of production, we have hired individuals and helped them evolve into artists by using the unique techniques developed at Curedemy. For two years we have researched the concept of sleep, hence, decoding the mysteries of sleep, dreams, nightmares and regeneration. We are in the production phase of taking it to the big screen. The medium of development of the current web series is Unreal, Houdini, Blender and Nuke. We solve problems. We classify all human problems into three categories. We call them suffering. 1. Distress- Emotional body issues 2. Mental Disorder- Mental body issues 3. Disease- Physical body issues For our transformative journey from researchers to storytellers, we are expanding and looking for an ecosystem of artists who can transform our vision into a visual and audio-appealing story in a simple manner while it reveals the deepest of the secrets that trouble humanity on a daily basis.
  3. Hi all! We have a course that starts tomorrow at 10:30 am PDT, I think it would be great for anyone who wants to feel more comfortable in the program, it's not a topics-based course but an efficiency one, here is more info.
  4. Hi guys, I'm trying to get bubbles to collide with each other but can't seem to find the solution yet. I'm using points that are emitted upwards and assign a random pscale value to each new point. I'd like points to change colors when they are too close to each other, that way I can check if the setup works. So when 2 points are close to each I'd like to check if the distance between them is not smaller than the radius of the point and the radius of the closest point. If it is, then the points need to turn red. For now, all my points turn red, but I think it's because I can't find a way to access the closest's point pscale value to compare it with the distance. Can someone guide me on how to approach this kind of issue? I tried to use pcfind but that doesn't seem to work too . Bubbles_WIP.hipnc
  5. I am currently working on a Houdini Crowd Simulation. When I open the hip file, I can see a bridge model and agents placed on the bridge. However, I am experiencing the following issues: 1. In /obj/agent, I set the direction using attribwrangle1, but when I run the simulation in dopnet, the agents are facing different directions. 2. I would like the agents to stay within the bridge area, but they keep moving outside of it. crowd_test_v001.hip
  6. Hi! I'm currently working on some building destruction (applied houdini II v2) and I'm completly stuck because of one node, the "transformpieces". I use it to make my contrains follow the motion of my proxy geometry being simulated, but it just collapses my constrains into a big mess. Here is what it looks before: (image 2) And After the transformpieces: (image 1) And here is what I have in the 2nd input of the transformpieces: (image3 & 4) I've looked a bit for this problem on internet and some people had the same issue but got no answers... So I hope anyone will know why this is happening.
  7. Hey everyone! Finally finished my newest personal Houdini project and thought it was time to post it places! This was probably my most render time heavy project so far but happy with how it turned out
  8. Hi All, Let me start by saying I am still learning, I am in a situation where I'm doing a large scale destruction with RBD Bulletsolver and 10 frames in Houdini crashed. Do i have to restart the sim from the beginning? or is there any way to setup some check points like Dopnetwork. PS. I do know, I can have a bullet solver in side a dopnetwork! but I have built everything in a geo node piped to RBD bullet solver which is working great except until it crashed! Regards Shyam
  9. Hey, I just went back to the basics to better understand Houdini. In the course "Houdini for the new Artist", Tyler Bay explains Solaris (stage). When I import a scene, I get the error message "Could not open asset", I used a gltf file from sketchfab (ricocilliers). Is this due to my Houdini Apprentice license? What's missing, what's wrong?
  10. Hello people! I'm currently trying to render pyro exoplosion with the motion blur in Redshift and I didn't succeed with any of my aproaches. I tried Convert to VDB , and then Merge Volume in Velocity mode with the motion blur ON but nothing works yet. I found few HIP examples but they neather don't work. Is there anybody who ever did this? Too bad there's nothing about it in the Redshift official documentation too. Please help
  11. These are some basic ideas that I used when creating the Saliva for movies like Hellboy (2019) and Manikarnika: Queen of Jhansi (2019). The main goal was to be able to Art Direct everything anytime as there were over 14 shots where the Supervisor and Director had very specific notes. Visit my blog for more articles on Houdini Blog: https://sharanvaswani93.wixsite.com/s... Email: sharan.vaswani93@gmail.com
  12. Getting closer to a new surreal idea I had in mind for a long time...Walls with Eyes! Here is my initial test for a small section of the wall. hoping to add in more detail and deformations to the rig the wall skin rig. I made the entire model and rig process combined into a single HDA. May need to optimize the HDA further to speed up things. Instead of using deformers to the bend the grids I started off with using curves and a combination of ray intersects and vex to create the eyelids, after creating the initial shape I was able to skin the curves using the Skin SOP, this gave me more control on how I can design the character, without worrying about intersection polygons and normals. The curves also acted as representatives for each loop on the wall and so I was able to control them in wrangles through multiple technics in vex.
