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Found 183 results

  1. Hello, i am relatively new to Houdini and i would like to ask the community for methods to find a solution for my following project. So far i've been working mainly with C4D and Blender. I would like to find a workflow to create tree shapes from 3D models. Specifically, in my project i would like to take posed mesh from DAZ3D of 2 hugging humans and basically turn them into a "wood sculpture". (probably 2 seperate intertwined tree trunks) I would like to find a way to do this procedural, so i can use this on different shapes in the future. For now my focus is on creating the shapes, not texturing. So far i found 2 guides that might help for an approach: 1. 2. Guide 1 is a great approach, but the branches are too small and look like veins. Also the human shape is "too visible". I am looking to create a more natural tree look with really thick, wild growing branches. More like a tree that naturally grew into the shape of a human by chance. Guide 2 looks like a great way to approach the tree bark displacement, but there are only rock shapes shown and i sadly cant find a guide for a more organic, wood-like look. My guess would be to find a way to combine both of these methods, but sadly my experience in Houdini is too small to find a solution by myself. I'm looking to create pretty much this exact type of tree shape: I found this image under the keywords "foxtail pine tree", after searching for twisted branches. I hope someone can give me some tips to find a solution to realize my vision for this project. I am highly convinced there is a possibility. Really looking forward to what you guys have to say!
  2. Procedural Pen Writing up Effect

    Hi, I was wondering if anyone knew of an approach to procedurally have a pen write up effect like the attached video? Few thoughts on the experiments I did - Tracing a font or an AI file results in text outlines and ideally it would need to generate a single curve possibly in the center of each Alphabet to even start with the effect, not sure how to go about that. Thanks! Pen Write up.mp4
  3. Procedural Silicon Rock

    Hey everyone, I'm a generalist newcomer, I've been lurking for some time around Houdini and lately found some time to get into it. I decided to start my learning with a classic, procedural rock generation, I've been following some nice tutorials with good results (youtube.com/watch?v=2oC9TOgQ3KE youtube.com/watch?v=-IcOKBNNfyo&list=PLNbgmFvU__fiEIv-g12l5KDiW1YAH9MRt&index=2) So I decided to do my own version of it and I wanted to recreate this kind of silicon mineral, because I find the form of the surface (and material) really fascinating. Now, I think the general setup from the turorials I followed gets me in the right direction for the shape of the rock, I can get the sharp edges and all. What I am struggling with are the smaller details, the tiny grooves that follow the direction of a face, the diversity in the surfaces the fact that some faces stay smooth while others are sharp and jagged. The tutorials I followed use vop noise layers (both vdb and geometry version) to generate details in the form, but I cannot seem to find a good combination of noises to get close to tis shape. I am even wondering if the vop approach is at fault here, and maybe I need to try something else for something like this. But I don't know what exactly. So I wanted to ask fro help and advice from the more experienced users, let me know if you have some ideas or knowledge you can share on this problem!
  4. Hi everyone, I have some trees geometry and I need to add to them some high frequancy noise without simulating. The idea is that a big creature is approaching and it causes the branches to shake. How would you achieve that?
  5. Looking for work any kind of work

    Hi, I am Procedural Generative Artist. I am specialized in Procedural Asset Creation. I can create 3D assets for Games/Movies/3D Printing. My works have been featured in Several Websites. I am also able to create FX. You can see my reel below. I am looking for any kind of work. You can see my projects in pamirbal.com olcaytopamirbal@gmail.com
  6. Hi guys, I'd like to share my latest personal r&d project of creating procedural assets. Still work in progress. Cheers, Shawn
  7. hello all, iam just dong a wall tool but i found that if my line is in curve shape i might get some gaps in-between the bricks. is there any way to fix these thing and i also found that some of the bricks are intersecting with each other. it will be a issue while doing RBD. is there any way to fix these things
  8. 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
  9. 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
  10. [SOLVED]Procedural LetterForm ?

