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Found 146 results

  1. procedural tile bathroom

    Hi guys, i would like to procedurally do this bathroom wall, but i'm stucked.. I used for each loop but i can't get random edge for each wall of the room.. Thank you for help.
  2. I've been learning a lot of vex over the past couple of months and this is my first real practical use trying to make a procedural tool. Let me know what you think! Next iteration is to add more curved lines using trigonometry instead of smooth. https://youtu.be/UsDpGrcrLhE
  3. I have recently released tutorial showing techniques I've used in my latest animation: Microbes Fighting (you can see if here: youtube) You can get it here: https://gumroad.com/l/microbes
  4. Digisoup

    Hello, I thought that I would share a side-project I started this last month because I lost a bit of steam (no pun) and thought that it would be curious to receive some feedback. The Digisoup began as an idea to create a procedural recipe that creates and fills a bowl of soup with various ingredients. The initial to do: bowl, stock, dumplings, veg, seasoning, steam, etc. The bowl or vessel was modelled independently but used as a source object for the other ingredients. Spring onion, spices, chilli, dumplings, eggs and noodles have all been drawn within a procedural framework - I intend to do posts explaining each ingredient if anyone is interested. The stock (liquid of the soup) is primarily a shading exercise, and on that note all of the shaders are also procedural and do not utilise bitmaps or external references. The intention with that was to be able to control 'fattiness' or 'richness' of the soup we are about to enjoy. I haven't yet documented the entire process but here are some of the shots I've managed to salvage while working in progress. At some point the project began to evolve into figuring out the context around the bowl with some embedded procedural tricks - I will expand on this later! Would love to hear your thoughts! Cheers.
  5. Hi everyone, I'm trying to do something quite simple but i'm struggling with it. I have an imported pile of sticks, i want to take this pile and copy each stick to a different point on a grid, i know how to do this using the method of having each stick have its own geo node and pluging those into a switch and copy stamping them onto a grid, but i want to achieve this result without having each stick be its own node, as there are 214 individuals this would make for a very crowded network. Could anybody help me out? I have attatched my current set up, I am guessing I need to specify in the copy stamp that for each point it needs to select one of the 214 points which are being fed into it, but i'm not sure how to command this expression? Thanks in advance! Dbrs_wood_twig_T_rfkkwaa_LOD0.obj
  6. Subdivision fractals

    Hi, I tried replicating this type of "subdivided fractals" and figuring out how does it exactly works for 5 months now but with no success despite my best efforts. (this is the thing I'm talking about: http://www.michael-hansmeyer.com/platonic-solids , it is somewhat explained in the technical background tab, and a bit more info: http://www.michael-hansmeyer.com/subdivided-columns) I tried similar things with the kinds of smoothing algorithms mentioned on the website (Catmull-Clark and Doo-Sabin) but I never achieved anything like these things (or I jusk can't see a forest because of a tree in front of me after that much trying ) So if anyone has some info about how these fractals can be made in houdini I would be really happy to read it
  7. Hello, we are a small London-based startup just about to launch our product next month, which will offer our clients a set of 3D customizable models. At the moment we are looking for an Houdini Artist capable of creating a digital asset of a low-poly rocket, so that it can be customized. The 3D model itself is very simple, but need some attention on setting the right constraints so that it doesn't break when playing with the parameters. Also, it needs to be 3D printable so some understanding of the common issues that comes with 3D printing would be beneficial (wall thickness issues, non-manifold geometry, etc.) This position is no longer open.
  8. The plant is automatically generated using the Houdini Digital Asset. More on: https://artstation.com/artwork/BmZL64
  9. Procedural Robots

    Hey guys, Wanted to share a setup I made generate procedural robots, here are some renders: Will post some more tomorrow, drops automatic geo from one shape and obj model as silohuette Cheers!
  10. Hi, in this tutorial you will learn procedural animation with powerful procedural tools in Houdini. Excellent for Beginner Houdini users, users migrating from other 3D content creation packages (e.g., Blender, 3DMax), anyone interested in Houdini and use it in procedural animation. Download for free: https://artstn.co/m/oJoN WHAT'S INSIDE? 5 Video Chapters (117 min. of tutorial) Houdini Project File INTRODUCTION Chapter 1 Dividing Geometry Into Blocks - 22 min. Chapter 2 Gradual Emergence of Pieces - 15 min. Chapter 3 Procedural Animation of The Crane - 32 min. Chapter 4 Modeling The Crane - 24 min. Chapter 5 Metal Scaffolding - 24 min. TOOLS Houdini 17.5 / 18 MINIMUM REQUIREMENTS Houdini Beginner Download for free: https://artstn.co/m/oJoN
  11. Photoreal Honeycomb help needed

