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Found 59 results

  1. Looking for a way to apply a flat and fast shader to particles and also be able to control size, color and opacity over life as you could do with trapcode particular after effects plugin or x-particles. Thx!
  2. Hello! So recently I saw two new videos that were produced by FORTICHE, the same company who produced the League of Legends video for Imagine Dragons' "Warriors" a few years back. While that video was impressive, these two newer ones are outstanding. I am sure it takes a lot of money, time, and work to produce anything in this style, but I just adore it and would like to create something similar one day. Does anyone have and information, theories, or even tutorials on how they achieved the look? (I know they implement a lot of 2D elements along with the 3d but I'm curious about the 3D part) Also I have some questions about hair. I have a basic understanding of how hair works with guide lines and such. What I don't understand is how they make the hair so unique, and held up, but still have it be rendered with individual strands. Also, for the k-pop video, how do they make the hair seem so flatly shaded over certain sections but still individual strands? Here are some good frames that showcase mostly 2D esk 3D They also have a really nice flat shading effect on the hay which I am really curious about. The main shine for this looks hand drawn over but the rest of the jewel looks half painted and half actually shaded. This jacket looks really 2D as well, curious how they got the simulated lighting on it to look so drawn. Here is where we start talking about the hair. The hair in this frame is very artistically styled. It may be a basic question but is that just achieved through guide hairs? How are the guide hairs made to not fall due to gravity but still simulate like actual hair? It doesn't just fall down but acts like it is constantly being pulled back to a certain hairstyle, are volumes used? These two shots exemplify what I mean by the hair looks like it is rendered in layers. The hair is made up of individual strands but its as though when they are grouped together they are instead rendered as one entity. Right under the thing south west of her ear you can see the shadows affecting the individual hairs but everything looks so held together, there are very little stray hairs. Here is the hair in motion. Sorry if this post is long, but if someone could help explain how companies get hair beyond just an undercut or simple part, that would be great. y2mate.com_-_kda_popstars_ft_madison_beer_gi_dle_jaira_burns_official_music_video_league_of_legends_UOxkGD8qRB4_1080p.mp4
  3. Hello people! Please tell me how to build the material networks correctly. For example I have an object with different components and different materials. I need to apply one mask for all materials (such as dirt).I can create the mask on the top level and bring out parameters for all materials to connect it. Seems it works and i can export the general mask as image component. But all other export components which were created in the individual materials level do not work now. Please tell me how to build such a connection properly. Thank! matnet_v01.hipnc
  4. Houdini For The New Artist

    Download the Course Files & Watch for Free at CG Circuit https://www.cgcircuit.com/tutorial/houdini-for-the-new-artist Hello ODFORCE! I'm very excited to share my first Houdini course titled: Houdini For the New Artist Houdini for The New Artist is perfect for anyone interested in learning Houdini for the first time. To keep things interesting, we learn about the basics while building "Alfred the Rhino" from scratch. If you're looking for an intro tutorial that gives you a bit of everything, fun to work with, and straight to the point - this is for you. Be sure to check out the full course and download the course files and practice along. Thank you for watching! Course Outline Intro 42s The Interface 12m 26s Setting up Our Project 12m 53s Utilizing Attributes 10m 47s Caching 8m 23s Applying Materials 9m 55s Adding the Backdrop 6m 41s Basic Shading Parameters 5m 36s Lighting 9m 30s Rendering 12m 29s
  5. Introduction to FX using Houdini - workshop

