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Found 172 results

  1. 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
  2. Brush Tool

    I made a free Brush tool. It is also built into the Modeler add-on. https://alexeyvanzhula.gumroad.com/l/brush_tool_for_houdini
  3. Modeler 2023

  4. 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
  5. PolyExpand3D

    I decided to take another look at an old tool I made to increase the functionality of the polyexpand2d sop. Main differences, it's compiled and compilable so it should be faster and more robust. It also generates uvs. Input a curve and a profile curve and you'll get clean, complex geometry that would be impossible with a sweep. The basic gist of how it works is that it's running a PolyExpand2D in a loop for each point in your profile curve. PixelNinja__polyExpand3d__2_0.hdalc
  6. Hi there, Does anyone have a way to model sliced vegetables procedurally in Houdini? Things like pieces of lettuce, sliced tomatoes and pickles - the sort of things you put on sandwiches, etc. Basically I'd like to make a Hamburger with all the fixings I'm coming from Maya where it's pretty much all done manually and I haven't found any food-related modeling posts in the forum here to get any tips from. Thanks for any pointers you can give me! -G
  7. 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
  8. 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
  9. Creating Jellyfish Arms

    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!
  10. Modeler 2022 Sneak Peek!

  11. 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
  12. Hello guys, I hope my drawing is helpful. I would like to create some sort of membrane/wing. I have an animated plant geometry (represented by the cube) and I would like to create wings on each side. I thought of starting by creating a curve and meshing what is in between that curve and the collision surface but I don’t know how to make it work. Any clues? Thanks
  13. Thanks for reading. I'm now creating creature hair & far grooms in houdini with tutorial. But, I have 2 problems I have not solved yet. First, about guide groom node in geometory, in this tutorial, my guide groom node looks like different from tutorial. I have done by following steps it, so I don't know why... Second, I want to convey information ( cheek Hair ) from guidegroom1 to hairgen1, but I could’t do that.... Actually I want to do that like second movie. inmycase.MOV tutorial.MOV You must be very busy, but it would be great if you could let me know your thoughts on the 2 questiions. Thank you. Ryu
  14. Discount for Modeler extended!


    BLACK FRIDAY DISCOUNTS: https://alexeyvanzhula.gumroad.com/l/mdNet/BLACK_friday https://alexeyvanzhula.gumroad.com/l/iWQyT/black_friday https://alexeyvanzhula.gumroad.com/l/nuBwF/black_friday
  16. Hi everyone, Anyone knows how I could get the world position of the tip of a bend deformer handle? (see image)
  17. Hard Surface Design

    Hi peoples, hope u have a nice time. I want to achieve a concave geo look. The example shows that kind of look i want to model. Im thinking about how this was done. I tried almost every technic i can imagine but dont get it right.. I thought of it like this In my imagination it could be made like this: scatter points on only one side, copy geo to it and subtract with boolean... but the scattered geo has to look different and stuff, i mean... how do i achieve a procedural system where i can choose the length, the count and the size between the scattered objects making these lines over the body? If there are any ideas around pls let me know. :/ The presentation can be found here: https://www.youtube.com/watch?v=Q0B4KKTdsdQ&t=827s&ab_channel=Houdini
  18. Hi guys, I'd like to add surface to the sides of these two curves, but I can't quite get it to work. Any advice would be greatly appreciated. untitled.hip
  19. 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 !
  20. Hi guys, I'm currently finding a way to create an illumination light with cable on a tree in procedural. My personal goal is to make like the pictures that I attached here. Does anyone have a great idea? Especially, I would like to figure out how to create the spiral curve along with a tree shape. Thanks!
  21. Hello and Welcome to HossamFX.org : Description : Hello everyone. and welcome to this course procedural City Vol 1 building generator . One year ago I received an email from one of my customers. He asked me To record a tutorial about procedural City in HoudiniFX and I did it In this course you will see with me how I can convert those boxes to this nice building Just buy one click. step-by-step I will start with you on this journey to see how we can create a smart system in Houdini FX. This system can decide where to add a window, where to add a balcony , how to create procedural UV, and How to use the imported materials from Quixel megascans , manipulate and modify it. Using this tool you can generate an infinite number of buildings. I will use those buildings in vol 2 to create a beautiful city. I will show you how to create every tiny detail you see in this building from scratch !!! I will stay away from complexity and the use of code . In addition to procedural modeling skills, this course will give you a broad idea of creating procedural UV’s and manipulating textures . Creating a PDG network is on our list in this course and the final render will be explored in Mantra & RedShift. Now I'll let you watch this presentation of the final result of testing this system to randomly generate 50 different buildings !!! Notice : Watermarked Tutorial, link to download will be sent AFTER 72 hours as maximum thank you !!! Course Link : https://www.hossamfx.org/procedural-building-generator Kind Regards !!! Hossam Aldin Alaliwi www.hossamfx.org
  22. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  23. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo Side Fx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  24. Hi there, I'm going through a somewhat simple exercise in Houdini where I'm using a primitive, sphere in this case, to control the extrusion of a grid through the zscale attribute. However, after achieving the extrusion effect I would like to animate each extruded face randomly in the Y axis. Kinda slow up and down animation on each extruded face. I thought about using the for-each number loop sop but I'm having a hard time achieving the "animated random extrusion in Y effect on each face". How could I go about this in Houdini? I also tried using the primitive vop sop to add a noise to the zscale attribute but by doing that the extrusion becomes exponential and the faces get extruded to the infinite once the animation is running. My idea is to have the faces moving up and down within the area where the faces are extruded. I'm attaching an image of where I have landed so far and also the file. Any help would be greatly appreciated! Random_Y_Extrusion.hip
  25. 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