    Hey ya'll, So I've been working on this photoreal honeycomb for a project and I'm not happy with the amount of detail I'm achieving. I'm relatively new to Houdini and I've been trying to use it as a Generalist package however as soon as I have to use any code I start to feel out of my depth. In saying that, my current solution is almost all procedural and all with nodes and no scripting. I have opted for using attribute noises and point VOPs to generate roughness, displacement/surface noise as well as using shader displacement/normal noise to get High frequency noise without having an insanely heavy mesh. I should mentioned I am using redshift to render currently. So my main question is how can I make this look more detailed and more photoreal? (I have provided a render of a test section as well as photo reference of the detail level I would like to achieve.) That test render is the starting point of a camera animation, so that is as close as I intend to get to the honeycomb. I was wondering if I should use a solver to get an organic growth effect or maybe a volume vop? I have tested a volume VOP set up with no luck. Also I find my shader in redshift gives me a plastic look with too much sheen and the normal/displacement looks fake but I can't get it looking better. Any suggestions would be greatly appreciated as I feel I've reached the edge of my knowledge on this. As mentioned I am currently using Redshift, however if someone has a Mantra solution that works well I would be happy to look at that too. I have provided a hip file with the dome light HDR and the mesh cache as well for simplicity. Annnnd this is a small section of the actual amount of honeycomb needed, the actual size is probably 10x that section. Thanks in advance for your help! Jon beach_parking_8k.hdr Honey_high_res.bgeo.sc JW_Honeycomb_Detail.hip
  12. map uniform pattern on a geometry

    Hi, I have been looking for a way to create a model that has a certain pattern (like tri, quad or hex - whatever being convex or hole). It is something like this in the picture but the pattern should be all universal in size and shape. (in the picture, the upper part goes smaller and the bottom part being squashed) I understand by doing this, it most likely changes the original shape of a model though. Cheers,
  13. Hi all, Im trying to create damage to parts of the car where I have a tube object and when I move it on top of a surface of the car it will crumple according to the falloff of the tube. I am not doing this by simulation as it is super hard (I dont have much experience in simulations yet). I did try the bullet simulation but no luck and takes forever to simulate. I tried using a falloff node with mountain node on it but it does not push the geometry along the surface direction of the tube. I tried using a attribute wrangler copy and pasted somewhere else but not working.... Im trying to do this in realtime where you move the tube around and it will roughly push and have a noise in the tubes direction but no luck. If anyone can give me a hip sample so I can have a look and see how it is all done would be an awesome help since im still new in houdini. Thanks again in advance I am learning heaps from this community with your awesome works.
  14. My name is Gabriel Roccisano and I'm a senior FX TD operating out of Adelaide, Australia. I'm available for remote work and have access to a small sim/render farm locally. Please see my LinkedIn and reel on vimeo: https://www.linkedin.com/in/gabriel-roccisano-7090489/ If you would like to get in touch I can be best reached by email at gabriel.roccisano@gmail.com cheers, _gabe
  15. Growth Systems

    I originally made a post in in the WIP section, but have finalised a selection of images that demonstrate the extent of the project at this particular time. Hope to get some tips, speculation and direction . The work started with an idea of looking into systems of growth and the procedural simulation of that growth. The question of landscape surveillance and 'fertility' arose - can a landscape (or object) topology be evaluated for growth? In this case the landscape would be a scanned model of a terrain, converted from pointcloud to mesh data and thus reinterpreted as a topology of points and primitives with certain inherent attributes: Position (vector), Normals (vector), and curvature (scalar) predominantly. The simulation can then search for 'flatness' and eliminate areas of surface beyond a limit of acceptability. The surface is then displaced whilst maintaining ties to the remainder, this seemed to mirror a process not too dissimilar to inflation (although much more noisy and undefined), always using the retopologised mesh (and thus recalculated attributes) as a driver for the next frame of growth. Generated or grown form is evaluated through a series of spatial explorations with particular functional characteristics in mind. Much like a single-surface-landscape produces the massing for proposed architectural volumes, these volumes are then reinterpreted as single-surface forms that morph into a typology of architecture defined by certain rules. The primary purpose of the interior volume is to house the program of an architecture. The height of the form is predetermined in the procedural algorithm of massing to produce volumes within a range of heights (for example between 3 and 20 meters). The nature of the form suggests an architectural language of evaluated skin as a means of facilitating architectural space. This is then differentiated to provide for the various requirements of a space of production - for example: how can the floor surface serve as a platform for plant growth; how can the side envelope serve as a mediator of thermal comfort; etc? A. There is a desired differentiation between roof and side envelope - key factors to be considered are the issues of transparency in form for light to enter the space below and the capacity to drain rainwater or melting snow. B. An impression of uniformly distributed structural frames is suggested as a method of holding up a dressing of skin not too dissimilar to ideas of bone to muscle tissue connections. C. The form is interpreted as a skin multi-functional, multi-material character. There is a desire for a thermal envelope mixed with porous characteristics that allow for breathability within the interior environment, light, and mediation from the harsh external environment. The following images are all excerpts of a fully procedural exercise; all grown; but in various stages of development of the same system.
  16. Procedural Rose

