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Found 82 results

  1. Procedural Modeling Advice

    Hey guys, after exploring most sides of Houdini, I'm surprisingly trying to settle on Procedural Modeling as my main focus :D I know it's a bit weird since it's not Houdini's strongest tool, but before Houdini, I have tried Modeling in Maya and Cinema 4D and failed, but with Houdini, it seems so logical and straight forward to my mind. I'm trying to get a job as a 3D Modeller using Houdini here in my country (Egypt), and i need some professional expert advice from you guys on some points regarding the market and Modeling in general (worldwide not just a specific country): 1- Is Houdini used widely in Modeling in the market or not yet? and why? and how much is Procedural Modeling popular nowadays in Games and Film as well? 2- I dunno much about texturing and I'm planning to learn a texturing software besides Houdini, so far I'm choosing Substance Painter, do you guys have any advice regarding this part? 3- Is Mantra good enough for me? Or do i have to dive into other renderers later? 4- How to constantly learn and upgrade myself in the right path? What else to learn? If you can give me advice from your professional experience, that would be great. 5- Any other advice you could give me is welcome, even abstract ideas, anything really. 6- One last thing There are different ways to approach Modeling in Houdini, i know that all methods are correct, but as a professional, do each one have like a standard method to approaching weird curves and irregular shapes efficiently? or you mix and match different approaches? Do you usually do low polygons baring in mind to subdivide the whole thing in the end or you can just model it all high quality from the beginning? I mean, how do you think and set your mindset before starting your work? :D Sorry for the long long post, appreciate your help guys. EDIT: I'm not a newbie who wants to explore Houdini, I'm already familiar with it and with all the resources available and I spent some time learning it. I'm seeking professional advice from experts because I'm applying for Modeling Jobs these days and i have 0 working experience in 3D.
  2. Hey magicians, I'm doing some procedural vehicle setups inspired by Maciej Kuciara. I'm trying to make these type of tanks and what it comes to my mind is create differents blocks / modules, for the front, middle and back, and give each one some randomness on bevel edges / points and stuff. My question is: how can I setup the modules so, for example, they rotate in 90 degrees, and they plug on the right side, for example the front one goes always connected by the back axis. I think this can be done with if / else stuff? and expressions for the 90° rotation? any tips will be super handy. Thanks!
  3. Trying out Alexey Vanzhula's modeling tools called Direct Modeling Tools. Awesome workflow and it speeds up the process allot. I had no idea what to model so it's a bit long. Video of the process here. https://www.youtube.com/watch?v=PaQ3ZgyDJEo
  4. Hi all, Relative noobie here, looking for general advice on how I might approach modeling a cancer cell that looks like this: https://www.mskcc.org/sites/default/files/styles/width_800/public/node/167374/3x2/sciencesource_ss21694540_1200x800.jpg [www.mskcc.org] or this: https://static.independent.co.uk/s3fs-public/thumbnails/image/2016/02/15/21/1-t-cell-corbis.jpg?w968h681 [static.independent.co.uk] One physical feature of the cell that I’d like to pull off convincingly is the sticky-looking tendrils that shoot out from the membrane, that look a bit like viscous liquid has been shot out from the surface of the cell. Though something like the image in the above links would be ideal, I would settle for something like this: https://lymphomanewstoday.com/wp-content/uploads/2018/09/shutterstock_565670083_zps0eglo9ri-1000x480.jpg [lymphomanewstoday.com] I would want to avoid something like this (where the tendrils resemble veins, or maybe octopus tentacles: https://www.segnidalcielo.it/wp-content/uploads/2017/08/GoldNanoparticles.jpg [www.segnidalcielo.it] Since for now I only actually need a static model, my first inclination would be to start with a simple POP setup, have some particles explode off a spherical surface and append a trail SOP to get the tendril trails. I’d run the sim and use a single frame from it as the cancer cells base geo. This only gets me so far though, as there are other important visual details that I’ll refrain from talking about until I some experienced person can tell me that this is definitely the way to go. My other inclination, which I realize might be inviting insanity, is to create a “fluid explosion”, using a FLIP setup with some velocity noise coming from the SOP level, and playing with DOP node settings to get the right kind of viscous/stringy effect from the particles. From there, again, I’d run the sim and use a single frame of geo for the base for my model. I’ve so far made an attempt at this (file attached), though have only tried seeing what I could get by using nothing but some noised-up velocity on the SOP source, some DOP gravity and tweaking settings in DOP Source Volume and Solver nodes, pertaining particularly to viscosity and surface tension (though I’m not sure the latter is relevant). I’m able to get some neat looking effects, but not really the ones I’m specifically after. What I’d wonder here is whether this ‘explosion of viscous fluid with a very high tensile strength’ could even be achieved with a fluid sim, and if so, would I need to push/pull the “sticky/stringy” fluid outward by having the FLIP particles stick to a set of “collision” particles which are then launched outward, pulling some of the fluid along with it. Or, could this effect be achieved by simply applying velocity to a Fluid Source SOP with very low particle separation, and then relying on settings available in DOPs nodes to get the long / stretchy tendrils. In any event, I’m certainly open to suggestions even if they’re completely different approaches to what I’ve described above. Thanks ahead of time to anyone responding! Nik pF CancerCell_FLIPFluidFromObject_v021.hipnc
  5. What is Houdini equivalent of disconnecting edges similar to Maya's detach component command (or blender's rip command). I used Edgecusp node but it doesn't get me the full result. See the attached picture of Edgecusp vs Maya's detach.
  6. Hi, everyone. I'd like to make cables by the method introduced in this video (25:58~), but I'm new in Houdini so it is difficult to make... Can you give me some advice? Thank you.
  7. Can you help me/ Problems with displacing along normals in for -each node. how to attach them? it will be a planet will separated part with good detailing in unity. Sphere_displace_part.hipnc
  8. It's meant to be straight forward, for some reason I've no clue why the bend skill I had in Maya didn't help at all in Houdini. Why is it shockingly straight forward in Maya? There is a bend node in Houdini, once I place it, there is too much going on in the viewport, look at that (attachments). A whole folklore of gizmo tools, Where is one supposed to start? It's as innocent a box as it can be, I can't bend it! Anyone knows how to use it could explain how to bend a dead simple (stretched) box, starting with a blank scene. I'm not looking to see what it does, I know it bends, but where to start? For now I try very hard (often fail miserably) to place the object in the position the folkloric bend gyzmo wants, I can't move the gizmo, don't know how?
  9. How do I select one face (primitive) and skip one like in the picture?
  10. Houdini + ZBrush