  13. Hi everyone, I have developed an HDA that can adjust attributes and fields based on camera proximity. The Calibrator Toolset is a comprehensive HDA (Houdini Digital Asset) designed for intricate attribute and field control based on camera proximity. Its primary functionality includes dynamically scaling particles or reducing density as they approach or move away from the camera and can be customized to adapt to any attribute or field. It operates seamlessly with animated cameras, facilitating complex visual adjustments. Key Features: 1. Dynamic Controls: The Calibrator Toolset enables precise data manipulation. This functionality works seamlessly across different attributes and volumes, allowing for versatile adjustments in visual compositions. 2.Camera-Based Clip Adjustment: It provides the capability to adjust both far and near clip planes dynamically based on the camera's position or movement, ensuring consistency and accuracy in visual representation. Users can adjust settings based on individual attributes and volumes and enable global settings when needed. 3.Adaptability with Animated Cameras: The tool seamlessly integrates with animated cameras, maintaining functionality and accuracy even in complex animation setups. 4.Custom Clipping per Input: The tool allows users to customize settings based on the input attribute/field or use a global clipping setting throughout the tool. This gives artists control to adjust values based on requirements of the shot. 5. Easy to Use: An intuitive shelf tool and menu system simplifies complex processes for effortless integration into production pipelines. Users benefit from user-friendly functions and accessible guides within the viewport, enhancing usability and streamlining their workflow. The underlying code leverages various calculations and attribute/field manipulations to achieve these dynamic adjustments. It operates efficiently across particle and volume/vdb data, employing distance calculations, attribute mapping, and conditional operations to precisely modify while allowing artistic liberty. I have used this tool in several projects when making setups and executing sequences with multiple shots. The goal is to never have intrusive elements in the camera from the get go. Its handy when corrections need to be made on the fly and can be used in multiple scenarios such as adjusting motion blur and velocity which is too close to the camera, adjusting exposure values for shaders and even creating handy AOVs based on camera proximity.
  14. In case you want to try it, this is the link to the repository - https://github.com/aniketrajnish/MeshToPointClouds-Houdini Do hit a star if it helps you!!
  15. Hi, I'm looking for a solution to this user interface things that happens to me sometimes. When I'm dragging on a vector field in the transform sop, I lose access to the other 2 parameters. In this case it's really bad, it seems that All by transforms are now this way ! For example, in this screen shot, I was dragging the value ladder.. I lost X and Z and only have Y. I have tried clicking on the gear and "Reset Parameter Interface" but it doesn't do anything.
  16. After more than 5 months of unimaginable amount of work, I am proud to release my first in-depth Houdini course on VEX More details in the video description and the website. Active Patreon members will receive additional discounts proportional to their lifetime support (25% of their lifetime support). Message me on Patreon for your discount coupon. Enjoy! 01 - Introduction [Point Clouds] 02 - Introduction [pcopen() vs pcfind() vs nearpoints()] 03 - Introduction 04 - Implementation 05 - pcfilter() Implementation for pcfind() 06 - pgfind() 07 - pcfind_radius() 08 - Excluding the Current Point & Ad-Hoc Groups 09 - Finding Min & Max Neighbour Points [Unique Pair Matching] 10 - Concept 11 - Implementation [Camera Based Occlusion with Variable Pscale] 12 - Concept 13 - Implementation [Uniform Point Distribution Over Polygonal Surfaces [Point Relaxation]] 14 - Concept 15 - Implementation 16 - Decoupling Operators [Convolution Kernels] 17 - Introduction 18 - Border Handling [Connectivity & k-Depth Point Neighbours Using Edges] 19 - Introduction 20 - Concept 21 - Implementation [Connectivity & k-Depth Point Neighbours Using Primitives] 22 - Concept 23 - Implementation [Extending k-Depth Point Neighbours Using Edges] 24 - Introduction 25 - Concept 26 - Implementation [Extending k-Depth Point Neighbours Using Primitives] 27 - Concept 28 - Implementation [smoothstep() [Cubic Hermite