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Found 60 results

  1. Hey folks, proud to present LYNX Tools, a collection of production proven open source tools to accelerate your workflows! All mentioned tools are free to download via the links below and are licensed with a full HoudiniFX license. All Houdini Assets have complete Houdini native documentation available. Repository: https://github.com/LucaScheller/VFX-LYNX Lastest stable release: https://github.com/LucaScheller/VFX-LYNX/releases Please give them a test drive, so we can improve them further Roadmap | https://trello.com/b/f8Pgip7s/lynxpipeline So far there are three tools: LYNX_force_general | Tweak your sims with this all purpose & intuitive force field. Built to mimic force fields in other DCC applications, but with support for more features and a natural Houdini user experience. https://www.lucascheller.de/vfx/2019/03/24/vfx-lynx-houdini-force-general-asset/ LYNX_fabric | Create fabric/weave patterns with ease. Perfect for creating that holiday sweater you never wanted. https://www.lucascheller.de/vfx/2019/03/16/vfx-lynx-houdini-fabric-asset/ LYNX_velocity | Get control of your velocities via an intuitive UI or groom them for absolute fine tuned control. https://www.lucascheller.de/vfx/2018/11/01/vfx-lynx-houdini-velocity-asset/ More info on my website: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
  2. Hi fine People of odforce! I am setting up the simplest of curl-noise setups, an empty "vel" volume, a volume vop, some points on a grid and a volume trails sop for visualization. All I'm doing in the volume vop is adding a curl noise, feeding it volume position and exporting the result to vel. Now: picking base noises "alligator", "simple perlin" or "sparse convolution" results in this "missing dimensionality" along this axis that seems to be {-1,1,1}. What is going on here? I feel like I'm doing something wrong, but noises like simplex and perlin work absolutely fine in this setup. Any light shed upon this mystery is greatly appreciated! alligatorcurl.hiplc
  3. Hello, I'm trying to transfer point color from static object to an animated one. the color does transfer however the red marks seem as if they're moving not with the animated poles. the two objects are identical. houdini 16.0 . 2019-04-01 09-20-18.mp4
  4. Manipulating points with noise (vex)

    Hey y'all, very new to Houdini here and I feel like i'm missing something obvious. So i'm trying to create a line of points to be later turned into a polyline. I'm not having to much trouble making a straight line, but i'm trying to manipulate the points with noise but it seems to only be changing the position of the points in a linear way. ie, they're only growing farther up, not really 'wandering' in other directions. Any help would be appreciated, thanks! VEX vector pos; //vector rand; vector growthpos = normalize(chv("growthposition")); int numsteps= chi("numsteps"); vector wander = (noise(pos+1)); float wandermag = chf("wandermag"); for(int i; i < numsteps; i++){ pos = growthpos * i; pos = pos * (wander * wandermag) ; addpoint(geoself(), pos); }
  5. Does anyone know how to build a grow Asset like this? its at minute 3:45
  6. I need to add noise in erosion, it used to be in Houdini 16 but I can't find it in Houdini 17? Where is the parameter for noise?
  7. Hello! I'm trying to control frequency of Cellular noise with distance from the middle of the UV map. There is some weird distortion on the noise, and I'm quite sure now my whole approach to this is wrong. Any ideas how this could be achieved? Thanks in advance cell_noise_freq_by_rad.hiplc
  8. Hey everyone! I recently finished up a tutorial on creating game ready procedural rocks assets for UE4 Hopefully you can learn a thing or two on my process and feel free to let me know if you have any suggestions, critique, or questions about anything you see! Video preview Free Demo version: https://gum.co/rocksue4demo Full version: https://gum.co/rocksue4 Includes: 8 Video Chapters Project file (.hip) Hi/lowres meshes+maps Tools: Houdini 16.5+, Unreal Engine 4 Introduction: Chapter_1_Base_Shape 26 min Chapter_2_VDB_Setup 4 min Chapter_3_Detailing 12 min Chapter_4_Texturing 21 min Chapter_5_Remesh 10 min Chapter_6_LOD's 9 min Chapter_7_Save_File 15 min Chapter_8_Bake 4 min Difficulty : Intermediate-Advanced Format: Recorded video chapters

    I am new to houdini and wanted to ask how Tim van Helsdingen grow this color from minute 9:50 ? The Youtube link :

    Hello dear forum, can someone explain why my vop noise in the end created nothing? Thanks in advance Ground_Study.hip
  11. I'm trying to create a mist effect using volume raterized particles, getting some nice enough results but would like to add some shader noise for more detail as it's still a bit soft. Currently trying two methods; Dual rest, though I'm slightly confused as to how to set this up for particles and then use it in the shader, and ther other method - building a velocity volume from the particles and using the vel field to drive the noise position, but this also appears to be a chaotic mess when rendered. Can anyone give me some advice with this?mist_v01.hip ta
  12. I'm accustomed to adding additional detail to smoke using the Pyro Shader by creating dual rest attributes and using those to generate Noise with the shader. It seems though when I adjust the Scale Time on the DOP Network node, something becomes off. In my attached video, you can see that the Noise of the Pyro Shader is causing a popping every 30 frames. I'm not sure how to resolve this issue and any tips would be much appreciated. Thank you. smokeTest_001.mov SOLVED: simply use the pyro solver's time scale instead of the DOP's
  13. Noise in particles