    ZBrush live link: https://vimeo.com/306682275
  11. Learn Houdini through Video Tutorials

    Hey, everyone ! I know some of you are having hard times looking for a good Houdini tutorials? Found a really cool website with video tutorials. I like the author of the tutorial, he explains everything very clear. Just in case someone will need video tutorials , here’s the link to check full list of his tutorials: https://www.cgcircuit.com/instructor/tyler.bay Hope it helps! Best, Chris
  12. This is a bit fx, a bit modeling, a bit rendering, so I'm throwing it here-- I am running sims on a tree model. The original tree was too hi-res to simulate, so I had to run Clean and Remesh to reduce its poly count a little bit. It still proved too oddly-modeled to run a point deform on the original based on the sim, but the sim'd model is still high-poly enough so we're going to use it as the final. What I need to do is transfer the UVs, in world space, from the original model to the down-res'd sim'd model. I tried using Maya's Transfer Attributes, which does exactly what I need, but choked on the source model's size. How can I do this in Houdini? (I know there will be some changes, but those should be mostly in the little tiny branches that are okay to lose, and this is not a hero tree.) I assume it will be something like storing the original models' point positions and then somehow applying those points to the end result of the sim'd/cached model, at which point I could do a straight attribute transfer (and although I get this theory I don't know the steps required), or is there a better way (and if not, how would I do my suggested way)? Thanks so much!
  13. For the full course, be sure to visit this link: http://bit.ly/2EacZM5 Welcome to Houdini for the Artist - Modeling I This course is designed to help you get comfortable with modeling in Houdini. Like always, we'll take a hands-on approach to learning things by creating each item with a specific purpose in mind while exploring a variety of technical and artistic considerations along the way. Some of the topics include: procedural modeling, traditional hard-surface modeling, the terrain tool-set, curve-based modeling, and how to interactively build things within Houdini's viewport. With the developments made in Houdini 16 and 17, Houdini's modeling tools are more accessible than ever and can offer a lot to anyone interested in modeling, vfx work, tool-creation, hobbyists, and people that are interested in getting to know Houdini much better in general. If you come from a traditional 3D artist background like myself, this course will certainly make Houdini's modeling tool-set feel much less intimidating, and for technical artists, it also provides great insight into various modeling methods that can be used as a springboard to further pipeline & tool development. In addition to these videos, you'll also receive useful resources such as the Houdini modeling cheat-sheet - a helpful collection of hotkeys & relevant interface information. Plus, you'll also get access to extra scene files which help in expediting your learning with the terrain tool-set and for-loops. Thanks for watching! And for a couple of free sample lessons, be sure to check out these videos about for-loops:
  14. Hey OdForce! Lately I've been doing weekly quick-tips that I'd like to share with you all. Be sure to follow me on youtube & vimeo for new videos. Also, keep an eye out for my new course - Houdini For the Artist - Modeling I which I'll be finishing up shortly. Cheers,
  15. Roof Capping Techniques?