    Hey what's up guys, Only 1 week left to sign up for my fast-track Houdini workshop "Introduction to FX using Houdini". Limited student capacity! Over the course of 9 weeks and 33+ hours of tutorial content students learn how to do procedural modeling, particle-, RBD-, pyro-, FLIP- and whitewater simulations. On top of that we're going to talk about lighting, shading, rendering and we're going to dive deep into VEX scripting. I would love to answer any questions that you might have!!! Cheers, Manu Find the complete course syllabus here: https://www.cgmasteracademy.com/courses/16-intro-to-fx-using-houdini Also for more detailed information on the workshop, check out an interview that was done on 80.lv recently: https://80.lv/articles/making-first-steps-in-vfx-with-procedural-tools/ Here's a quick teaser:
  6. Hi guys, I'm attempting to get the thickness of an object and use this to blend between two pbr layers - in this case a sharp refractive layer into a sss-y one. I could sample an sdf volume on disk and read the thickness from there. But I'm wondering is there a way to do this at render time. For example, catching the position of a ray entering and exiting a surface with lots of sample. Any ideas? Example scene much appreciated! Thanks.
  7. Hey, I have been trying to create groups from FBX subnet, which can be accessed after the crowd simulation done. So I can apply different base colors through Material Style sheet and I am also curious to know if I can export different groups of object to other 3D packages if I have to render it there. what I want to do is, I want to create primitive groups which can be accessed after unpacking the agent SOP. So I can access that data for further process. I somehow manage to make the groups based on the shaders applied to particular objects, but some of the shaders were not included in the groups, I would like to have a proper work around for this. Or is there any particular method to make groups during exporting the fbx from maya ? Thank you All.
  8. cops to material

    I am trying to edit a texture using cop2net or img network. I can do the edit of the image alright, but in my principled shader, trying to refer to that image it wont work. shouldn't I be able,in my bump map slot on the principled shader, to input a relative path like: ../../cop2net1/Bump_map/OUT/ or in case of img network: /img/Bump_map/OUT/ I have not used cops before, so maybe I am doing something wrong. Do I need to force it to export into other context? any help is appreciated. cheers
  9. Hello friends, Today I watched Custom Shading in Game Trailers presentation from Sergio Caires (FMX 2018). The thing which really caught my eye was topic about anisotropic bump anti-aliasing (or specular anti-aliasing). This topic is presented at about 45:00 in the video. Please has anyone tried doing something like this? Do you have any hints how to do this kind of effect inside Houdini? I did not understand it good enough from the presentation, to implement it myself. Thanks for any kind of advice and have a nice day Link to the video:
  10. VDB smoke uv mapping

    Hi guys I'm trying out some stuff for my upcoming project and was wondering how to make uvs for smoke converted to poligons, so that they would remain stable rather than jumping around every frame. I found some info on using dual rest position, however I'm not sure how to tackle it, or if it could work with this approach. Here is what I have right now ( I'm not sure if you can see that, but there are scratches on the surface of the smoke which as expected change where they are every frame, the question is how to make them remain in place even tho the number of points is changing and whole thing is deforming) Here is the type of effect I'd like to achieve: Any tips are very much appreciated!
  11. MultiColored Material

    Hi, Would anyone know good tutorial on how to make multicolored materials like this? It tried it with color mixer note and cell noice pattern , but i doesnt give me a good result , also is there a way to expand the color mixer note to use more than 2 colors? Thanks
  12. electric shader

    Hi guys, Do you know when i make this kind of electric effect what kind of material should i use? just basic principled shader or anything else? Thanks.
  13. I would like to ask some shading advices to render the same type of particles system like the one see in Black Panther credits. Is it geo instancing with low polygone objects ? how can we manage the glossiness variation on the particles ? Any tips to create the same result with Redshift would be awesome. Thanks Julien
  14. Hi everyone, I am trying to find out how exactly to go about exporting procedural displacement patterns from within a material builder, that can then be used to augment or modify other displacement patterns going into other shaders. Somehow, however, whatever I try I cannot get it to work properly. It does not render the way it should. I do not want to use the layer struct for this, since I want to be able to extract only parts of the displacement texture and not the whole thing being used in my principled shader (inside the material builder). In my mind this should be an easy thing to do, so I am really wondering what I am doing wrong, or if it is actually a bug in Houdini? Either way I would really appreciate if someone would check out the attached hip file and analyse. Perhaps someone knows exactly what is going wrong? Help is much appreciated. Thanks, Doug shader_test_v002.hipnc
  15. Hi!! I'm a VFX student new to Houdini and i'm having some problems to render a "stone" shader because some of the stones in my displacement show some kind of glitch / flicker. I'm rendering in mantra in a 3-5 samples setup, I've tried to put normal node and it make the same error. My shading setup for the displacement is "Zbrush displacement map + 2 stone textures with some fits + uv noise + uvxform, all of this connected to color mix that goes to displacement" my zbrush displacement is 8k resolution in tiff. Dragons_FlickerGlitch_h264_ivanp.mov
  16. pyro shader issue

