Jump to content

Search the Community

Showing results for tags 'tutorial'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • 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

Found 134 results

  1. This is a preview of the Houdini 18.5 knit tutorial series Artstation https://www.artstation.com/nemikoait Instagram https://www.instagram.com/nemikocg
  2. 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
  3. Hello odforce, first post on here. I'm an Houdini noob/rookie and I am trying to follow this tutorial from SideFX regarding OSM. The point of this project is to create a procedural city using the Labs nodes and Open Street Map however I can't seem to generate buildings without them having holes/gaps when I try to generate fbx files for the Corners and Ledges. The first image is with trims and corners, and the second image is with walls only which results in no gaps/holes. From my understanding it seems that the problem lies in the labs nodes and might be some sort of "bug". It might be worth noting that the modules/objects used for the houses are from said tutorial and that, yes I've fixed the Centroid on all the modules as well. Here is my file: OSM_city_1.hipnc Here are the files i used for this project: city.zip Here are examples of my issue Any help would be greatly appreciated! Tutorial link: https://www.sidefx.com/tutorials/city-building-with-osm-data/
  4. 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
  5. 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
  6. Houdini Villiaumite Crystal Tutorial

    Let's talk about minerals and crystals In this video I'm gonna talk about doing some simple modeling, shattering and fracturing the crystals, we're also going to take a look at rendering and generation some procedural materials. It's a long video but it might be helpful especially if you are new to Houdini. Also, you can find a lot of great websites for finding reference images for minerals. I mostly use these two. https://www.mindat.org/ https://www.minerals.net/ You can find the tutorial on my youtube channel: https://www.youtube.com/simpleandprocedural I've also included the hip file and here's a download link: https://microverse.art/?smd_process_download=1&download_id=2678
  7. 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
  8. 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
  9. Houdini Tutorial 70% OFF Summer Solstice Sale June 20 - June 26 Houdini Tutorial Procedural Bush Plant in Unreal Engine 4 70% OFF Download: https://www.artstation.com/raducius/store Houdini Tutorial Procedural Japanese Castle in Unreal Engine 4 70% OFF Download: https://www.artstation.com/raducius/store Houdini Tutorial Procedural Level Design in Unreal Engine 4 70% OFF Download: https://www.artstation.com/raducius/store Thank you!
  10. 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
  11. Hi! I have been following this tutorial at school: https://www.youtube.com/watch?v=1LdVZzNqYgw however I seem to get stuck around the the 25:15 part of the video. When I try to change the box size my painting disappears. I have attached the .hip file if anyone would consider helping me. Would be really grateful! paintingsinmotion.zip
  12. Check it out at https://www.cgforge.com/course/houdini-for-the-new-artist-ii
  13. In this tutorial we will create a cold explosion with you procedurally using houdini and add details such as cold smoke particles and ice pieces. And then we render everything
  14. Hey! It's my first post here on the forum, I'm trying to learn houdini and my problem might sound easy to you but I can't get my hand on the solution. I want to replicate the effect in this video (Blender Tutorial) : https://www.youtube.com/watch?v=xcjrD5SwQBw I managed to get a simplified similar effect but i'd like to have different textures on each UV projected sides of the scales. How can I make this? I was thinking with the timeshift and project the first and the last frame but I'm not sure how to do it... Also It would be nice to have a falloff on the influence of the point to VOP "look at" orientation if someones knows how I could do it. Thanks a lot! scales.hip
  15. Scene file for this tutorial?

    Anyone know if there is a scene file of this available somewhere? I'm trying to recreate but he skips over so many nodes its hard to guess what he did.
  16. Procedural Volleyball

