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Found 38 results

  1. Branching curve?

    Hey everyone I am making a road system that dynamically deforms the terrain and for the most part it works great however every individual street is its own curve then merged and fused together. The problem is I will end up with 100's of curves and if I want to go back and adjust a point I have to go through all of them to find the right curve then adjust the 1 point. What Im looking for is a way to have a single curve node that branches off like in the image. Does anything like this exist or is there a solution so I dont have 100's of different curve nodes? Thanks!
  2. Brick wall tool works when moving the spline in x and z direction but when moved upwards the rotation of some of the bricks is rotated in a strange way. BrickWall.hipnc
  3. Hi, having trouble with a portion of a model showing up in UE4. So one section of my HDA model is not being brought over to UE4. Its the skirting board seen here - https://imgur.com/a/eV8L4iC - and in the Houdini project it shows up slightly discoloured - a bit darker than all the other geometry. I;ve tried adding normals and using facet node, but its not changing this...any one have any ideas what this might be? Edit: This issue has been fixed
  4. Exporting Model to Rhino3D

    I am not familiar with the types of surfaces: mesh, polygon, or NURBS, etc. When exporting my model from Houdini to Rhino3D, the surfaces triangulated. I have exported them into OBJ file from Houdini. Not sure if the surfaces are mesh, polygon or NURBS, but they look like meshes in Rhino. Please help. I would like to know if the surfaces need to be converted before exporting, or if I should be using another file format. Thank you! In Houdini: In Rhino:
  5. Ball(clew) of wire

    Hello, there is a task to make a similar ball of wire (the wire fills a limited volume, keeping in turns), ideally animated (show how it roll up) What i want to get: I achieve this result (far from optimal, using popinteract with popnet): As I understand it is necessary to move towards the simulation of the rope.
  6. Hi, i want to convert a polygonal line (created for test by scatter and add node) into a bezier curve with the freehand method -> all points are connected but the path in between is interpolated. (like if you draw a curve with the curve sop + bezier+freehand option) Is it possible to convert it? - i tried to add it into the curve soptoo but it doesnt change anything. Thank you for help, Phil
  7. Hello! I got a very simple setup here... it's a cross shape with 2 primitives... one diagonal another vertical. How can I fuse/fix/clean this so there are no overlapping primitives? I tried clean/facet/divide/triangluate2d/polydoctor with no success... fix_overlapping.hipnc
  8. Skin & Sort challenge/issue

    Hi folks, I face a challenge to setup my underlying curves to skin my in the correct way. The biggest issue I have is to sort all the points in the correct order - I think to do this via a helper curve should do the trick, but I can't find the solution So any help would be appreciated!!! The end result should look like a stadium roof... Thanks so much! Cheers Dominik
  9. The Artist's Guide to Technical Direction in Houdini - Volume 0: Hscript Back in 2005 I got my start as an intern at Side Effects Software Inc. Over the past decade of using Houdini, I've worked around the world in the film (Starz Animation, Dr. D, Digital Domain) and games (The Coalition, BioWare, EA Motive) industries. In this time, I've had the pleasure of working with many artists who were new to Houdini and sharing some of the insight I've gained. While most people are pretty excited to get their hands on the flashier parts of the software such as FLIP and Pyro, I think that Houdini's greatest strength comes from it's sheer flexibility. And that flexibility is something that only opens up the deeper you delve into how things work. What I like most about Houdini is discovering new ways of doing things. One complaint I've heard time and again, is that after following a tutorial, new artists are often left with something that looks pretty but with little understanding of how anything actually works. I'm always hearing complaints about how steep the learning curve is with Houdini. I'm seeking to help fix that with 7 hours of new training material that focus specifically on HScript scripting in Houdini. This course I've designed for artists who are either lacking a technical background, or who may have experience in other packages but want to understand Houdini better. We'll avoid creating pretty things in this series. Instead, I want to keep a sharp focus on how things work. That means learning about procedural networks, variables and attributes, functions, and for-each loops. Most importantly, I address how to self-learn Houdini. My hope is that this course will build a solid foundation for you to get the most of any future training you pursue and help you to understand how to get the most out of your Houdini networks. If you'd like to become more adept at scripting in Houdini, please consider signing up for my course: https://mixtrn.com/course/the-artists-guide-to-technical-direction-in-houdini-hscript/ Have a Great Day!
  10. Hello guys, I'm quite new here and recently joined the odforce forum. I don't know if there is any other category where I can get feedbacks hence posting here! Just when I was searching for cake recipes, I fell for the "Strawberry Raindrop Cake" and decided I should make one for myself! Link to the reference video: at 0:09 timestamp well, A "Raspberry Raindrop Cake" in Houdini ;-) Here is my progress so far, any feedback is appreciated! Thank you!
  11. UV Flatten node bugged?

