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Found 99 results

  1. Breakdowns & Reels

    Hi The below link is my YouTube channel in which i will be posting Recent and best of vfx breakdowns and show reels. Which will be for self motivation and fx reference.. Hope will be useful for some one... https://www.youtube.com/channel/UCNhBrSWTST2igLPaE_13uDw/featured https://www.youtube.com/channel/UCNhBrSWTST2igLPaE_13uDw/videos
  2. VFX to Realtime Transition

    Hello fellow Houdini users, I've been thinking of changing industries from VFX to real-time (games or VR) and wanted to ask if any of you have had similar transitions and if you could share that experience? I'm also aware that there are tons of game/Unity tutorials from SideFX and other sources available online, but I've yet to find any that are specific for VFX artists. And also because of the abundance of material, it's pretty overwhelming to figure out a good starting point. If you can share some resources that would be great. Thanks!
  3. Hello everybody! I am glad to present you my latest tutorial “Liquid pixels simulation. Houdini tutorial”.
  4. Hi guys! I would like to share here my latest personal project. Everything done in Houdini and Mantra Hope you like it. Youtube Version: Shark_Youtube.mp4
  5. Hey guys, My name is Daniel Moreno, I am an Effects Artist based in Sao Paulo. Brazil. I have many years of experience with Maya and Realflow, and about 2 years Houdini. My main expertise is Fluid Simulations but Having been doing a lot of other things as well. This page has my Bio, Resume and Reels: http://danmoreno.com/v05/#about-us http://vimeo.com/danmoreno http://linkedin.com/in/danmoreno/ http://facebook.com/danmoreno3k PS: How do I embed vimeo here? Daniel Moreno
  6. Hey ODforce! I recently published the next installment of the Houdini For The New Artist series. This course is all about making Houdini easier to learn, and you can watch the first chapter for free! Here's the link: http://bit.ly/2okYpY4 Some of the main topics include: Chapter 1: How to understand and set up DOP networks Using SOP attributes with the dynamic context Forces Particles Life & Variance How to use groups Rendering Particles Sub-steps, Sub-frames, & Time-Steps Caching Sub-steps & Practical Applicaitons Chapter 2: Texturing & Lighting Techniques How to Integrate a Substance Painter Workflow with Houdini Spot Lights, Area Lights, & Artistic Considerations When Placing Key Lights Utilizing Light Attenuation Gobos Aim Constraints, Near-attenuation Techniques for Reading & Emphasizing Form While Lighting How to Make Light Blockers Shadow Masking Techniques for Controlling Light Placement Component-based Lighting Light Linking Chapter 3: HDAs, Velocity, Normals, and & VOPs What is an HDA? How do you make one? Data Types & Adding user Parameters Booleans, Switch Nodes, & Parameter Behaviors Additional HDA Modifications What is Velocity? What are Normals? An Introduction to the Point Wrangle Introduction to VOPs How to Blend Materials Basic Noise Parameters Additional VOP Techniques Chapter 4: Geometry Types, Animation, & CHOPs Geometry Types & Attributes Introduction to Volumes Animation Basics Channel Groups, Animation Layers, & Motion Trails Introduction to CHOPs Curve Constraints, CHOPS with DOPs, & Additional Settings Chapter 5: Rendering & Compositing Introduction to Multi-pass Compositing Rendering Concepts How to Use Takes Rendering Multiple Jobs De-noising passes Compositing Basics with Houdini Thanks for watching! - Tyler
  7. New to houdini

    Hi my name is abhigyan and i just joined this forum. I am new to houdini for almost 3-4 months at max. I was learning c4d and after effects before that. I love programming as well(python, javascript). The thing is as much as I love houdini I get confused as to how I go about learning it. It feels so overwhelming. No matter how many tutorials I watch I am just not able to grasp some concepts. How do I go about it? I am sorry if I didnt follow some rules here since I am new.
  8. Hello everyone : Some test using my tool for creating procedural Tree growing and Rigging : Tutorial Trailer : link to Tutorial : https://www.hossamfx.org/trees-rigging-in-houdini/ thanks Hossam Aldin Alaliwi www.hossamfx.org
  9. Houdini Python Tools

