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Found 124 results

  1. 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
  2. Check it out at https://www.cgforge.com/course/houdini-for-the-new-artist-ii
  3. 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
  4. 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
  5. 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.
  6. Procedural Volleyball

    Another Great Tutorial from @konstantin magnus I only added the ground Thank you.
  7. 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
  8. 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
  9. 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.
  10. 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!
  11. 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
  12. 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...
  13. 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
  14. 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
  15. 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
  16. 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
  17. Hi; I'm looking for some tutorial (advanced)about fluid simulation using POP fluid. Any suggestions would be appreciated. Thanks.
  18. Smoke houdini

    Smoke rbd houdini + hip file In this asset, the dynamics of the interaction of solid objects with volimetry as well as the dynamics of the destruction of the object are added. https://artstn.co/m/JnJq hip file Cloud and fire houdini + hip file This project presents the procedural modeling of stones, creating a lightning strike, working with sand, clouds, and fire. The final animation can be viewed at the link below or in my portfolio. https://artstn.co/m/Bq6a hip file Lava smoke houdini + hip file This asset presents the dimanics of hot lava smoke, the dynamics of the lava itself, and the shaders of smoke and lava The final animation render can be viewed at the link below or in my portfolio https://artstn.co/m/pJaG hip file Ice smoke houdini + hip file In this asset, not only work on creating cold smoke is presented, but also work with sand and its dynamics, particle emitter, procedural modeling of crystals and stones, as well as a full render of a scene with shaders. The animation that happened in this can be seen on the link below. https://artstn.co/m/d0Ak hip file
  19. Hello Houdini Newbies, Some time ago I have launched my new Houdini FX publication. It's a good starting point for beginners and artists coming from other 3d applications like Cinema 4D, Maya & Co. It's well structured and easy to follow. If you have any questions about it, please let me know. Thanks, Helge Trailer: https://lnkd.in/dZaSBNw Here is the direct link to the publication: https://lnkd.in/deNWqJQ Here the full description: This publication "pixeltrain - Houdini FX Fundamentals >> Fast Forward“ by experienced trainer Helge Maus is a complete Introduction to Houdini FX. In 117 lessons with a duration of 18,5 hours, your instructor Helge Maus provides you with a step by step approach to understanding Houdini FX and its workflow as a fully featured 3d application. This training is designed to get you up and running quickly, enabling you with the skills needed to work effectively in this incredibly powerful 3d and vfx package. Additionally, it lays the foundation of essential concepts and paradigms to understand more advanced topics for other modules of Houdini FX down the road. In this course, Helge Maus starts from the ground up providing you with a solid and practice-oriented foundation in Houdini FX. First, he takes you through the user interface, followed by an exploration of the different levels and contexts of a Houdini project. You will conclude by learning how to manage these concepts through the production cycle within Houdini FX. You will write your first expressions in Hscript. Therein, you will learn the concepts of dependencies between objects, explore using groups and packed geometries and finish by building your first asset. Once you have those primary skills under your belt, Helge gives you a brief introduction into working with VOPs (vex visual scripting), Digital Assets, Volumes and VDBs. After that, you will start learning the basics of modeling inside of Houdini FX. You will begin with the basics of NURBS Curves and generating surfaces, followed by the powerful and flexible polygon modeling tools. Important topics like Deformations and UVs are explained in-depth and demonstrated. After you have learned to build your assets, you will assemble your scene, set cameras with physical attributes, and finish with lighting and shading. Helge wraps up with a practice-oriented introduction of rendering techniques using the Houdini Mantra renderer. After finishing this training you will have the skills needed to understand the more advanced workflows and modules of Houdini FX. Topics included: 01 Welcome to Houdini FX [01h 52m] 02 Basic Concepts in Houdini FX [02h 57m] 03 VOPs & Digital Assets [01h 44m] 04 Volumes & VDBs in Houdini FX [01h 04m] 05 Working with Curves [00h 57m] 06 Generating Surfaces [01h 16m] 07 Polygon Modeling [01h 45m] 08 Retopo, PolyBuild & Boolean [01h 04m] 09 Deformations [00h 44m] 10 UVs in Houdini FX [01h 22m] 11 Lighting & Cameras [01h 21m] 12 Shading [01h 54m] 13 Rendering [00h 43m] You can find the entire table of contents here >> pixeltrain.de/images/stories/Houdini_FX_Fundamentals_Content.pdf These tutorials were created using mostly Houdini 17.5. However, we made sure that everything will work in Houdini 18+. Also, you will receive subsequent information about any version-based technical changes as needed.
  20. Learning Houdini on Twitch.tv

    Hello! I'm starting a twitch dot television channel and will be streaming Houdini training content. I've worked at several large VFX and advertising studios as well as taught Houdini classes at Academy of Art university. I'm hoping I can reach a larger audience through Twitch as well as the idea that people viewing the stream can participate by asking questions and providing feedback in real time. This is my channel: https://www.twitch.tv/johnkunz My first stream will be starting on Sunday (Jan 26th) @ 1pm PST. If you follow my channel (it's free ), you'll get an email notification whenever I start a stream. I'll be going over this project I recently finished https://www.behance.net/gallery/90705071/Geometric-Landscapes showing how I built things (VOPs, packed prims, Redshift render) and why I set things up the way I did. Some of the images I made are shown below. Please come by this Sunday with any questions or ideas you might have!
  21. FLIP-Pyro Interaction Tutorial

    Hey folks - long time lurker joining the party with a tutorial showing a workflow for integrating the FLIP and pyro solvers, allowing for bidirectional interactions. I cover a few other tips and tricks along the way, so I hope you find it useful! Hip file attached (and linked through from the video). flippyro_diffusefx.hiplc
  22. 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.
  23. Hello everyone, Welcome to procedural modeling in Houdini. The idea behind this training was to take a character model and then generate an armour or a second skin on top of it completely procedurally, and also have the armour or skin design change every frame to give you multiple variations. For more information kindly click on the link given below https://www.rohandalvi.net/procedural regards Rohan Dalvi
  24. Peter Claes - Youtube channel

    Hi all, As some of you may know I have recently started a youtube channel where I am sharing some techniques, setups and tips. My goal is to first cover some of the fundamental tools/setups and then build more elaborate setups. I wanted to share this with the odforce community too as this community will always have a special place in my heart :). Thank you for watching & have fun learning! The channel: https://www.youtube.com/channel/UCZMPkkgnAFghvffxaTh6CsA My first video: