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Found 73 results

  1. Houdini.School | Liquid SOPs

    Liquid SOPs is a new class focusing on building art directable liquid FX without actually using any simulation solvers. The goal is to generate the look and movement of liquid, but without the overhead and complexity of actual simulation calculations. So this means no flip particle simulations, no volume advection, not even vellum will be used in this class. Just good old fashioned ingenuity, procedural animation, noises, curves, VOPs, and of course some VEX to make it all work together. This class should get you to think about the mechanics of liquids, which will allow you think differently in breaking down that information into simpler ways that can be built with just geometry. Enroll today: https://bit.ly/houdiniliquidsops Teaser: https://vimeo.com/678063221
  2. Houdini.School | Noise

    Houdini.School | Noise My biggest teaching venture yet. Take your Houdini Noise making skills to a new level with my 3 session class coming December 21st, 2021. Overview video about the class can be viewed through this link. https://bit.ly/houdininoise
  3. Hi, So, I following this tutorial and got stuck at the actual web shooting part which happens at 43:00. He did it with vops, is it possible to apply the same principle to achieve it with vex? Maybe by moving it back to rest position? I tried it with a carve node but the transformation isn't as smooth as the one in the video. I have attached the HIP file below for reference. and spider_web.hip
  4. as you can see the title says my question.
  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. Patterns and Textures in Houdini

    Hello everyone, This series will cover all the patterns and textures available in Houdini in VOPs and use those to modify geometry, heightfields and VDBs and also to create various motion graphics effects. For more information you can visit my website https://www.rohandalvi.net/patterns The first 100 sales will get a $25 discount. Discount code is "pattern" You can see a free lesson from the series down below and also watch the trailer to see what is covered in the training series. Trailer
  7. Hi guys/girls, so I built this voronoi scale set-up for a mesh (see attached file) and would like to transfer uvs from the original base mesh to the scales, I've tried several different look-up methods but nothing has worked thus far. I managed to bother Jonah Friedman on linkedIn who did a similar set-up on a chameleon spot for psyop (see video link attached below) and he said that he'd done that in fabric engine and to copy the uvs from the original mesh he did a closest point lookup, but sadly that has not worked thus far for me. The final model will be texture painted in substance painter. Any help from a some uv and texturing wizard would be much appreciated! OH, AND I THINK I HAD SET THE VIEWPORT STATE TO MANUAL REFRESH, JUST IN CASE SOMEONE DIDN'T REALIZE! TRIPS ME UP SOMETIMES. Psyop scale set-up voronoi_scales_RnD_06_odforce.hip
  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. 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
  10. 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
  11. 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
  12. 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
  13. Greetings all! I need to align an object to a point (without using Copy SOPs). I found a short tutorial on this that uses a VOP SOP with "Align" and "Extract XForm" nodes. This works exactly as I'd like it to, but I need to rebuild it as it was created in Houdini NC, and is also a few years old so it appears some of the nodes have been deprecated. I did my rebuild approximating the original file with non-deprecated nodes, however, I'm not getting the normal-to-rotation alignment I need and I'm at a loss for where to look to resolve this. Attached are screenshots, one derived from original file (Non-commercial), the other is my re-build (Indie). The results in the Geometry Spreadsheet tell the story. Respective .hipnc and .hiplc files are also attached. Preemptive thank to any responders! NpF N_to_angle_NonCommercial.hipnc N_to_angle_Indie.hiplc
  14. PC find vs PC find radius

    what's the difference between pc find and pc find radius in action ?
  15. Hi I'm trying to make a chain of points follow a curve, maintaining the distance between them. I can achieve this in a rough way by using primuv/ primitive attribute in vops and offseting the U value by the distance. However this doesn't preserve the length L, due to the curvature. How would I find the 'chord' points of the curve along the vector P1P2 ? Another way to think of this would be the intersection of the curve and a sphere of radius L. Are there helper functions already part of Houdini that will allow me to do this? Thanks
  16. i am trying to reproduce a ramp sliding effect from vop to wrangle. I used the vop version for very long without issue,i add a parameter before the ramp to move its position(usually used to slide the ramp across UVs) For some reason it seems i am not reproducing the wrangle the right way. you can see the vop in the pic and my attempt at reproducing it in wrangle. i posted the file. script: float ptnum = (float)@ptnum; float numpt = (float)@numpt; float anim = chf("page_animation"); //slider from -1 to 1 float div = ptnum/numpt; float bend_anim = div+anim; float ramp_bend = chramp("ramp_bend",bend_anim); @bend = fit(ramp_bend,0,1,chf("bend_left"),chf("bend_right"));//slider from -90 to 90 book_odforce.hip
  17. Just out of curiosity, can I build a fur shader using VOPs? https://www.sidefx.com/docs/houdini/shade/build.html
  18. Hi all, i've got some points with trails and i'm filtering them randomly to leave some behind as the trails move forwards. each trail is split into a leading point and the trailing points, and each trail and its leader have a unique id. what I want to do is take the points i've left behind and remove them if they come into contact with another point trail that has a different id. so something like an attribute transfer but with a condition that checks the near points id and only transfers some attribute if that id is different. so the white points from trail 1 would exist until the come in contact with the red points from trail 2. Any ideas how to do this in vex or vops? Many thanks,
  19. Finished my first tutorial, hopefully you find it helpful learning Houdini!
  20. I need help I newly started with Houdini and doesn't know hot vops and vex works and I want to create a line where the normals are pointing in a different direction while keeping a 90-degree angle to the line. I fount a tutorial on the internet which only make the normals point in a random direction but not in the 90-degree angle I tried to set the normal direction to zero with floats and stuff but it always results in vex errors. @N = sample_direction_uniform(rand(@ptnum)); rand nomrals.hip
  21. Hi everyone, Can't seem to be able to find a good logic behind why in Vops if you plug -0.1(dividend) and 1(divisor) into the Modulo node, the result is 0.9 instead of -0.1? Thanks.
  22. periodic Noise Zoetrope

    hey guys, do you ave an idea how to achieve this effect ? https://www.wired.com/wp-content/uploads/2014/06/ezgif-save.gif it's a zoetrope with noise basically it's a rotating sphere that spins really fast, which placed under a stroboscopic light looks like it's animated; i wanted to recreate the exact physical setup, not just an effect overtime i created an attribute vop with a unified noise set to periodic so it loops, but i couldn't figure out the offset per rotation just yet this guide is quite useful to understand the principle,... https://www.instructables.com/id/Blooming-Zoetrope-Sculptures/
  23. Hi, reformulating my question from my previous post: If I have a VOP net animating the positions of a plant mesh with a noise, how do i blend back to a rest position at the end of my frame range so that the animation loops? I've tried the blend shapes node with a time shifted version of the noise but i don't get any transformation.
  24. hello there! I have a procedural noise in mat context and I want to assign the output of the noise to point attributes of the surface. how can I do that?
  25. I'm trying to create a pipe HDA for Unreal Engine 4 that either calls upon a straight piece or a corner piece and then orients each piece accordingly. I feel like I'm going about it all wrong, but the result I have is so close! As you can see in the first picture, it's KIND OF working, but I think it might fall apart very easily. I've attached a hip file any help would be greatly appreciated. pipeorient.hip
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