    You can see it here : https://gumroad.com/l/oIDpL
  10. The Artist's Guide to Technical Direction in Houdini - Volume 0: Hscript Back in 2005 I got my start as an intern at Side Effects Software Inc. Over the past decade of using Houdini, I've worked around the world in the film (Starz Animation, Dr. D, Digital Domain) and games (The Coalition, BioWare, EA Motive) industries. In this time, I've had the pleasure of working with many artists who were new to Houdini and sharing some of the insight I've gained. While most people are pretty excited to get their hands on the flashier parts of the software such as FLIP and Pyro, I think that Houdini's greatest strength comes from it's sheer flexibility. And that flexibility is something that only opens up the deeper you delve into how things work. What I like most about Houdini is discovering new ways of doing things. One complaint I've heard time and again, is that after following a tutorial, new artists are often left with something that looks pretty but with little understanding of how anything actually works. I'm always hearing complaints about how steep the learning curve is with Houdini. I'm seeking to help fix that with 7 hours of new training material that focus specifically on HScript scripting in Houdini. This course I've designed for artists who are either lacking a technical background, or who may have experience in other packages but want to understand Houdini better. We'll avoid creating pretty things in this series. Instead, I want to keep a sharp focus on how things work. That means learning about procedural networks, variables and attributes, functions, and for-each loops. Most importantly, I address how to self-learn Houdini. My hope is that this course will build a solid foundation for you to get the most of any future training you pursue and help you to understand how to get the most out of your Houdini networks. If you'd like to become more adept at scripting in Houdini, please consider signing up for my course: https://mixtrn.com/course/the-artists-guide-to-technical-direction-in-houdini-hscript/ Have a Great Day!
  11. 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
  12. "Foreword" - MULMO

