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Found 8 results

  1. Hi Guys, is there a way to have tree meshes scattered on a terrain with variance in leaf colour on every single tree so that no two are the same colour? back in the Softimage/ICE days i could scatter points on a terrain mesh and give the points a random colour then i'd create a plant or tree mesh with different materials for bark, leaves etc, in Softimage's node based material builder i would plug in an attribute node into a colour mixer merged in with the leaf texture map, this attribute would read the random colour generated on the scattered points then i'd export the tree mesh as a Redshift proxy at render time the proxies would be loaded in, and each individual tree's leaves would be given an individual colour variation within a specified range based on the random colour from the scattered points this would mean each individual tree would have a unique colour added to its leaves and would be quick in the viewport/quick to render because of RS proxies (it also worked for Arnold standins) I've been trying to do this in Houdini but am hitting a wall, I've tried material style sheets but that requires me to create a different override for each parameter i want to control then assign specific trees to those overrides, its still not giving me unique colour variation per tree, its also quite a pain to set up, on top of that mat style sheets don't work if there's more than one material on a mesh which makes it redundant in this scenario I've also tried user data + attributes + shader switch but again you're using a mixer to switch between different specific shaders that you have to individually build, am i missing something? thanks for your help Houdiniers
  2. First dump from a home-brew Grammar system expressed iteratively as an evolving growth system. A decade of hunting down Blackberries to their roots - to remove them from my yard; A month of looking at and sketching Blackberry growth in the wild. A day with Houdini Apprentice, and a single point of geometry to seed the system. Then just turned it on. There's fewer than 100 lines of code, and I'd guess about a dozen substitution rules in the grammar system. Emergence is an effective approach for modelling organic processes. Blackberry_h17.13.hipnc
  3. this is my first post here, sorry if this has already been solved, i've got a speedtree alembic mesh with lots of leaves that don't have thickness, ive applied the principled shader and plugged an image for opacity and one for colour, but i want to add another one for translucency so that the sun light comes through the layers of leaves showing the veins and green-ness in the leaves, SSS would be the obvious answer but the leaves don't have thickness, and there's a lot of them (its a forest) is this possible with the principled shader? i know its relatively simple in MR, Arnold, redshift? thanks guys
  4. Kelp

    Hello, I'm looking to create a kelp forrest like the reference below and being novice to houdini was wondering the best way to approach it... I started with a line sop and resampling I could copy sop'ing my leaves onto that. I'm looking to add dynamic moment to the kelp and wasn't sure if I should use cloth? Any help would be appreciated! Thanks,
  5. Hey people, take a look at my bachelor thesis film „CRYSTALLOtroph”. It was made at the UAS Kaiserslautern. The tools were Houdini and Nuke. Have fun watching!
  6. plants wind dynamic pipeline

    Hi guys I'm working on a field plants dynamic and set dressing project like the attached image; So I'm confused about the pipeline for simulating the wind effect. I used wire solver and I simulated some of plants individually but for scattering those, I should use rotation for different look and now the wind direction won't look right. also simulating all the plants together is not an easy and efficient task. So is there a better way? can you please give me a hint? Thank you
  7. Aloe Vera

    It was supposed to be an entry for splash screen but unfortunately I couldn't finish it on time with deadlines at work. So here is work in progress of my 100% procedural Aloe vera, first test render from Houdini 13 with ray traced SSS which increased render speed drastically from H12. Straight from mantra. Cheers
  8. My current development. Digital asset for creating production-ready animated trees and other plants. A few types of wind (Real time wind system and accurate dynamic wind), many many options to customize plant as you wish. Additional examples of wind animation will be a little later. Basically, you need only 8 hours to create fully dynamical 3d tree. (2-3 hours for tweak a shape and all other time for dynamic) Implemented by python, HDK, and a lot of free time This is noncommercial thing. - Module system for any kinds of vegetation - All in one DA - Maximum flexibility - Fast internal modules based on HDK ( C++) - Auto smooth trunks - Dynamics - Leaves mesh builder http://vimeo.com/58316944 Please, feel free to contact me any time. Thanks.
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