    Another Great Tutorial from @konstantin magnus I only added the ground Thank you.
  17. After more than 5 months of unimaginable amount of work, I am proud to release my first in-depth Houdini course on VEX More details in the video description and the website. Active Patreon members will receive additional discounts proportional to their lifetime support (25% of their lifetime support). Message me on Patreon for your discount coupon. Enjoy! Table of Contents 01 - Introduction [Point Clouds] 02 - Introduction [pcopen() vs pcfind() vs nearpoints()] 03 - Introduction 04 - Implementation 05 - pcfilter() Implementation for pcfind() 06 - pgfind() 07 - pcfind_radius() 08 - Excluding the Current Point & Ad-Hoc Groups 09 - Finding Min & Max Neighbour Points [Unique Pair Matching] 10 - Concept 11 - Implementation [Camera Based Occlusion with Variable Pscale] 12 - Concept 13 - Implementation [Uniform Point Distribution Over Polygonal Surfaces [Point Relaxation]] 14 - Concept 15 - Implementation 16 - Decoupling Operators [Convolution Kernels] 17 - Introduction 18 - Border Handling [Connectivity & k-Depth Point Neighbours Using Edges] 19 - Introduction 20 - Concept 21 - Implementation [Connectivity & k-Depth Point Neighbours Using Primitives] 22 - Concept 23 - Implementation [Extending k-Depth Point Neighbours Using Edges] 24 - Introduction 25 - Concept 26 - Implementation [Extending k-Depth Point Neighbours Using Primitives] 27 - Concept 28 - Implementation [smoothstep() [Cubic Hermite Interpolation]] 29 - Concept 30 - Implementation [Shaping Functions] 31 - Introduction 32 - Implementation 33 - Blurring Attributes [Sharpening Attributes Using Unsharp Mask] 34 - Concept 35 - Implementation [Generalizing the Kernel Code to Handle All Attribute Types] 36 - Concept 37 - Implementation [Attribute Gradient] 38 - Introduction 39 - Concept 40 - Implementation [Gradient Ascent & Descent] 41 - Planar Geometry - Introduction 42 - Planar Geometry - Concept 43 - Planar Geometry - Implementation 44 - 3D Geometry [Contour Lines] 45 - Introduction 46 - Concept 47 - Implementation 48 - Heightfields [Geometric Advection - Orthogonalization & Flowlines] 49 - Introduction 50 - Concept 51 - Implementation [Clustering & Quadtrees] 52 - Concept 53 - Implementation [Adaptive Subdivision] 54 - Introduction 55 - Implementation 56 - Hashing [Adaptive Subdivision] 57 - Improving OpenSubdiv Catmull-Clark Subdivision Surfaces Algorithm 58 - Half-Edges [Adaptive Subdivision] [Aggressive Performance Optimizations] 59 - Eliminating Groups 60 - Custom Fusing In VEX 61 - Recreating Proximity Structures In VEX 62 - Get Unshared Edges In VEX 63 - Final Optimizations [Limit Surface Sampling] 64 - Introduction 65 - OpenSubdiv Patches 66 - Moving Points to the Subdivision Limit Surface 67 - Scattering Points on the Subdivision Limit Surface 68 - Generating a Point Cloud on the Subdivision Limit Surface 69 - Pre-Generating a Point Cloud on the Subdivision Limit Surface 70 - Creating Isolines on the Subdivision Limit Surface [Adaptive Subdivision] 71 - Computing Surface Normals from the Subdivision Limit Surface [Custom Subdivision Surfaces] [Splitting Edges [Edge Divide]] 72 - Concept 73 - Converting Edges to Primitives 74 - Creating New Edge Points [Rebuilding Polygons] 75 - Concept 76 - Implementation 77 - Preserving & Interpolating Attributes 78 - Multithreading by Connectivity 79 - C++ vs VEX 80 - Preserving Groups 81 - Final Optimizations [Implementing Bilinear Subdivision] 82 - Introduction 83 - Concept 84 - Modeling Test Geometry 85 - Starting from Edge Divide 86 - Creating New Face Points 87 - Creating New Edge Points [Creating New Closed Polygons] 88 - Concept 89 - Implementation [Creating New Open Polygons] 90 - Concept 91 - Implementation 92 - Preserving Primitive Groups & Interpolating Primitive Attributes [Preserving Vertex Groups & Interpolating Vertex Attributes for Closed Polygons] 93 - Concept 94 - Implementation 95 - Preserving Vertex Groups & Interpolating Vertex Attributes for Open Polygons 96 - Implementing Iterations 97 - Preserving Literal Groups 98 - Creating Neighbour Primitives 99 - Final Changes 100 - Testing On Complex Geometry [Implementing Catmull-Clark Subdivision] 101 - Introduction [Closed Surfaces] 102 - Rules [Gathering Edge & Face Points] 103 - Concept 104 - Implementation [Computing Weights for New Edge Points] 105 - Concept 106 - Implementation [Computing Weights for Original Points] 107 - Concept 108 - Implementation [Attribute Interpolation] 109 - Concept 110 - Implementation [Boundary Interpolation Rules for New Edge Points] 111 - Concept 112 - Implementation [Boundary Interpolation Rules for Original Points] 113 - Concept 114 - Implementation 115 - Open Surfaces - Handling Corner Points 116 - Handling Non-Manifold Topology [Open Polygons] [Computing Weights for Original Points] 117 - Reverse Engineering OpenSubdiv 118 - Implementation [Computing Weights for New Edge Points] 119 - Reverse Engineering OpenSubdiv 120 - Implementation 121 - Handling Open Polygonal Curves [Handling Mixed Topology] 122 - Full Geometry 123 - Sub-Geometry 124 - Testing On Complex Geometry [Performance] 125 - Profiling [Grouping Boundary Edges from Primitive Group] 126 - Concept 127 - Implementation 128 - VEX vs C++ [Caustics] 129 - Introduction 130 - Sea Caustics 131 - Pool Caustics 132 - Conclusion
  18. New Houdini Python Playlist