    I sim a particle system, I want to put some nois after sim but Cd color is not baked at the particles, how can I baked it ? does Anybudy have clue ?
  14. Hi, I came across the Visualize Noise Scale option in the Voronoi Fracture and realized this would be the perfect approach to texture a project I'm currently working on. What I'm after is a way to use a gradient or uv map so the inside fractures are textured like layers of peel. To illustrate this, see the attached image which is what the Visualize Noise Scale gradient looks like. How would apply a texture and UV map the pieces in a similar way? There is an outer color (blue) and the inner color (red) as part of the Visualize gradient, so there must be a way to map the fracture pieces using similar coordinates via UV or expression. Any help would be greatly appreciated. Thanks!
  15. Simple Noiser

    Heyya! Over the past couple of days I've been building and extending this, at it's core very simple, Noise generator tool. It's called, incredibly intuitively: Noiser. I've gotten quite sick of always doing the same simple Noise-VOP over and over again so I built this nifty tool that saves me a small but accumulating amount of time (and energy) every time I need some noise. I'm really fond of it and it rarely takes me more than a couple of minutes into any project that I drop it down. Here's a quick video demonstration: https://vimeo.com/271007816 And the DL: noiser.hda and a simple demo screen of the defaults: And that's the relatively simple setup. I hope someone else will find it as useful as I do! Cheers, Martin PS: I just found a volume-noise tool in my OTLs-folder, so I thought I'd just share this as well. Practically the same thing working for both SDFs and Volumes (VDB & Primitive). vol_noise.hda
  16. Noise in mat custom shader

    Hey guys, I'm struggling to understand some things in mat-level custom shading. Reading the manual and watching the masterclass didn't really help. I'm trying to use noise VOPs to drive the color (or displacement ...). But for example plugging a unified noise to basecolor yields no result (as most other noise VOPs, except bump noise). What am I getting wrong? Why do some nodes work, even though I'm plugging a float output in a vector input, and others don't? Thanks in advance. Cheers, Yulyan
  17. Hi, sorry for the basic question but I am just switching from maya to houdini and am still asking the very basic questions. I wondered if someone would mind explaining to me the most simple way to add noise to a float value with an expression (which also returns a float), preferably in a way where you can see a representation of the noise? For example like how in maya you can add a noise expression to a float parameter, for example: noise(time); And then you could view the result in the graph editor like so: Is there a houdini equivalent which is quick and simple enough for me to understand? Thanks a lot!
  18. Hey guys ! I 'm searching a way to get an attribute that never decrease, in function of a noise. I want it to increase or stay at the max past value of the noise. This picture illustrates the value I want my attribute to have over time. I tried to calculate the last frame value and to clamp my actual value to the previous one or to take the highest value between the actual and the previous one. It works, it always takes the higher values between the two. But at the next frame, it doesn't prevent the two values from decreasing because of the noise value decreasing. So it doesn't work. I also tried to do an array with my firstframe and add the value of noise(@Time) to this array at every frame and then use the max() function of the array. But it adds the elements of all the frame range and gives them the value of current frame noise (that is logical). Do you know how I can create a list that adds the value of noise(@Time) at each frame ? Do you have any idea of how I could get an attribute never decreasing depending on a noise over time ? Thank you for your help ! (don't hesitate to ask if I am not clear)
  19. Hello all, I'm modeling some tentacle creature and ran into a problem. I don't know how to stamp attribute into the VOP sop and use it to drive turbulent noise to randomise shapes for every copied tentacle. Then i want to copy that tactically geometry again and randomise tentacle shape and/or animation. I have tried to just bind stamp("../../copy" , "id", 0) into the vop and connect it to Offset of the Noise, but for some reason, Houdini just stuck in the loop. Please see .hip below. I feel like it is something obvious, but I cant see it. Please advice StampinVop.hip
  20. Noise difference in H16.5 and H16

    Hi guys. I moved a project from H16 to H16.5 which already had specific looks designed with mountain SOPs in H16. In H16.5, the same settings yield a totally diffrent noise as much as I am not using the new noise types! Any workaround to achieve the old displacement from H16 but in H16.5?
  21. Noise difference in H16.5 and H16

    Hi guys. I moved a project from H16 to H16.5 which already had specific looks designed with mountain SOPs in H16. In H16.5, the same settings yield a totally diffrent noise as much as I am not using the new noise types! Any workaround to achieve the old displacement from H16 but in H16.5?
  22. Noise as Texture?

    Hi, Is there a simple way to use noise as a texture for the principled shader? It's looking for a string file path. In Maya, you can create a noise texture, which creates a texture and placement node. You can connect it to the color of the material. How would you do this in houdini?
  23. apply noise to flip fluid source

    Hey! I'm trying to replicate some sort of noise on my flip fluid emission volume in a volume I can use a volume VOP to multiply the density and create some interesting shapes that change over time, but when I emit flip fluid I have this fluid source and I couldn't find a way of eroding it to get a much nicer and organic shape. I'm introducing some noise on the emission speed and that works well, and also I'm applying a mountain SOP to the original shape to break the surface, but I still miss some noise on it. Any idea? fluid_source_noise.hipnc
  24. Hey guys, I'm new into vop's and wonder why I dont get any result, when distort the nomals through an turbulent noise node? Is there any tutorial which covers the vop basics? Like what the colors mean and what datas need to flow through nodes to get results? Thank you for your help
  25. Hi Everyone, Just had a quick question that someone could maybe help me out with... What is the difference between turbulent noise using the perlin function and using aanoise with the perlin function? aanoise seems to give you values in the negative and the turb noise has different fall off due to the attenuation calculation on the node, but what would be the main reason to use the one over the other ? besides the default starting look ? Are there any speed or render noise differences? Many Thanks R