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Found 124 results

  1. Hello everybody, I've got some questions for you. I am soon going to start a new project on Houdini and I need a lot of documentation to have a good start. I want to do a procedural apartment with a defined boundary. The number of rooms can be changed as well as their shape and in the end there will be furniture which will stay in a defined room. If you know of any websites, videos, pdf or even hda wich could be related to all of this I will be more than happy to study them. Thanks in advance for your help ^^
  2. Poly Carve SOP

    http://www.patreon.com/posts/31506335 Carves out polygons using a point attribute with the ability to define the carve values per primitive using primitive attributes. Pure VEX implementation, 10x faster than the default Carve SOP (compiled). It preserves all available attributes. It supports both open and closed polygons.
  3. Houdini to maya

    Hi, Is there any way to export from Houdini procedurally and working in Maya with that model, I heard that procedurally doing this way doesn't give any issues and works fast in Maya while working with large super sets or even smaller one... I wanted to model a super set in Houdini and import in Maya and shade, light it... Please text If you do any exports from Houdini to Maya...
  4. Hello, my name is kalata and I am an experienced Houdini Artist. I also have solid experience in 3Ds Max, Nuke, After Effects and Photoshop. You can check my demo reel here:
  5. Hi all I am currently working on a feasibility test in order to build up some understanding of procedural modelling, I have a question regarding expressions in Houdini today, I have received great help from artists in the community which I am very grateful for, thus has helped me get this far, the new question I have is, I would like to delete all the lampposts based on the location of a building box I am using to represent a futuristic house, this box will be a model of a house and will have details like windows and doors later on, with this in mind, am I better of using a proxy box over my model which deletes the lamppost inside the box's radius or is this possible with the actual asset itself?, I have attached an image of what I mean including the current expression within the delete node thank you . Kind Regards Ahmet.B
  6. Rope bridge procedural

    Hi, I'm working on the most original project never did in Houdini before of a procedural Rope Bridge. I have to say thanks for all the help I have found in this forum and now I would like to share with you my progress. (In the description of the video you will find the HIP file) https://youtu.be/kILUeVOmAig
  7. Procedural Armour generation

    Hi, This is going to be my next training series. Procedural armour generation in Houdini. There's still a lot of work to be done. I need to detail the torso, the neck and finally build a head gear. But it's coming along fine, so I figured it looks decent enough to share.
  8. Looking for text animations

    Looking for a talented Houdini artist who can do procedural text animations. We have an upcoming project that requires it. The resulting geometry should be dynamic, procedural, however, lightweight as it will be baked out and used on mobile devices. Please include links to any work you have done in this area, as it will help us filter down the candidates. Thanks!
  9. Hi, I have recently updated "Houdini Tutorial Procedural Level Design in UE4" The update includes >>> NEW chapters! NEW elements in HDA interface! NEW "Documentation_Creating_Procedural_Level_Design" With audio commentary at key moments. Chapter_1_Size_Controls 9 min. Chapter_2_Transfer _Scattered_Points_To_Grid 19 min. Chapter_3_Creating_Custom_Nodes 9 min. Chapter_4_Creating_Stairs 24 min. Chapter_5_Creating_Base_For_Level_Generation 33 min. Chapter_6_Creating_Pavement 22 min. Chapter_7_Creating_Columns 20 min. Chapter_8_Creating_Walls 34 min. Chapter_9_Creating_Borders 24 min. Chapter_10_Creating_HDA 9 min. Chapter_11_Import_To_UE4 26 min. Download on Gumroad : Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Houdini Tutorial Procedural Level Design in UE4 Download on Gumroad : Houdini Tutorial Procedural Level Design in UE4
  10. Hello everyone, Recently I tried to create a completely procedural building, which at the same time is ready to be destroyed with Houdini and this is what I ended up with. https://vimeo.com/355676432
  11. Recreate a beautiful thing

