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Found 776 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. Houdini ocean explosions

    Hey guys, I'm pretty new to Houdini. But I'm looking to create an ocean explosions almost like a bomb going off under water. I have a flip tank and an deforming mesh that replicates the exspolsion, however I cant seem to have the mesh interact with the flip at all. I'm sure I'm doing this very wrong so hopes you guys can help Cheers ocean_explosions.hipnc
  3. Hay everyone, Hope you are well. This is Probably a really silly question but I am still new to Houdini and FX and I am not sure what to do. So what I am trying to do Is transfer all the Colors from the text Below into the Flip Fluid Particles of their respective Text Shapes. I would then like that to show up in the Materials for rendering as well which I'm guessing I can pull the Color from the FLIP Particles ? Here is the Random Text. Here are the Particles And here is my DOP Network.
  4. New Houdini Particle training

    Hello everyone! I'm just spreading the word about two new Houdini tutorials at Maxdepth.tv focusing on Particle simulation. The first tutorial focuses on using Houdini Pyro to advect particles, using pop forces to manipulate, and how to light and render them efficiently. The second focuses on creating spectacular space nebulas using simple but customize-able techniques, and how to light with geo lights for maximum effect. You can find both of these tutorials and more at www.maxdepth.tv/shops Thanks!!
  5. Introduction to FX using Houdini - workshop

    Hey what's up guys, Only 1 week left to sign up for my fast-track Houdini workshop "Introduction to FX using Houdini". Limited student capacity! Over the course of 9 weeks and 33+ hours of tutorial content students learn how to do procedural modeling, particle-, RBD-, pyro-, FLIP- and whitewater simulations. On top of that we're going to talk about lighting, shading, rendering and we're going to dive deep into VEX scripting. I would love to answer any questions that you might have!!! Cheers, Manu Find the complete course syllabus here: https://www.cgmasteracademy.com/courses/16-intro-to-fx-using-houdini Also for more detailed information on the workshop, check out an interview that was done on 80.lv recently: https://80.lv/articles/making-first-steps-in-vfx-with-procedural-tools/ Here's a quick teaser:
  6. Hello, I know it is basic question but I still think that there is a confusion. What is the workflow to bring whole bunch of models from 3ds max(or any 3d package) to houdini with textures? Because we cannot relink the textures in houdini by hand, it will be very very time consuming. Or I think there would be a script out there to relink materials after importing them in houdini. Thanks.
  7. Houdini mantra shadow~

    i just need self shadow don't need the shadow on another object how to do it?~Thank you
  8. What XSI | ICE "Project a vector" equivalent on POP/VOPS? reference: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/files/iceref_Project_Vector.htm the node on XSI returns 3 things: RESULT LENGTH VALID any ideas? thanks in advance!
  9. I can use perfectly my keyboard in any software and inside windows. When I am inside Houdini can not type [ or {. But I can type ] and }. Is pretty anoying going out of Houdini to copy one of that characters. Any idea about what is going on? Thanks
  10. Hey guys, Somewhat of a newbie to Houdini here - please excuse this (hopefully) simple question... I'm trying to process a number of FBX models to establish a kind of "connectivity tree" for future animation operations. Essentially I want to divide my models into numbered visual chunks then tag them to associate them with a "parent chunk". This parent chunk would be the neighboring chunk they are primarily attached/grounded to. I plan to use this order to reveal the chunks one-by-one - so I never have a floating chunk (chunk #0 will be on the ground plane). I've got some way into this but am struggling with tying up the final stages. In the attached HIP example I divide the model into chunks with Connectivity SOP. Then I loop through the chunk pieces - for each one I make a padded bounding box and use it to group neighbor 'child' chunks that intersect its surface (feels a little hacky but seems to work). Next I'm trying to add a prim attribute to these grouped prims - basically the numerical ID of the 'parent' chunk I'm using to group them. When I run a single loop pass, things look somewhat OK but it falls apart on successive loops. I think the issue is perhaps how I'm accessing the parent chunk ID in the loop - or maybe my attrs are getting overwritten in subsequent loops? Any ideas much appreciated - if you have a better idea on general approach I'd love to hear it (I'm probably going about it all wrong) Thanks! stackTest_help.hip
  11. Hey forum! So i'm loving the houdini terrain/height masking tools (Rohans tutorials are so good!). I'd like to take a mask that I'm creating via the 'Height mask by feature SOP', and make it a standard geometry group so that I can scatter onto it. This is what my mask looks like: How would you go about turn this into a point or primitive group? If that is not possible - does anyone have any ideas about how I could scatter along this surface? Thanks a lot Sam
  12. fracture trick

