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Found 68 results

  1. Hi ! i'm trying to render particles in redshift. I need to use noise in shader, but the problem is that particles are moving on SOP level and noise also sliding along surface as well In the case of mesh object i just use rest attribute and all is ok. Noise is foxed....but in the case of particles RedShift does not take into account rest attribute on particle.... so it causes noise to move (((( and it seems that we do not have an option to set custom data for noise seed ... it uses only obj position or some vertex data, that particle does not have.... is there any way to get what i need ? to apply bump noise on moving particle and fix it on this particle .... here on picture i have only one particle and it's moving....and bump ((((
  2. Hello! Thanks in advance for the help... I have an alembic object that is animated, and I have added a VOP Noise node to stylize it. The problem is that th enoise is setted up at world scale, and when the geometry moves, it doesn't have the noise pattern stuck onto it. I would need the noise to be in object space, and I don't know how to set it up. I've been doing research for days and I've com across to a posible solution, but it is not 100% exact. I have attached some pics of the current setup and where it is giving me some errors. Thanks!
  3. Rest popup problem

    I have a problem with the rest field. When I tried to render just popup on every 20 frames which is Frames Between Solves settings on PyroSolver. The simulation starts at 4. frame so I paste that value from dop network node to pyro solver in frame offset as a relative reference. In addition, I attached settings images and flipbook video I appreciate any help! rest problem.mp4
  4. Hi guys, I would love to recreate these 2 effects from Michael Rigley I would love to know how to make the one below first. it looks simple and bautiful. https://player.vimeo.com/video/301087373?app_id=122963&wmode=opaque&autoplay=1 and so far I created this .Hip pelotitas.v01.hip Any idea, tip, tutorial, help with this subject comes in handy Thanks a lot
  5. Animated noise on guides or hair

    I just got into fur and hair in 17.5 and I'm wondering how would I go about having guides or hair animated with some noise on direction or bend with each guide as seed. I'm not looking to simulate hair as I have many characters with the same fur and simulating would be too much. Ideally I would like to have each character with a different seed offset on the noise (I have a for loop and deforming the original guides on sop level using groomfetch etc) but maybe that's me getting ahead of myself. The guide process nodes don't seem to have an option for animating with noise so please let me know if you know if and how that would be possible. Thank you.
  6. Hello! So I have been Having lots of problems to setup the pyro sim on a large scale. Somehow I cant manage to understand the propper settings. I would love a result similar to this: The size of the my sim is 1:10th of the real size because as I make the sim bigger the problems also get bigger. I guess it has something to do with the source density and the smoke object Take a look on how awful it looks down below (I am quite new to this soft) I am leaving the whole proyect full of notes so you have an easy time helping me Thanks a lot and I am looking forward to learning. cya NaveVolando.rar
  7. Hi; I would like to apply a cellular noise to points using vex (same as image bellow), but I don't know which noise function to use: - anoise - curlnoise -flownoise - noise - onise - snoise .... https://www.sidefx.com/docs/houdini/vex/functions/noise.html I don't want islands be connected to each other. Thanks.
  8. Animated Noise

    i want to animate my noise in following direction any suggestion..?? Noise.hipnc
  9. 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://github.com/LucaScheller/VFX-LYNX/projects/1 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, including full release logs: https://www.lucascheller.de/blog/ Houdini User Group Munich Presentation: https://vimeo.com/334887452
  10. 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
  11. 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
  12. 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); }
  13. Does anyone know how to build a grow Asset like this? its at minute 3:45
  14. 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?
  15. 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
  16. 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
  17. COLORED NOISE GROW

    I am new to houdini and wanted to ask how Tim van Helsdingen grow this color from minute 9:50 ? The Youtube link :
  18. VOP NOISE NOT WORKING

    Hello dear forum, can someone explain why my vop noise in the end created nothing? Thanks in advance Ground_Study.hip
  19. 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
  20. 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
  21. 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 ?
  22. 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!
  23. 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
  24. 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
  25. 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!
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