    Best approach in Houdini ? just wondering some really nice Art from Denis Kozlov .
  11. Houdini.School | Liquid SOPs

    Liquid SOPs is a new class focusing on building art directable liquid FX without actually using any simulation solvers. The goal is to generate the look and movement of liquid, but without the overhead and complexity of actual simulation calculations. So this means no flip particle simulations, no volume advection, not even vellum will be used in this class. Just good old fashioned ingenuity, procedural animation, noises, curves, VOPs, and of course some VEX to make it all work together. This class should get you to think about the mechanics of liquids, which will allow you think differently in breaking down that information into simpler ways that can be built with just geometry. Enroll today: https://bit.ly/houdiniliquidsops Teaser: https://vimeo.com/678063221
  12. Procedural guitar neck

    Hi. I'm trying to create a procedural electric guitar tool, but I'm stuck at the neck creation. Modelling a neck in itself is not too hard, but keeping it procedural is. Or I think it is.... What needs to be procedural: Neck profile Neck length/width Headstock (fender style) UVs For the neck profile, I used the Skin SOP to bridge two curves acting as the neck profile (Nut and 12th fret). And for the headstock, I just traced it with a curve then polyextruded. It works, but now my problem is merging the neck with the headstock and/or the neck heel and make it blend seamlessly.
  13. Procedural Lake House

    Hi, I have been making procedural Lake House, after watching tutorial of Anastasia Opara, But the shape of my house is a bit different, I am facing lots of problems, I cannot find closed balcony of my house,the code finds others primitives, Please , help, here my hip file VEX22.hipnc , I think that the code of Anastasia finds only one primitive but my house has a balcony that consists of two primitives , Please share your experience
  14. FFF: Subject 071

    Thrilled to show a teaser of my future Houdini tutorial. Key topics: - Proceduralism: geometry and animation - Pyro: explosion with love - Karma XPU: pain and joy *99.9% done with Karma XPU Release on gumroad soon.
  15. Procedural town builder

    Hi All, I'm looking for some advice on something I’m struggling with. I have been looking into procedural building creation, and I’ve seen two approaches; make a procedural building which can then be scattered, or use Lab Tools Building Gen - with OSM data, and use a kit-of-parts solution. I’ve done some proof-of-concept tests with both options, but they both have limitations. The first option gives you random variations - albeit in a limited way, because the variation isn’t completely controlled. The second option - with Labs and OSM, definitely gives you more control over what you’re creating, and enables the layout of actual locations. The problem is I want to make a residential neighborhood with a specific style of house, these are all either 1, or 2 story homes - please see example attached. So far, the biggest issue is I can't find any explanation of how would handle the sloped roof procedurally. The Labs/OSM solution is great for cities, where buildings mostly have a flat roof - this works really well. I need to create variations of a certain type of home where some have bay windows, some have a porch on the ground floor - some all across the front, some only half-way across. I can add specific variation to individual buildings using either hand-placed overrides, or volume overrides. But it's the roofs which vary based on the footprint of the house that I cannot fathom - so different for each house, and I need it to be procedural. Does anyone out there have any suggestions on how I might best approach this, as I’m hitting a dead-end currently? Thanks in advance!
  16. Hello, I made this effect in Blender and wondered how would I recreate it in houdini, it's so that I can control how many segments I need without manually adjusting each one to avoid clipping. test1.mp4
  17. 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
  18. 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
  19. 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
  20. 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
  21. Delete Boundary primitives

    Hi guys , I'm trying to delete the boundary primitives of a grid after using convert line node as shown in the pictures below with the help of VEX for procedurally deleting the boundary primitives of a grid . Thanks in Advance.
  22. Free video tutorial can be watched at any of these websites: Fendra Fx Vimeo SideFx Project file can be purchased at Gumroad here: https://gumroad.com/davidtorno?sort=newest
  23. Help: Instancer and Label

    is this normal of creating hda that you have (Mesh Instancer) + Main_Geo on the bottom? 1. Is there a way to just hide or delete the Main_Geo. 2. Is there a way to be able to changed the label of (Mesh Instancer) to your custom Label? Regards
  24. Procedurally Set Pivot for object

    Hello, For now I have learned to centerize the pivot but I just wonder is there any way to procedurally position the pivot? Like in this scene I want to setup the pivot properly at the begining of each leaf Thank you for your time. Pivot_Position_Ask.hip
  25. Hi everyone, I have a plant (leaf and stem) merged as one piece of geo with some dynamic animation. I'd like to animate the leaf separately and still be able to keep the current animation. Is there anyway you guys can think of that I could do this in a procedural way? any suggestions would be much appreciated. Even if you have suggestion on how I could do it differently from scratch that would be appreciated too. See attached file. Thanks in advance. philodendron_model_03_for_forum.hip
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