Jump to content

Search the Community

Showing results for tags 'sky'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 3 results

  1. Okay, i could do beautifull sky and adjustable clouds with optional mask and painting placement in Unreal 4.6 and that's will be great for first blockout and the film virtual production. Now to get it to the next level because for a highend film, sorry but unreal sky will not be enough im afraid, im coming to Houdini.. I could generate clouds but differents methods depending of the type of clouds i need (a pyro sim is most often needed obviously) and i could scatter these and it's okay to get a nice great cloudscape from a aerial plane pov or a cloud pass thought, now my problem with this is basically a scatter of instanced clouds. it's not generated from a real atmospheric weather sim like in *Terragen* which still deliver the most impressive skies in my opinion. Im think of large sim fluid air/water to manage the all thse, while each cloud could have each own SOP/DOP/ process.. There's a real challenge here and so far i haven't seen much example which looks perfectly natural, with a rich natural variety of details... Some screen capture, no render and videos Unreal and Houdini pyro sim, video speaks more than pictures ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) (available late december) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas 2020-12-02 20-04-59.mp4 2020-12-03_21-00-21.mp4
  2. I'm pretty new to houdini particle stuff, and I'm trying to figure out how to turn a .csv of points into particles that I want to render into a night skybox. The csv contains position, color, size and intensity of 120,000 closest stars to Earth. I can successfully load in the points via a TableImport node, or via a python script which loops through lines, and creates node.geometry() createPoint(). If I plug the tableimport node into a Particles node, then stuff happens, but I think it's trying to spawn particles from those points. I want to make the points themselves into particles, with position, size, intensity and color. And once I spawned stuff, how would I reference the (color, size etc) data from the table? PS: If anyone wants the original star data: http://astronexus.com/node/34 houdini particles v2.hipnc hygdata_v3_simplified.rar
  3. dszs

    Help with CloudFX

    Hi guys, I am currently trying to do a cloudscape with Houdini's CloudFX and was hoping that you guys can give me some advice. I am trying to form clouds like this reference image But using following the cloudfx tutorials only gives me spherical clouds as the image below: Here is some hero cloud stillframe renders: So, my question is how do I go about doing those elongated shape clouds? Do I need to model out a similar shape and copy to a template or is playing with the cloud node settings enough. Thanks!
  • Create New...