    Hi this is my first post and I've only been using Houdini seriously for around a month. I'm creating a house builder procedural asset to assist in the development of a VR experience because a large number of buildings need modeling in a short time. I started with the video by Konstantin Magnus on Roof building, and have just been adding more detail. Currently I'm stuck on procedurally creating roof caps like in the reference image. I've gotten as far as getting an edge group from UV seams, cleaning it up to remove overlaps and sweeping it but I'm not sure how to get it to align to the roof and offset a little bit. Ideally I'd like to have a tiling texture on these caps. Maybe I'm taking on something too complex for my level of experience. Any help, criticism, advice would be appreciated. TLDR: How to get roof capping like in the reference image procedurally? HouseBuilder14.hiplc
  16. Hey OD Force, Decided to try and use Houdini 17 with HDM as my main hard surface modeler. Coming from a highly customized Maya set up. Is there a way to select an object, and run a "select similar" command. For components, it would select similar faces / edges / verts if the component had some type of symeterey (such as right vs left, top vs bottom,) For objects, it would select similar objects that have matching topology / bounding box volume. If more than 2 objects are select it woud select all objects in the scene by type such as poly objects, nurbs, etc I know at some point I would need to figure out a branching template for python commands, but to start, is there a select similar command?
  17. I`ve done negative polyextrude to have cutter for hollowing my mesh. I wan`t to have thin layer (few mm). Whole item is about 1-3 meters. I`ve done it in way: - boolean as surfaces to slice intersections - polyframe to group areas to select it manually and delete unwanted strips (as islands) - intersectionstitch to stitch raw areas after deleting strips (to have one shell mesh) It works but I wonder is there any better way for that (for removing intersections and stitch corners)? That final stitched mesh will be boolean cutter (negative) for positive original mesh. At the beginning I`ve started to play with IsoOffset but it was too heavy operation and It took too long. So that`s why I choose PolyExtrude. Other thing is IntersectionStitch node. I don`t understand why I should feed curve for it. I don`t unsderstand also that warning: “A triangle and curve mesh is required on the input for correct attribute output.”. What I`ve lost If I do not fed up IntersectionStitch with curve? Why I need those curve if final effect is good for me. It`s a bit strange becouse after IntersectionStitch I wanted to use Divide node to change most triangles to quads but It is not working. Nothing happened. So I feel that something lost during those IntersectionStitch. Thanks for any help. I`m basic Houdini user (I want to port my modeling from other 3d app).
  18. Hi all! I'm trying to make a Voronoi fracture based on points that are to be scattered on the volume running along the border, in a gradient fashion towards the center of the geometry. The idea is to use the points for a 2nd layer of Voronoi fracturing after the main pieces are defined. I know there is the density attribute to drive the scattering, and you can use a volume wrangle to define the density attribute, but how do I tie the attribute to each voxel's distance to the center? Ideally, it would be the distance of each voxel to a smaller copy of the geo, so that the density gradient is uniform and not stretched to reach the center from far-off parts. Is there a way to do this? Thanks!
  19. remove geometry intersection