    Hi all, I recently started uploading a large Houdini python course/playlist on Youtube. In case you might be interested, there will be a section in there where i'll actively answer odforce python questions The series is called the 'deep dive series' And this playlist contains a free course that will be aprox. 31 to 32 hours long in total. The first few videos about programming with Python were just uploaded. This course consists of 5 steps 1 - (Part 1) The Big Picture 2 - (part 2a) The Fundamentals (13 videos) 3 - (part 3) Full Projects (Multiple Projects from beginning to the end) 4 - (part 2b) Beyond the Fundamentals (More advanced tutorials to be used on a need-to-know basis) 5 - (part 3) Contextualization (Masterclasses regarding all kinds of decisions you can make as a programmer, and interviews with fellow Houdini Python coders) You can watch it here - https://bit.ly/2Pu8gbI (the complete series will be free) Netinho da Costa Linkedin - linkedin.com/in/netinho-r-p-da-costa-b5326985
  19. I released tutorial about procedural tree rigging system. Applying for any model. Procedural setup of the wire dynamics, non simulation wind system and growth setup working in real time. Capture geometry by spines. https://gum.co/Xxeqf I hope you'll like it.
  20. VEX for artists

    I have a Houdini GitHub repo where (in addition to the code section, which is the Houdini pipeline for my personal projects) I store all my R&D notes related to the pipeline developing and programming organized as one wiki. The valuable part of this wiki is VEX for Artists tutorial, where I record everything I was able to understand about VEX in form of tutorials, so it might be useful not only for me but for anybody else, who is going the same route of learning programming from scratch. It was built by a guy with an artistic background and no technical education and skills, so it might be suitable for the same type of peoples. Easy and clean, a lot of simplification, a lot of explanation of basics. This VEX tutorial was just updated with a new section: Solving problems with VEX. Here, using the basic blocks studied earlier we will create something meaningful for the production. The first example we look into is the creation of a hanging wire between 2 points. For those who tried or even afraid to begin to learn VEX but fail and stop because it was too hard. Enjoy!
  21. In this tutorial you will learn how to create a procedural bush plant in Houdini 18. We will start with the generation of the stems whose height depends on the height of the boxes selected as input. The methods used in the tutorial offer full control over the shape of the whole plant and at the same time it keeps a natural look. As texture we will use vegetation atlas. Can be reused in different projects with different types of styles and provides the ability to speed up the creation of content for games. DOWNLOAD link: Gumroad: https://gumroad.com/rart#dCEnaM ArtStation store: https://www.artstation.com/a/49546 Video Presentation: WHAT'S INSIDE? 12 Video Chapters (4 hours of tutorial) Houdini 18 Project File Unreal Engine 4.24 Project File + all assets HDA Asset INTRODUCTION Chapter 1 Intro. 8 min. Chapter 2 Procedural creation of the stem. 20 min. Chapter 3 Generating the first level of branches. 21 min. Chapter 4 Generating the second level of branches. 7 min. Chapter 5 UV Unwrapping and Creating UV Layout. 10 min. Chapter 6 Creating HDA tool and Unreal Engine Test. 10 min. Chapter 7 Adding level three, branches with leaves. 45 min. Chapter 8 Creating the season presets. 50 min. Chapter 9 Completing the HDA. 34min. Chapter 10 Assignment of UE4 materials to Houdini Digital Asset. 20 min. Chapter 11 Adding details and particles. 19 min. Chapter 12 Unreal Engine HDA Test. 9 min. TOOLS Houdini 18 Unreal Engine 4.24 DOWNLOAD link: Gumroad: https://gumroad.com/l/dCEnaM/KERRIA_JAPONICA ArtStation store: https://www.artstation.com/a/49546
  22. I had seen a 4 hours pyrofx masterclass tutorial at sidefx official tutorials site It had been uploaded on vimeo too(they linked to vimeo player at their site) but someday, it disapeeared! it was not a illusion or something like that. I saw it! I swear! does anyone knows that why this tutorial has disappeared, and where has it disappeared to? every attribute of nodes role, networking philosophy, methodology of composing them, and low level etc... I believe that makes me advanced TD artist... if i ruin the thread rule, please let me know... sorry...
  23. Shading Techniques I

    Hello Odforce! I just released a new course - Shading Techniques I, and this one is all about improving your shading & texturing skills by exploring a variety of techniques. Part I mainly revolves around tri-planar workflows, and you'll also get an awesome wizard tower scene to practice with. Check it out a cgforge.com
  24. 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
  25. Generate Wavy Patterns Tutorial

    Hello everyone! https://youtu.be/c4EsWQc7pAE In this tutorial we'll be going over the steps to generate a wavy pattern using simple VEX functions. This is more of a VEX oriented tutorial than my usual videos, but it should be easy to follow along since I will be giving a visual breakdown of each and every line and their effect on the geometry. Thanks to cgwiki's "JoyOfVex" guide that got me motivated to expand on this concept. I recommend you check out his series if you're interested in starting your journey in VEX. http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex
×