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Showing results for tags 'modeling'.
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I am excited to present the latest version of my modeling addon for Houdini. The core and tools have been practically rewritten from scratch, with the main focus on moving away from a separate, foreign UI and fully utilizing Houdini’s native features for tool interaction. Modeler now operates based on Houdini's radial menus, hotkeys, and shelf tools. Release video
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I'm trying to "roll" a ribbon around a circle but it does not work as I've expected, can you help me please ? Thanks path deform.hiplc
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Hi everyone, after using rhino/grasshopper, and blender for a while, I just decided to getting into houdini, so that's my quest. I would need to measure the distance between a curve and an object( the object is a pipe/tube, and a curve is an helix that goes along the tube), then copytopoints a cube with the origin on the curve going towards the tube. In order to stay procedural, I would like to give to the cube, the exact or an avarage distance between the curve and the pipe, like so I can change the radius of the 2 components (tube and curve), and the distance of the cube will follow automatically that distance
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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.
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Hey there, I am currently modering and animating a pendant light shape by Italian designer Lorenzo Morandi. I am having trouble getting the animation to work. Any help would be appreciated. What you want to solve 1,I want to move animation smoothly. 2,The part connected to the circle does not want to change its orientation.
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Hi, how can I find the shortest edge on a polygon? I load data from OSM and some shapes have very small edges resulting in gaps when I run it over the Labs building generator from pattern tool. So I want to find the short edges and rescale it if the edge is over a threshold e.g 2,5 or delete them when they are under this threshold. I made a try with fuse but it does not work for me. With fuse after snapping the points the polygon results in a shape that I do not like. Best, D.
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I have recently been doing some environment modeling in Houdini and often create ring-shaped planes, and I would like to know if there is a smart way to select and create groups of points for inside only or outside only. Currently I am using group bounding spheres, but ideally I would like to do it procedurally. untitled.hip
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Hi , I would like to apply a smooth that gradually affects from the bottom to top to my copied curve by ramp or something. Is there any way to make it? I attached my save scene and a picture. Please have a look. curves.hiplc
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shaders Layering Shaders With map ? (Mantra)
quentin posted a topic in Lighting & Rendering + Solaris!
Hi everyone, I'm currently working on a material who mixes 2 shaders and I'm facing a stange issue. How to layering 2 shaders using a map in houdini ? I tried using the layermix and it works but only using a noise as alpha (pluged in alpha) But when i'm trying to use a map there is only the shader 2 who is render the map I want to use is a .pic sequence has alpha and using as mask for wetmap. Does anyone know the right way to use a map as mask for shaders ? maybe I'm not using the layermix correcltly or maybe using a texture node plugged in alpha is not the good way to do it..I don't know. There is not much information about the layermix in Houdini Help... Thans for your help ! -
The result I want is: Average vertex positions while maintaining the correct shape. When using edgeequalize node, the shape is destroyed. Maybe there are other solutions, would you like to tell me? Pay attention to the contents of the attachment thank you all edgeequalize.hipnc
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http://www.patreon.com/posts/31506335 Carves out polygons using a point attribute with the ability to define the carve values per primitive using primitive attributes. Pure VEX implementation, 10x faster than the default Carve SOP (compiled). It preserves all available attributes. It supports both open and closed polygons.
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I made a free Brush tool. It is also built into the Modeler add-on. https://alexeyvanzhula.gumroad.com/l/brush_tool_for_houdini
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https://youtu.be/Y_SI5MMWkYs
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I have a set of items that I copied over a grid of points. Now in order to rotate each of the item on its own individual axis, I used 'For each connected connected piece' but unfortunately, the entire set of geometry rotates on one single axis. How can I do otherwise? PIVOT ROTATE QUESTION.hip
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I have selected the first points of some lines scattered around a tube like shape. I get what is on the image. I'd like to convert this into a polygon. You will tell me to just get the shape I used to scatter the line around, but to make it short, this is animated and the original tube shape doesn't move the same as the one you see in the picture (this comes out of a vellum solver) Hope I am clear. I could for example use a VDB from particles, but is there a node to just link all the points into a surface. A bit like a skin sop. Cheers
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Hi everyone, On Friday April 22nd Breda University of Applied Sciences will organize another edition of the Everything Procedural Conference. We have speakers confirmed from leading AAA game studios, including Epic Games, Playground Games, Remedy Games and Embark Studios to name a few. You can join the conference at our beautiful campus in Breda or join the event online from the comfort of your home or office. More details and tickets here: everythingprocedural.com CONFERENCE How proceduralism helps create Forza Horizon 5’s version of Mexico Speaker: Andrea Riccardi & Ole Greonbaek - Playground Games Building a City in the Matrix Awakens Experience Speaker: Rober Osborne - Epic Games Create and Fracture - Remedy's CONTROL: Foundation DLC Speaker: Johannes Richter - Remedy Games Generating Procedural Inventory Speaker: Mark R. Johnson Worldbuilding Pipeline at Twirlbound Speaker: Ilia Tonev - Twirlbound Procedural Music Generation in Robo Maestro! Speaker: Joost van Dongen Automated Physically-Based Animation Through Reinforcement Learning Speaker: Riley Miladi - Embark Studios Procedural Techniques in Solar Ash Speaker: Len White - Heart Machine MASTERCLASS SideFX Houdini and Unreal Engine 5 Speaker: Simon Verstraete - SideFX STUDENT SHOWCASE MusicXML workflow for Houdini Speaker: Marn Schokker - Breda University of Applied Sciences Houdini Slime Simulation in Unreal Engine Speaker: Jack Glavimans - Breda University of Applied Sciences Improving Procedural Workflows in Unreal Engine Speaker: Michael van den Berg - Breda University of Applied Sciences
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Hi, I am not sure how to explain this well, so apologies in advance. I have this basic cactus generator, there are clusters of thorns, at their base the thorns intersect with each other, which I currently don't mind, because I will solve or hide that later.. However I don't want the tips of the thorns to intersect with the tips of thorns from other clusters, as this is easily observed. Is there a way to place each thorn or cluster of thorns after the other and check if there are any intersections, after a new cluster has been placed and if yes rotate and maybe scale the intersecting thorn(s) until there are no more intersection? Like that cycle through all the clusters? I know my scene might not be set up well to do that.. Would that be expensive to calculate and/or difficult to implement? I attached the hip file, and an illustration to clarify what I mean: base_cactus.hiplc
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Hi guys, I was wondering if someone here knows how to model these jellyfish arms for a project I am currently working on. Looking for help on just the big main arms in the middle, keeping in mind that the scale of the arms need to decrease as it gets closer to the bottom. I was using a differential growth solver on a plane, but it just wasn't cutting it in terms of realism. I was also thinking about driving these simulated arms with a Vellum solver, using the central stem of the arm as a pin constraint, but not sure if thats the best way to go about it. Any advice/help would be appreciated, I am still pretty new to Houdini, but I understand the basic concepts. Thank you!
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Thanks for reading. I'm now creating creature hair & far grooms in houdini with tutorial. But, I have the problem I have not solved yet. About guidetransfer node in geometory, in this tutorial,when I create this node (photo 1), this error happened. But, I don't know where should I check and solve. Could you please help me with this problems? capture.mov