    Hey guys. I need someone to take a look at my scene and tell me why it keeps crashing using the UV Flatten node. I have in the file a working example, and then a non-working one. there is only a few operations in difference between the to uv flatten setups, however one of them is not working. Any help, or confirmation that this is in fact a bug and not just me overlooking something, is appreciated. Cheers Hershey_mod_v0010_workinguvs_jra_.hiplc
  12. I just wanted to get peoples impressions on whether the modelling functionality is beginning to compete with C4D's modelling functionalilty.
  13. Hi guys, I'm currently using the Bound node as part of modelling project and am looking to store the Y rotation created by the "Oriented Bounding Box" option. Is there a way to store these values or can you create the same rotation a different way after creating the bounding box? Any advice would be greatly appreciated! Cheers! -Henry
  14. Hello fellow odforce-people, at the moment I'm working on my bachelor thesis which I'm writing about Dynamic Simulations for Film in Houdini. In order to demonstrate these effects, I'm producing two shots of a short film that I've wanted to do for a long time. And for the environment of this short film I decided to do some procedural modelling with Houdini. And since the houdini community is so extremely generous, I decided to take part myself and share my entire project file. It's slightly messy, but I hope it's useful. * I started out in Cinema 4D where I did some basic cloner-modelling to get all the basic shapes right. * Then I moved into Houdini, converted everything to an SDF and cut out dynamically generated holes. (Scatted loads of spheres into a vdb that I generated from the sdf, displaced the spheres, made an sdf from it and "difference-d" it away from the main mesh.) * Having converted the object back to polygons, I ran the mesh through Instantmeshes to get a clean quad-mesh. (Love this program almost as much as Houdini.) * For uv-mapping and memory-efficient exporting I got rid of all the faces that were not visible from the inside. (more than half) (I wrote a little script that sends rays from every point of the mesh to the 'god-points' in the center (because godrays, haha... ha...) and when any of these rays hit, it's marked as visible (green). Then I get rid of all the invisble points (red). * I unwrapped the mesh using Auto-Unwrap from the game-dev-toolkit and exported it (as well as the high-res-version from before) to Substance Painter where I baked all the maps (normals, AO, etc.) from the hi-res mesh to the low-res mesh. * In painter I just smashed a couple of smart material on there that I found on Substance Share, scaled up the UV-Tiling (because huge mesh) and was pretty much done with texturing. The render is a screenshot from painter's integration of I-Ray. (When I get everything together in Cinema and render with Octane, I'm gonna step the lighting up a notch of course. ) Here's a couple of pics: And attached you'll find the project file as well as the base-obj I started out with from Cinema (And one remesh to work with in case you don't have Instant-Mesh set up). To make viewing easier, I turned on a switch that sclices out only a small part of the arena for editing and increased the voxel-size so that loading only takes 15 seconds instead of half an hour. Cheers, Martin ARENAWRANGLE_TOODFORCE.zip
  15. Hey guys, I've put this in the 'general' forum, rather than modelling or Fx as I wasn't quite sure which category this goes to.... I have a 'tower' model and I want to fracture it. If I don't turn on 'Create Inside Surface', the fracture occurs as expected, but is 'wafer-thin'. If I check it on, I get the thickenss, but very unexpected results as shown in the screenshots. Any ideas how to solve this?
  16. Prep geo for destruction