    hi guys i have a problem about pyro shader. whenever i want to get render preview i see this error. i am using houdini 16. can u help me please?
  17. Hi everyone, I am trying to convert a displacement map from tif to rat with iconvert. I am getting some weird results and I am hoping anyone here might be able to tell me what the actual problem is. In the image you can see the different results I am getting. Only the original tif gives me the results I want. 8 bit is wrong of course but I thought I'd still include it. I am using the classic shader in Houdini 16. Thanks in advance
  18. - Hello everyone im trying to render pyro sim in maya and the problem is fire doesn't appear, instead it show blocky voxel like in the render my setup was : created pyro sim from shelf (Exploison) exporting the sim after converting it to vdb, load in maya via arnold volume (grid density) added aiStandard to the volume, than aiStandardVolume to shading group (in this stat only smoke is visible) So when i try to make emission type "channel" and the channel heat i get this blocky voxel issue Thank you
  19. Hi, I need to calculate the distance from the center of a mesh. It works quite well in a point vop I made, but when I try to do the same thing in my material, the result looks wrong. Does anybody know what the reason might be?
  20. flame gradient shading

    hey guys! i m trying to make like reference image with houdini. but it's not easy how can make like this reference image?! i mean blueish -> transparency -> bright i need help! verrrrrrry thanks for any tips or advices.
  21. As I understand it, stylesheets give you the opportunity to have multiple conditions per override. I have basically organised my stylesheet with a material per override and then I add in the material assignments per geometry with conditions. However, I have geometry that drops out and renders default grey if I have multiple conditions on the same override. Does that sound familiar? Am I doing stylesheets wrong?
  22. Hello friends, I was using Arnold for a long time while also playing with Mantra, but until now I never really had a time to dive deep to Mantra. The thing I really adore about Arnold is that in its settings it has this beatiful "Samples calculator". It seems just like a small detail but in my personal experience it was a great help for optimizing heavy renders. So few weeks ago I decided that I would try to create some similar calculator for Mantra. At first I implemented it by Arnold example which works like this (I'm not 100% sure with the equations but in my tests they work ): Camera (AA) Samples = pow(Camera (AA) samples parameter, 2) Diffuse Samples (Min) = pow(Camera (AA) samples parameter, 2) * pow(Diffuse samples parameter, 2) Diffuse Samples (Max) = pow(Camera (AA) samples parameter, 2) * pow(Diffuse samples parameter, 2) + (Diffuse depth parameter - 1) * pow(Camera (AA) samples parameter, 2) Specular Samples (Min) = pow(Camera (AA) samples parameter, 2) * pow(Specular samples parameter, 2) Specular Samples (Max) = pow(Camera (AA) samples parameter, 2) * pow(Specular samples parameter, 2) + (Specular depth parameter - 1) * pow(Camera (AA) samples parameter, 2) Transmission Samples (Min) = pow(Camera (AA) samples parameter, 2) * pow(Transmission samples parameter, 2) Transmission Samples (Max) = pow(Camera (AA) samples parameter, 2) * pow(Transmission samples parameter, 2) + (Transmission depth parameter - 1) * pow(Camera (AA) samples parameter, 2) Total (No lights) Samples (Min) = Sum of all min samples above Total (No lights) Samples (Max) = Sum of all max samples above But soon I realized that Mantra does not work this way. (Well yes, it was silly to think it works the same way ). So after reading a lot about how sampling works in Mantra and talking to my friends I came up with this calculator: ray_count_calculator.hdanc Which counts ray count like this: Camera Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) Camera Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) Diffuse Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Diffuse samples parameter * Global multiplier parameter * Min ray samples parameter