    Hey guys i was wondering im coping geometry and the geometry is intersecting im traying to solve this with the intersectionanalysis sop that yields a primitive number so i want to delete the connected geometry that the intersectionanalysis sop said theres interesection i connected the copy to a wrangle and the second the first input is the copy the second is from the intersectionanalysis sop im having truble with the vex code , i suck at it the copy sop yields group outputs so i thought to take an advatege out of it so my code looks like this now int list = point(1,"test" ,@ptnum); string groups[] = detailintrinsic(0, 'primitivegroups'); foreach (string g; groups) { if (inprimgroup(0,g,@primnum)>1) { removepoint(0,@primnum,0); } } list is the second of the numbers from the array that intersectionanalysis sop yields its not the whole of the array because i think i dont need all of it to be honest im really lost and one knows the solution
  20. Hello everyone! I'm trying to create a futuristic UI in Houdini 16 for a live-action shot. The "control panel" area is meant to be curved and inclined so the character can "use it". What I want is to scatter on that surface a bunch of random GUI element, but the problem is that I don't know how to make those object follow the surface curvature. In the image attached I scattered a single point at the center of one panel area and gave the normal direction of the faces + v@up, then I use Ray SOP to make it stick on the surface. As you can see the problem is that the text (or any object) doesn't bend. Is there a way? I tought of a some sort of linear interpolation of spherical interpolation but it's too complicated yet for me so I ask you if you have a better solution Thanks in advance!
  21. Houdini For The New Artist

    Download the Course Files & Watch for Free at CG Circuit https://www.cgcircuit.com/tutorial/houdini-for-the-new-artist Hello ODFORCE! I'm very excited to share my first Houdini course titled: Houdini For the New Artist Houdini for The New Artist is perfect for anyone interested in learning Houdini for the first time. To keep things interesting, we learn about the basics while building "Alfred the Rhino" from scratch. If you're looking for an intro tutorial that gives you a bit of everything, fun to work with, and straight to the point - this is for you. Be sure to check out the full course and download the course files and practice along. Thank you for watching! Course Outline Intro 42s The Interface 12m 26s Setting up Our Project 12m 53s Utilizing Attributes 10m 47s Caching 8m 23s Applying Materials 9m 55s Adding the Backdrop 6m 41s Basic Shading Parameters 5m 36s Lighting 9m 30s Rendering 12m 29s
  22. hi! would anyone know where to start with modeling something like this? https://www.shapeways.com/product/JUND48994/3d-400mm-orb-of-life-3d-flower-of-life?optionId=40619997&li=marketplace seems like a copySOP to create a new circle curve at every intersecting point, but how to get the curve to adhere to the surface of the underlying sphere? thanks in advance! matt
  23. Zahia Hadid Architechture

    Hi guys First post Ive been following a few tuts from entagma and would love any input on creating something closer to this. My Houdini experience has mainly been lighting for film but i want to branch out into more of the fun stuff. Any ideas? Damien
  24. Polywire shape adjustments

    Hi there! I'm trying to add a certain shape to an object. (see image which hopefully explains it better ;-) the effect I'm trying to achieve is that the polywire should be bigger to the point and smaller/thinner in between. I did try it with a ramp but it obviously doesn't work. I'm still new to houdini and any help is very much appreciated! Thanks ;-) curve on object.hipnc
  25. Hi! I`m looking into creating a digital asset of procedural trees, with the idea being to generate a hole bunch of pine trees that you can scatter in a background of a shot for example. I`m sort off lost in the whole procedural way, and the L system is way to complicated for what we are trying to achieve all though that might be something to look into in the future. Also is there a way of copying a line with different length the higher up it goes? Lets say you have a line 8 units long with 10 points, I have grouped every other points and want to copy another line on the grouped points, but I need the length of line to shrink with each copy Any tips would be much appreciated.