    Daily greets, houdinistas! Any idea how to model something like this? https://www.artsy.net/artwork/matt-shlian-omoplata-5-blue-test I mean this detail, particulary
  12. UPDATE An update on this project... The procedural tool is complete and my first space station is done! Now to blow it up and crash it! Here is a proper presentation of the tool You can also check more details, and some high resolution pics, at my artstation page: https://www.artstation.com/artwork/v1X09v -------- I made a tool that can be used to create space station modules for production of VFX. Basically all geo is water tight and easily subdivided and ready for Mari or Substance Painter... I didn't made the textures procedurally because I feel the hand touch in textures would add realism to the objects. The tool is 95% ready I feel but I am in the process of making my first Space Station... here are the samples: HDASample.mp4 And first render test:
  13. This is my second Course, its available now on CG - Circuit. Link: http://bit.ly/2xk1Lzj Procedural Hardsurface Design in Houdini In this course I will show you different ways in Houdini about procedural hard surface design. The first chapter is about the Voronoi node and how to create different patterns with it. The second chapter deals with a simple hard surface tool to use the existing topology for creating new surfaces. The third chapter will show you how to use noise as a panel generator. In the fourth chapter we will build a greeble solver to refine large structures. The last chapter is about the process of a procedural robot that is made with different shapes and lines. Each chapter includes some RnD rendering in the end. I'm glad to share this knowledge with you! See you in the course! For this course you need a basic understanding of Houdini and rendering with Octane. All project files and the low poly character are included. Have a nice day and enjoy the course! timcgi
  14. Procedural Fractal Spiral

    Hey guys, I have been scratching my head for a while with this. I've researched online, tried to use geometry deformers, attempted boolean operations with concentric spheres, even migrated to 3ds max because I remember some modifiers that created similar effects. I've had no success and I am a bit desperate. I want to understand the system at play in the images below. I hypothesize that you start with very simple geometry, namely some parallel planes that then are deformed to achieve this amazing effect. My other idea, as I explained earlier is to create concentric spheres that are then "cut" by a solid geometry that has the inverse of this shape. If any one has any tips, pointers, references or resources that could help me figure this out, it would be much appreciated. Thank you so much in advance for preventing more hair-pulling. Cheers, Bruno
  15. 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
  16. This is my last project, where i've been working for the past 3 months. Procedural level design using Unreal Engine 4 and Houdini. https://gum.co/LVLDesign1
  17. Pine tree in houdini

    I've been trying to make a tree with a tree top that goes in approaching the top. However, I can't seem to get there. Does anyone have any tips?
  18. Please be invited for another edition of the Everything Procedural Conference on Wednesday April 24th at Breda University of Applied Sciences. This year we have again an amazing lineup of speakers, including Yossef Benzeghadi (Ubisoft Paris), Anastasia Opara (Embark Studios), Marc Braun (Blue Byte), Thomas Altenburger (Flying Oak) and Simon Verstraete (eXiin). Besides we are introducing on Tuesday April 23rd the Everything Procedural Open Podium, open for everyone interested to show and share their own endeavors regarding procedural content for games. On Thursday April 25th and Friday April 26th we will host a two-day SideFX Houdini Masterclass which will let you explore Procedural Animation and the newly introduced Procedural Dependency Graphs (PDG). The Everything Procedural Conference previously took place in 2016 and 2018 and is gaining strong recognition as a leading conference in the field of procedural content for games. Please share, all invited! http://everythingprocedural.com/ https://twitter.com/everythingproc https://www.facebook.com/everythingprocedural
  19. 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.
  20. Procedural Modeling Advice

    Hey guys, after exploring most sides of Houdini, I'm surprisingly trying to settle on Procedural Modeling as my main focus :D I know it's a bit weird since it's not Houdini's strongest tool, but before Houdini, I have tried Modeling in Maya and Cinema 4D and failed, but with Houdini, it seems so logical and straight forward to my mind. I'm trying to get a job as a 3D Modeller using Houdini here in my country (Egypt), and i need some professional expert advice from you guys on some points regarding the market and Modeling in general (worldwide not just a specific country): 1- Is Houdini used widely in Modeling in the market or not yet? and why? and how much is Procedural Modeling popular nowadays in Games and Film as well? 2- I dunno much about texturing and I'm planning to learn a texturing software besides Houdini, so far I'm choosing Substance Painter, do you guys have any advice regarding this part? 3- Is Mantra good enough for me? Or do i have to dive into other renderers later? 4- How to constantly learn and upgrade myself in the right path? What else to learn? If you can give me advice from your professional experience, that would be great. 5- Any other advice you could give me is welcome, even abstract ideas, anything really. 6- One last thing There are different ways to approach Modeling in Houdini, i know that all methods are correct, but as a professional, do each one have like a standard method to approaching weird curves and irregular shapes efficiently? or you mix and match different approaches? Do you usually do low polygons baring in mind to subdivide the whole thing in the end or you can just model it all high quality from the beginning? I mean, how do you think and set your mindset before starting your work? :D Sorry for the long long post, appreciate your help guys. EDIT: I'm not a newbie who wants to explore Houdini, I'm already familiar with it and with all the resources available and I spent some time learning it. I'm seeking professional advice from experts because I'm applying for Modeling Jobs these days and i have 0 working experience in 3D.
  21. Procedural Scale