Interpolation]] 29 - Concept 30 - Implementation [Shaping Functions] 31 - Introduction 32 - Implementation 33 - Blurring Attributes [Sharpening Attributes Using Unsharp Mask] 34 - Concept 35 - Implementation [Generalizing the Kernel Code to Handle All Attribute Types] 36 - Concept 37 - Implementation [Attribute Gradient] 38 - Introduction 39 - Concept 40 - Implementation [Gradient Ascent & Descent] 41 - Planar Geometry - Introduction 42 - Planar Geometry - Concept 43 - Planar Geometry - Implementation 44 - 3D Geometry [Contour Lines] 45 - Introduction 46 - Concept 47 - Implementation 48 - Heightfields [Geometric Advection - Orthogonalization & Flowlines] 49 - Introduction 50 - Concept 51 - Implementation [Clustering & Quadtrees] 52 - Concept 53 - Implementation [Adaptive Subdivision] 54 - Introduction 55 - Implementation 56 - Hashing [Adaptive Subdivision] 57 - Improving OpenSubdiv Catmull-Clark Subdivision Surfaces Algorithm 58 - Half-Edges [Adaptive Subdivision] [Aggressive Performance Optimizations] 59 - Eliminating Groups 60 - Custom Fusing In VEX 61 - Recreating Proximity Structures In VEX 62 - Get Unshared Edges In VEX 63 - Final Optimizations [Limit Surface Sampling] 64 - Introduction 65 - OpenSubdiv Patches 66 - Moving Points to the Subdivision Limit Surface 67 - Scattering Points on the Subdivision Limit Surface 68 - Generating a Point Cloud on the Subdivision Limit Surface 69 - Pre-Generating a Point Cloud on the Subdivision Limit Surface 70 - Creating Isolines on the Subdivision Limit Surface [Adaptive Subdivision] 71 - Computing Surface Normals from the Subdivision Limit Surface [Custom Subdivision Surfaces] [Splitting Edges [Edge Divide]] 72 - Concept 73 - Converting Edges to Primitives 74 - Creating New Edge Points [Rebuilding Polygons] 75 - Concept 76 - Implementation 77 - Preserving & Interpolating Attributes 78 - Multithreading by Connectivity 79 - C++ vs VEX 80 - Preserving Groups 81 - Final Optimizations [Implementing Bilinear Subdivision] 82 - Introduction 83 - Concept 84 - Modeling Test Geometry 85 - Starting from Edge Divide 86 - Creating New Face Points 87 - Creating New Edge Points [Creating New Closed Polygons] 88 - Concept 89 - Implementation [Creating New Open Polygons] 90 - Concept 91 - Implementation 92 - Preserving Primitive Groups & Interpolating Primitive Attributes [Preserving Vertex Groups & Interpolating Vertex Attributes for Closed Polygons] 93 - Concept 94 - Implementation 95 - Preserving Vertex Groups & Interpolating Vertex Attributes for Open Polygons 96 - Implementing Iterations 97 - Preserving Literal Groups 98 - Creating Neighbour Primitives 99 - Final Changes 100 - Testing On Complex Geometry [Implementing Catmull-Clark Subdivision] 101 - Introduction [Closed Surfaces] 102 - Rules [Gathering Edge & Face Points] 103 - Concept 104 - Implementation [Computing Weights for New Edge Points] 105 - Concept 106 - Implementation [Computing Weights for Original Points] 107 - Concept 108 - Implementation [Attribute Interpolation] 109 - Concept 110 - Implementation [Boundary Interpolation Rules for New Edge Points] 111 - Concept 112 - Implementation [Boundary Interpolation Rules for Original Points] 113 - Concept 114 - Implementation 115 - Open Surfaces - Handling Corner Points 116 - Handling Non-Manifold Topology [Open Polygons] [Computing Weights for Original Points] 117 - Reverse Engineering OpenSubdiv 118 - Implementation [Computing Weights for New Edge Points] 119 - Reverse Engineering OpenSubdiv 120 - Implementation 121 - Handling Open Polygonal Curves [Handling Mixed Topology] 122 - Full Geometry 123 - Sub-Geometry 124 - Testing On Complex Geometry [Performance] 125 - Profiling [Grouping Boundary Edges from Primitive Group] 126 - Concept 127 - Implementation 128 - VEX vs C++ [Caustics] 129 - Introduction 130 - Sea Caustics 131 - Pool Caustics [Enhancing Gradient Ascent, Descent & Contour Lines] 132 - Introduction 133 - Implementation 134 - Tracing Both Directions [Updating Distances Properly] 135 - Concept 136 - Implementation 137 - Looping Streamlines Problem 138 - Adding Trace Parameter [Evenly Spaced Gradient Ascent, Descent & Contour Lines] 139 - Introduction 140 - White Paper 141 - Concept 142 - Constructing the For Loop Network 143 - Improving Seed Points Selection for Tighter Packing 144 - Implementing Separation [Enforcing Separation Using Self Proximity] 145 - Concept 146 - Implementation 147 - Optimization 148 - Final Tweak 149 - Applying to 3D Geometry [Custom Subdivision Surfaces] [Extreme Performance Optimizations] 150 - Introduction 151 - Establishing Baseline for Performance 152 - Updating Attribute Interpolate Nodes 153 - Interpolation vs Copying 154 - Optimizing Input Group 155 - Caching Geometry Data 156 - pointedge vs pointhedge 157 - Getting Primitives from Half Edges 158 - Eliminating Edge Groups 159 - Parallelizing Geometry Creation for New Primitives [Unrolling Loops] 160 - Parallelizing Geometry Creation for New Edge Primitives [Unrolling Loops] 161 - Finalizing the Network 162 - Performance Profiling the Latest Version 163 - Conclusion