Diffuse Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Diffuse samples parameter * Global multiplier parameter * Max ray samples parameter Reflection Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Reflection samples parameter * Global multiplier parameter * Min ray samples parameter Reflection Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Reflection samples parameter * Global multiplier parameter * Max ray samples parameter Refraction Samples (Min) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Refraction samples parameter * Global multiplier parameter * Min ray samples parameter Refraction Samples (Max) = clamp(Pixel samples X parameter, 1, ∞) * clamp(Pixel samples Y parameter, 1, ∞) * Refraction samples parameter * Global multiplier parameter * Max ray samples parameter Total (No lights) Samples (Min) = Sum of all min samples above Total (No lights) Samples (Max) = Sum of all max samples above While using premise that these parameters in Arnold and Mantra influence the same things: Arnold Camera Samples = Mantra Pixel Samples Arnold Diffuse Samples = Mantra Diffuse Quality Arnold Specular Samples = Mantra Reflection Quality Arnold Transmission Samples = Mantra Refraction Quality Arnold SSS Samples = Mantra SSS Quality But there is a catch: In Arnold if you set Diffuse Samples to 0 you will get black diffuse indirect pass In Arnold if you set Specular Samples to 0 you will get black specular indirect pass In Mantra if you set Diffuse Quality to 0 you still get samples in diffuse indirect pass In Mantra if you set Reflection Quality to 0 you still get samples in reflection indirect pass So I think we can be sure that Mantra pixel samples fire also diff/refl/refr/sss samples - so when having diff/refl/refr/sss parameters set to 0, their corresponding rays cant be 0 (but I really don't know and can't find out how much of them is fired) Also pay attention to the clamping of pixel samples - in my tests pixel samples parameters were always clamped like this: clamp(Pixel samples parameter, 1, ∞) - when using values lower than 1 the result was always the same as when using 1 This catch made my calculator useless It seems that Mantra fires all kinds of rays even when using pixel samples only while Arnold does not. I personally did not expect this behavior and as far as I know it is even not documented. (Or at least I could not find it). I spent few days trying to figure out how these parameters could relate to each other but I did not find any good solution. So in my frustration I decided that it would be probably better to ask you guys if you did not try to create some calculator like this before or to find out how all Mantra parameters relate to each other I think it would be a great help for all Mantra users to find out how Mantra works "under the hood" Thank you very much for any advice and have a nice day.
  23. Hope this in the right section, it's a bit of both effects and lighting/shading! I am working on a shot that involves an ocean surface in overcast lighting and I'm really struggling to get it right. I am aiming for something like the attached image but my attempts have come out looking way too glossy/specular by comparison. When I try to push the overcast lighting, I also run in to the problem of the scene really flattening out. How do I keep the detail and contrast in the waves without any bright highlights? I am currently working with mantra but hope to switch to htoa. Thank you!
  24. Do any of you experience with replicating 1 to 1 the look you have in Substance Painter in Houdini 16 using the Principled Shader? The PBR metal/rough workflow with the metallic and roughness maps seems to be straight forward, but plugging in my maps from Substance Painter as is, produces a render that is much darker than what I have in Substance Painter. Perhaps the colour space is off?
  25. Mantra render trouble

    Look at my render here... Notice I have these funny effects where some render buckets appear to not have finished rendering. I have pasted in my mantra settings to the right top and bottom. What is causing these render anomalies?
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