    Hi guys, Here is a new MULMO piece of work, fx all done using Houdini, enjoy! ludo
  13. 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:
  14. Hello! I want to present you my latest project! Did a test of cloud and fire, the video below. Hip_file is available for download hip file https://gum.co/IlDLG
  15. Dear odforce, I want to show you this short teaser, which without the treasure of knowledge and tips found within these forums, I would not have been able to create. Please take the minute that it lasts () to watch it, and turn your volume up! A little bit about the project: a former boss at a studio in which I worked needed a quick, raw and eye-catching portfolio teaser that would be independent from client-work. A project that would be created entirely by ourselves, and that would serve as a portfolio-item in the end. I had mentioned to him the idea of having something caught in the moment of shattering, as a photograph, and he found some images that kicked our motivation off. He told me to take this project under my wing, and leave everything up to me.. so my expectations were very high. Based off of the photography, all fracturing-methods felt very CG, and despite how complex my fracturing-setup was, I always ended up seeing these eye-sores which were the typical convex voronoi pieces. Then comes H16 with its new boolean method. The possibility of using custom cutters as surfaces to pre-fracture an object, and simming it with perfectly stable results, changed the game. I started seeing how much customizing I could add to the overall fracture, via VOPS, VEX and everything that makes Houdini what it is (you know what I mean). The rnd of a whole year went to the trash and I put all my hopes into this new method, and after ~220 logged hours, I am really proud to present this fully CG short. You can find some more details to the process in the Vimeo description, and please feel free to ask anything I haven't mentioned. I completely forgot to share this project here, so having just recently updated the video (minor details + new audio) I am doing it now. I truly hope you like it! Chris 08052017_bustshatter-wip01.mp4 12052017_bustshatter.v2-wip01.mp4 14052017_bustshatter-wip01.mp4 14052017_bustshatter-wip02.mp4 15052017_bustshatter-wip01.mp4 18052017_bustshatter.v5-wip02.mp4
  16. HOUDINI FX- RENASCENCE PROGRAM PROMO VIDEO: Welcome, soldier! Are you ready to demolish buildings, flood cities or maybe, making a stadium sprout from the underground? These are just some of the things that you will be able to learn in Houdini FX Renascence Program. At Houdini FX Renascence Program, we train you to face any FX project successfully. We have tried our best to offer you the best material. This course has been meticulously structured to take your FX skills to the next level so that you will be able to find a job in a top VFX studio in the future or maybe, become a successful FX freelancer. Our commitment, as an online school, is to offer the best learning experience in the market. Therefore, all our content is available in English and Spanish. HOW IT WORKS This course will be delivered via video only. We will work on weekly projects, so will have to meet the assigned challenges. Keep in mind that these assignments will make up interesting material for your «Demo Reel». Likewise, we will give you access to the Facebook support group, where you can interact with your instructor and classmates. The course is divided into 4 modules: MODULE I The Awakening (8 weeks) We will start by explaining how to take your first steps in the software. The content is highly optimized to get you familiar with Houdini in a dynamic and productive way. We won’t talk about every menu or button; all this information will be explained on-the-go, along with the training. Our priority is to make you feel comfortable from the start. You will find out about the main nodes in Houdini, you will learn to move around the interface and we will teach you how to control points and particles (points, pops and grains). At the end of this module, you will be able to create simulations of rain, sand, snow, perspiration, sparks, ashes, confetti, fireworks, bubbles, and much more. This is not a lighting and rendering course, but we will teach you everything you need to submit your project with a perfect final look. MODULE II Fire Inception (8 weeks) Explosions, fire, smoke, clouds … everything you have been waiting for! This module is full of action. We will focus on learning to emit and control volumes, using of one of the most powerful solvers in Houdini, i.e., “Pyrosolver”. You will learn different methods to accelerate your simulations, always working as quickly and efficiently as possible. We will teach you how to create shaders that will make your simulation look realistic. Recycle! Every setup created during these 8 weeks, can be reused to create new scenes. MODULE III Rise of the Fallen (8 weeks) You will become a weapon of mass destruction! You will learn to perform different types of fractures and we will provide you with all the tools to control and choreograph your simulations. In this third module, you will put together everything you have learned so far to create complex scenes using particles and volume. Breaking objects, demolishing buildings or splitting a land into two lots, are just some of the challenges you will face here! MODULE IV Deep Dive (8 weeks) We will have to put out the fire after the chaos… This is the final module of the course, and here you will learn to work with FLIP, which is the Houdini’s solver to create liquids. You will recreate infinite oceans and simulate water. You will learn how to create foam, bubble and spray passes. Finally, we will teach you how to deal with the different viscosities to get simulations of blood, chocolate, honey, yogurt, caramel, etc. APPLY TO THE RENASCENCE PROGRAM NOW AND GET 25% OFF!* 399$ 299$ http://houdini.training/
  17. Access "dead" attribute in a point

    I was reading some comments on how the @dead attribute generated by particle streams changes to 1 in the subframe before being reaped by the solver. Is there anyway to access this attribute after the simulation? For example, if I wanted to create a static point in that same position as the particle that is going to die? By the way, the generated particles are not from a POP Network, but yes from a FLIP simulation.
  18. Hello everyone! How would you go about making the bubbles generated from a whitewater sim to last a few frames on the surface of the fluid before being killed? Thanks, Diogo
  19. FLIP Collision and behaviours

    Hello, I come from a Realflow background where you adjust the collision settings like roughness and bounce within the menus of the object of collision. In houdini there are 2 places where I see the same settings, and I don't know if both of them affect the simulation (if not, then wich one?): FLIP Object -> Properties -> Physical. Static Object -> Physical. In Realflow there was a parameter that easily let me escalate the intensity of the collisions, meaning that some objects would create bigger disturbance and higher splashes (not affecting the global forces on the scene). In Houdini I thought the equivalent was Velocity Scale on collisions, and I tried to change the value to 0 only to find out that not much changed in the splashes generated by the collisions... Any idea how to achieve this difference in intensity? Thanks
  20. FLIP Spray not colliding