    Hey guys, I've a question about models. I was reading this article about destruction simulation. The artist, Paweł Rutkowski, mentions something about model prep: Can anyone give advice to what to look for/do when prepping a model for destruction? I'm not talking about naming attributes etc. But normals, etc. Any gotchas I can avoid? Any tutorials out there that would better inform me? Thanks, guys! And a big thanks to all who've answered my previous, probably simple questions. I've learnt tonnes already!! I hope one day I'll be in the position to 'pay it forward' Addy
  17. Brick tunnel

    Hey guys, I'm relatively new to the awesomeness of Houdini. I'm into destruction as an area of the effects field more than I'm into fluids etc. I've a little school/hobby project I'd like to develop, but I'd like some pointers before I begin!! I want to build a brick tunnel which will collapse. (the modelling shouldn't be difficult ). But I'm wondering more about the destruction side. Should I make a basic poly tube, halve it etc. Or should I make something that's procedurally created with bricks? I'm thinking of doing some kind of FEM sim, rather that voronoi, so I wondered how it's modelled would effect how it's simmed? I'm looking to build something like this: I was thinking of applying a similar technique to this discussion: Or is that just wasting time and resources and it's better off to simply texture it? I'd love some ideas before I embark on it!! Thanks Addy
  18. copy to points rotation

    Hi, I'm currently trying to assemble a chain, driven by a guide curve. Using the copy to points node, I'm trying to figure out how to rotate every other copy by 90 degrees. I can only seem to control the orientation using N, which is set to the tangent of the guide curve. I'm sure I'm able to do this using the orient attribute, but I'm not completely sure how to. Any help would be gratefully received. Thanks odforce_test_001.hip
  19. (Novice) Align a selection to point

    Very simple operation required: I need to align all points to the vertical axis occupied by a single point. (align points to the vertical axis of the point highlighted) There has to be a simple method for this. Thanks in advance
  20. Following a modelling tutorial and the tutor sets up their image to model from using the Image Network. I cannot find this node anywhere. How do I set this up? Also, if there is a simple way to setup a reference image to model from please let me know, there are very limited tutorials as far as I can see. Many thanks in advance.
  21. Hi Everyone, I'm looking for some advice to make an animation of a glass of cola soft drink with ice in it. I've been using Houdini only for one year or so, so still fairly new to it If you can point me to how get started, which approach would be most logical or a tutorial that would be appreciated. Here is a reference attached
  22. Frame VR is a rapidly growing, Australian based, virtual reality production company specializing in out-of-home and training virtual reality projects. We are currently seeking a Houdini artist for a quick turn around job rebuilding a polygon reference model of a boat by breaking down it into individual parts and then rebuilding them as Houdini Digital Assets for use in Unity3D via the Houdini Engine plugin. The work can be performed remotely and there is a negotiable budget based on experience. Interested artists should send a link to a showreel of previous work to info@framevr.co
  23. Square sawtooth on circular base

    Hi everyone, I need a help in modelling a shape for a project. I am trying to model square sawtooth kind of cube over a circular base. It needs to follow the base circular profile with alternate height. What is the best way to do it? I am looking to do it in procedural way but not getting there. I have attached a roughly drawn reference image. Any pointers will be helpful. Thank you for your time.
  24. Hi everyone, I am modelling a lid of jar for a project and it needs a twisted cut in lid. I am using cookie sop. Its cutting neighboring primitives too. Is their an alternative to do it or fix it? I have attached a hip file in case any one wants to have a look at it. Thanks in advance. cookie_error.hip
  25. Robot

    Hi guys, I've worked a little with this robot. I'm kind of a noobie within the field of 3D. I think I might have done a few mistakes. Eg. I used cookies instead of polysplit/knife-tool when I modelled the mouth. Hopefully I'll learn from that in future. Please feel free to tell me what You think about it :-) I have used a refference from 3D World magazine.
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