  17. Hi, can I please get some pointer here. I am working on a vellume sim using POP attract node. Then replacing low res after simulation with High Res using Point deform. My problem was after replacing the Low Res, the high poly model ran into some geometry problem after it collide with high speed moving object ( in this case, it hit the can and wall). I have looked into the Capture Radius, Minimum points and Maximum points. But I find it hard to understand what it meant to do. Tri is the low res sim, and the quads is high res ( error appear from the very first frame, hence I suspect it is from my lack of understanding Point Deform node ) Below is the simulation using the Low res ( no error) Below is replaced by the Hi res model, as we can see the stretched poly after collision. the end of the stretch is fixed to a spot in the air. And here is the Point Deform screen Grab.
  18. The normal is now in the y-axis direction, but I want to change it to the inside.
  19. sadegh

    RBD Fracture

    Hi Guys, I want to fracture this tower as attached to this post (Image) , at the beginning of the Glass fracture I've made a loop for each name primitive I want to know if is it okay. or are there the best solution? I if it's possible to just fracture one piece of glass and then propagation to the rest of the glass ?
  20. Hey guys. I want to cut a smoke object with a collider so the collider leaves a gap in the smoke and advects it slightly. managed to get the advection stuff going but the smoke always closes after the collider. i used a trail sop to build like a wall behind the collider and i works okayish but there must be a better way of doing this. also i cant get rid of the flickering when the collider goes through the smoke. maybe some one has an idea how to solve this stuff. SmokeTrail.hiplc
  21. Okay I feel like this is a pretty meaty topic. I have been working on it for ages and i cant find a solution. I have made a pretty elaborate clip colour mixing sim. Folowing somthing similar to this ==> Its a pretty well known set up but I wanted to add a colour infection setup into this. As the mask travels through the fluid it grows using a infection based solver. I though this would be easy and made a solver on scattered points that works fine. Until you put it into a sop solver using animated points. I can get a nice natural looking growth. So my question is if anyone else is familiar with doing something like this? I can get a scene file ready but my current one is pretty heavy. Any help and feedback is more welcome. I have also tried doing the growth set up in a solver after the Flip sim as well FYI.
  22. Think Tank Training Centre, widely considered to be one of the leading schools worldwide for asset creation in both games and film, is currently working on innovative Houdini content. We are currently searching for amazing senior Houdini artists of all kinds to collaborate in content creation, particularly in the areas of Environments, Modeling, Lighting, Texture/Shading, and LookDev. If you have teaching/content creation experience and are interested in starting potentially right away, please reach out and we'd love to chat about opportunities.
  23. i try to create this effect with flip simulation but I can't.... pls help me https://www.youtube.com/watch?v=DHRSkRLJpqU
  24. Hi Folks this is my first post. I'm new with arnold in houdini, I use to manage mantra. I'm trying to render volumes (an explosion in this case) with arnold but the volumes don't appear in the render view. As you can see in the pic I attached. Volume exists but in the render view has shown with pink cubes (I applied a standard volume to the explosion node) Does anyone know what is appening? Thanks in advantage panee.
  25. Hi, Skrice is looking for a Lead VFX Artist | Game Asset Supervisor | Lead Concept Environment for www.mavia.com. Please email me at jericte.va@gmail.com with your portfolio so I can send the job description. All the best, Jeric Te
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