    Hello every one, I am doing a regular FLIP simulation where I have my particles colliding properly with a passive object. I have added a whitewater dopnetwork from shelf, and I re-created the collision setup in there. When I add foam and spray, everything goes as expected, but the spray just goes ballistic and completly ignores th collision borders. In the capture below you have an example of the overshooting particles (the ones making the correct form are the regular corefluid FLIP particles).
  21. Link to tutoial -> https://gum.co/imSYS In this comprehensive stand alone tutorial we will go over how to set up scene-scale clustered pyro simulations and blend them together post-simulation to make it appear as if it is one large simulation. This process will lower simulation time, allow for higher resolutions, and be more efficient when saving to disk because there are fewer voxels. This process will also optimize large scale pyro scenes, so that simulations are only calculated where absolutely necessary and blend them together so that it appears as if it is the same volume. This tutorial comes with all digital assets, a documented and fully set up file as well as a starter file for following the tutorials along the same as I work through them. An intermediate tutorial for those looking to speed up their pyro workflow, learn some VEX and create massive sims. Includes a documented scene file and all digital assets! Hope to see everyone leveraging these optimizations in the future to create massive simulations and squeeze in those extra few iterations before deadlines! You can reach me at trzankofx@gmail.com for questions or comments.
  22. I'm having a bit of trouble with the diplacement working from the ocean flattank_fluid_extended node. I got the volumetric fluid to extend, but getting the displacement effect is giving me some trouble. I'm trying to get the volumetric fluid to follow the extended fluid plane's displacement, but it doesn't seem to follow when I point it to the /obj/flattank_fluid_extended/RENDER vs. the /obj/flattank_fluid/RENDER. What is missing in the extended node that doesn't give the volume the proper displacement? Thanks. This is a bit of a new system, so I'm a bit lost in the woods. The surface is working great, though, and I really love the new system.
  23. Hi Everyone I'm currently trying to create circular point groups, inside a voronoi fracture. My outputs are groups currently are primitives but when I conver them to points, i have to many clustered together. I'm thinking of a solution by either getting the max/min two points of each primitive inside my group and delete the other points from the group. Unfortunately my VEX skills are very limited, I seem to be declaring my max function wrong. If someone could help me figure it out that would be great, also an explanation to why my attempt didn't work/ any other solutions towards achieving the same result would be more than welcome. Cheers Example.hipnc and for any questions im trying to make a tool that creates ground slams, as you can see there's distinct circular fractures which im trying to replicate, but also make procedural.
  24. How does Pyro FX works?

    Hello everyone, Does any of you know where can I find in depth knowledge of the pyro solver (I wouldn't mind the resources went further into math and implementation), its workflows and rendering pypeline? The documentation by sideFX is very poor in this case, and the tutorials on the subject are even worse (the usual -> "I think if you move this slider, it does this...") . Thank you, Diogo
  25. Hi everyone - been fairly quiet on here of late due to work and life being a bit hectic! anyways i'm looking to achieve a cloth simulation on my Deadpool character. I've modelled the character in maya to a fairly decent resolution overall. He's textured to a fairly decent quality too. But i want to push it and achieve some cloth simulation if i can on him to get it to a further level visually. This wont be for all shots but if i could achieve it on some slow motion shots that would be epic! heres my thought process... obviously with him being animated i want to fire out an alembic cache from Maya to Houdini. i may need to potentially remesh it so there are plenty of triangles? Then assign cloth parameters to my mesh. but he'll need collision geometry inside possible - so its likely i'll need to setup that geometry in maya and export that as collision geometry too? Hopefully with some time spent on decent sim quality i'll get some nice crease results around the joints ? then i'm stuck on how to deal with various bits around his body - stuff like the leather strap that holds his swords on or the arm braces. Then of course the belt round his waist. I then need to get this back to maya for rendering in vray so i reckon alembic export afterward should help. I should be able to find a way to preserve uvs. My texture is a simple drop-on - one shader does it all! Is this all a bit brute force do you think? I'd love to get some thoughts from you chaps If theres any of you VFX gurus out there in film studios that could offer me some advice? If you worked on the films or other stuff all the better lol! Thanks in advance hope you like what you see below Ant here's some screenshots.. UDIM texture layout... Should give you an idea of the mesh resolution... to give you an idea of what i'm up to you can check out this teaser here. I'm planning alot more than this teaser shows off and some expected Gore and guts so there'll be some amusing tomfoolery with FEM and grains for @Farmfield to have some lolz with hehehe
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