    Hi Everyone, Question Time! I have a curve in a helix shape. It has been made procedurally so the number of coils and length etc can be modified I would like one end of the helix to be stretched out more. Is there a way of procedurally scaling a part of a curve perhaps with a ramp? Any thoughts would be really appreciated! Thanks!
  22. Hello, I'm wondering how to go about this... I have a circular copy of boxes (merged) that I want captured from bones I have generated from a python script (script just makes bones for each copy of the object). I was thinking I could do a for each piece and do a capture proximity for each object and then after the loop, do a bone deform. But the proximity capture is capturing the other boxes as well. I want 1 bone to only capture 1 box. Not sure if i'm going about this correctly. The model is procedurally created and the number of boxes will change (causing me to run my script again, that will delete old bones and create new ones). any help is appreciated, thanks!
  23. Hi all, Relative noobie here, looking for general advice on how I might approach modeling a cancer cell that looks like this: https://www.mskcc.org/sites/default/files/styles/width_800/public/node/167374/3x2/sciencesource_ss21694540_1200x800.jpg [www.mskcc.org] or this: https://static.independent.co.uk/s3fs-public/thumbnails/image/2016/02/15/21/1-t-cell-corbis.jpg?w968h681 [static.independent.co.uk] One physical feature of the cell that I’d like to pull off convincingly is the sticky-looking tendrils that shoot out from the membrane, that look a bit like viscous liquid has been shot out from the surface of the cell. Though something like the image in the above links would be ideal, I would settle for something like this: https://lymphomanewstoday.com/wp-content/uploads/2018/09/shutterstock_565670083_zps0eglo9ri-1000x480.jpg [lymphomanewstoday.com] I would want to avoid something like this (where the tendrils resemble veins, or maybe octopus tentacles: https://www.segnidalcielo.it/wp-content/uploads/2017/08/GoldNanoparticles.jpg [www.segnidalcielo.it] Since for now I only actually need a static model, my first inclination would be to start with a simple POP setup, have some particles explode off a spherical surface and append a trail SOP to get the tendril trails. I’d run the sim and use a single frame from it as the cancer cells base geo. This only gets me so far though, as there are other important visual details that I’ll refrain from talking about until I some experienced person can tell me that this is definitely the way to go. My other inclination, which I realize might be inviting insanity, is to create a “fluid explosion”, using a FLIP setup with some velocity noise coming from the SOP level, and playing with DOP node settings to get the right kind of viscous/stringy effect from the particles. From there, again, I’d run the sim and use a single frame of geo for the base for my model. I’ve so far made an attempt at this (file attached), though have only tried seeing what I could get by using nothing but some noised-up velocity on the SOP source, some DOP gravity and tweaking settings in DOP Source Volume and Solver nodes, pertaining particularly to viscosity and surface tension (though I’m not sure the latter is relevant). I’m able to get some neat looking effects, but not really the ones I’m specifically after. What I’d wonder here is whether this ‘explosion of viscous fluid with a very high tensile strength’ could even be achieved with a fluid sim, and if so, would I need to push/pull the “sticky/stringy” fluid outward by having the FLIP particles stick to a set of “collision” particles which are then launched outward, pulling some of the fluid along with it. Or, could this effect be achieved by simply applying velocity to a Fluid Source SOP with very low particle separation, and then relying on settings available in DOPs nodes to get the long / stretchy tendrils. In any event, I’m certainly open to suggestions even if they’re completely different approaches to what I’ve described above. Thanks ahead of time to anyone responding! Nik pF CancerCell_FLIPFluidFromObject_v021.hipnc
  24. Hi all, I am working on a project that has pages of a book flipping with camera on top. Audience will be able to see the content on pages. I have already created animation of pages flipping. Problem is to assigning 10 different / unique page texture content wise to 10 pages of animated book. What is the best solution to do that. I am using copy and transform to define no of pages. Any pointers will be helpful. Thanks in advance.
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