    Hi guys. Recently i saw this two video, and i was blown away. Any clue on how to make something similar ?
  17. Welcome, in this tutorial you will learn procedural level generation with powerful procedural tools in Houdini for Unreal Engine 4. Obviously the main objective is to give you the techniques you can apply to other procedural level. From start to finish we create a procedural level generation tool in Houdini 17.5 and deploy the finished asset into Unreal Engine 4 using the powerful Houdini Engine! The Tutorial covers a range of intermediate techniques including an in depth look at For-Each Loops, control of the direction of the Normals, VOP and many others. Possibility to speed up your level creation using Procedural Techniques in Houdini Engine. Offers the possibility to automatically generate multiple variations of the level. Helps you find the perfect design. Develop a consistent visual language. Full version: https://gum.co/LVLDesign1 Free Demo version: https://gum.co/DemoLVLDesign1 Video Presentation Part 1 Procedural Generation of Level Part 2 Exploring The Procedural Level Full version: https://gum.co/LVLDesign1 Free Demo version: https://gum.co/DemoLVLDesign1 Full version: https://gum.co/LVLDesign1 Free Demo version: https://gum.co/DemoLVLDesign1
  18. Inspired by a tool done by Simon Houdini I decided to recreate same tool on my way. Basically is a nested boolean system which iterates over itself. Starting from a basic cylinder there are three ways to add detail. First is a cylinder which is usefull to generate pivots or a central hole. Second is a circular array of boxes or a circular curve and third is a ray node projecting points over the mesh and copy cylinders there ( useful to attach bolts, screws or make small holes). There are a lot of room for improvements, maybe is not the most user friendly tool of the world and I should try to find a clearer ways to manipulate the tool. I had a lot of problems adding handles or guide geometries because I didn't find the way to switch the guide geometry to older iterations and things like this. At the end I kept at it was without guides and handlers. Please take a look and test the tool. Would be nice have your feedback and ideas for improvements. The tool can be downloaded from here: https://drive.google.com/file/d/1rDgRtMYhhllZWNdANppqnBo9NahtlZNV/view?usp=sharing Thanks for testing it. O.
  19. Hi everyone, I have a little confuse about pc open. Normally we create a pc open need a current element "P" to be the query position. and then search the target file by radius. but what if i create pc open in cvex shader builder to work with vex volume procedural in Shop. where is the current P comes from? we still need a "P" to be the query position to do searching. (plz let me know if I'm wrong thx) if I connect pc open query pos to geo vop global parameter "P" then do the rest of part. although it still work but no idea how. and I don't know how to export the parameters to check on the spread sheet.
  20. I started using Houdini about 2 years ago, recently I have felt a desire to not only share but, hopefully to open up a discussion about the explorations undertaken in the work. The first post is therefore a look at how it began. The work started with an idea of looking into systems of growth and the procedural simulation of that growth. The question of landscape surveillance and 'fertility' arose - can a landscape (or object) topology be evaluated for growth? In this case the landscape would be a scanned model of a terrain, converted from pointcloud to mesh data and thus reinterpreted as a topology of points and primitives with certain inherent attributes: Position (vector), Normals (vector), and curvature (scalar) predominantly. The simulation can then search for 'flatness' and eliminate areas of surface beyond a limit of acceptability. The surface is then displaced whilst maintaining ties to the remainder, this seemed to mirror a process not too dissimilar to inflation (although much more noisy and undefined), always using the retopologised mesh (and thus recalculated attributes) as a driver for the next frame of growth. The video and images below are examples of the earliest explorations (and failures) of this theme, first applied to a modelled object, with the video then moving onto a landscape: https://vimeo.com/376861116
  21. Hi all, I've been practicing and experimenting with VEX in Houdini and I challenged myself to see how far I can go with only VEX and VOP. I did successfully manage to create this simple effect without any use of dynamic simulation (DOP). https://vimeo.com/375250070 Basic Summary: A particle system that computes at frame-basis. I can jump from frame 1 to 700 without waiting for simulation. Instead of the traditional age/life computation, this system uses travel speed to compute. Trajectory generated with polar coordinate + Flow Noise on sphere section. The graph mainly consist of VEXs. There's still room to be improved definitely, if anyone is building more upon this, please share it, would love to see it. I think at the end of the day, this kind of system is probably not entirely practical tbh, but it's a great practice and study on coding with VEX. (SHOUTOUT to a best friend of mine who's studying mechanical engineering, helped me to find a way to calculate the spiral length.) HIP file here: FX_Rasengan_v01.hipnc Happy Coding!
  22. Sketch and etch style

    Like everyone else, I use a bunch of tools for my work. But I found myself using Houdini more and more for 2d work, including making a sketch or etch style of pictures like these. I did it using sops, and while I imagine there is at least a million ways to do that in Houdini, it was bloody fast, took just a few nodes, and with plentiful variations.
  23. 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 ^^
  24. 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.
  25. 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...
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