    Hi guys, I have seen in some videos that kind of fracture (large, medium and small chunks) but i don't understand how they make it. Can you show me please? Thanks.
  13. Hello peeps! I want to do something really simple but for some reason it isn't working… I have an attribute P1 that I want to use in the distance scale of my polyextrude. For some reason the extrusions are infinite. Does anybody know why is that? cheers! extrusion.hipnc
  14. Error channel Node Chop Network

    Does anyone know why i get this error in mu Channel node i created and attribute , for my chop network? Thx in regards
  15. printf

    I'm confused about printf. I don't know c++ and so never had to use it before leaning vex. I'm wondering about all letters you can use for the arguments in the printf function. I've seen %f used for a float. %d also used for float (decimal i guess), %s for string, and %i for integer. the docs state: The conversion of the argument is specified by a single letter: g, f, s, d, x, c, p. it goes on to show: %g, %p, %c Print an integer float, vector, vector4, matrix3, matrix or string in "general" form. %f, %e, %E Print a float, vector, vector4, matrix3 or matrix in floating point form. The first example shows 3 argument types and 7 data types. Does this mean i can use any of the listed %letter arguments with any of the data types shown?
  16. CloudFX to Pyro

    Hi i created an animated cloud with cloudfx and cloudnoise node. At a specific frame i want to switch to a pyro sim and use the exact same volume as a starting point/and source - to initiate an evolving cloud. (I applied on both the cloud material) Is it possible to append to the cloud the same resolution as the pyro sim and to have no glitches when playing the change from pure cloud sim to pyro sim. What do i have to consider - or what would be the workflow? Thank you for ur help testhip.hiplc
  17. Hi there!! I want to work between frames, that means I want to do some calculations in t=1/frame 1 that will affect values of t=2/ frame 2. More presicely I am importing csv files that show happiness numbers per 50 years. For t = 1, happiness = x. What I want is to say that when t = 2 and happiness = y, substract from happiness 10% of its value, i.e. happiness = y - y*y%. In the end I want to apply this policy to all the coming frames; if (factor < 5%) { @hapiness -= hapiness*10%; } How can I do that?
  18. 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.
  19. Hello, I just installed Linux Kubuntu18.04 and so far, everything is going well in Houdini. However, all my 3D files are on a secondary internal hard drive and i can't see it inside Houdini. In Linux, i can see it normally in the "Devices" section. How can i make the second HD visible inside Houdini? Thanks.
  20. Hi there! I really need some help because I am new in Houdini! I am working in a triangulated icosahedron. I have a list of neighboring triangles and attributes stored in each of the icosahedron primitives. I want to get the average of those attributes per neighborhood and then I want to invent a formula in order to make them more equal. - if the attribute of one triangle is really high and its neighbors really low, then I want some % of the attribute from the higher triangle to transfer to that of the lower-. thanks neighbors multiple values.hipnc
  21. Hi! I want to trace the adjacent triangles of an icosahedron in order to find the average of their values and equalize them. Any ideas? neighbors multiple values.hipnc
  22. 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
  23. 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
  24. Hi there! I have just started with Houdini. I have already tryied to transfer data from a csv file to the triangles of a triangulated globe. Then I' ve colored this data and I've extruded the data according to the values of the csv files. Now what I want to do is to be able to manipulate this data. ex. If a specific value from one triangle is really high, when its neighbours is really low, I want to give some % of the higher value (triangle1) to the lower (triangle2). How can I do that? I' ve attached pictures of the modules and the simulation model. thanks!