Jump to content

Search the Community

Showing results for tags 'wood'.

  • 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 + 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

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 12 results

  1. Hello, i am relatively new to Houdini and i would like to ask the community for methods to find a solution for my following project. So far i've been working mainly with C4D and Blender. I would like to find a workflow to create tree shapes from 3D models. Specifically, in my project i would like to take posed mesh from DAZ3D of 2 hugging humans and basically turn them into a "wood sculpture". (probably 2 seperate intertwined tree trunks) I would like to find a way to do this procedural, so i can use this on different shapes in the future. For now my focus is on creating the shapes, not texturing. So far i found 2 guides that might help for an approach: 1. 2. Guide 1 is a great approach, but the branches are too small and look like veins. Also the human shape is "too visible". I am looking to create a more natural tree look with really thick, wild growing branches. More like a tree that naturally grew into the shape of a human by chance. Guide 2 looks like a great way to approach the tree bark displacement, but there are only rock shapes shown and i sadly cant find a guide for a more organic, wood-like look. My guess would be to find a way to combine both of these methods, but sadly my experience in Houdini is too small to find a solution by myself. I'm looking to create pretty much this exact type of tree shape: I found this image under the keywords "foxtail pine tree", after searching for twisted branches. I hope someone can give me some tips to find a solution to realize my vision for this project. I am highly convinced there is a possibility. Really looking forward to what you guys have to say!
  2. Hello all, I'd like to know how I might procedurally delete individual clusters created by using a two stacked RBD Material Fracture nodes. I start with a tube and add the first fracture node fractures radially using the 'glass' setting. The second fracture node splits the 'glass' fragments into 'splintered' layers along the y axis using the 'wood' presets. What I'd like to do is delete some of the 'wood' clusters that occupy the upper portions of the tall 'glass' shards. This would expose the splintered wood look I'm going for. I'm at a loss for how to go about this however. I can use a plain ol' Delete SOP, but since there are 500+ clusters, finding them by individual name is unwieldy to say the least. If I'm not using some VEX, it seems the ideal would be to create some setup that would let me create a centroid point for every cluster, then associate the clusters' primitives per those centroid points, then use a bounding volume to select those points, and delete all those points along with all the prims associated with them. Trouble is I really don't know how to set this up. It would also help to know if there's a way to also delete any clusters that fall below a volume threshold. Any help is good help - many thanks! Nik wood_fracture_001.hiplc
  3. Hello, I'm fairly new to Houdini, currently working on a RBD wood sim, happy with the current result. There's just one little piece that jiggers (geo overlap) and would love to only fix that specific piece so the rest is not affected. Thinking about 2 options but not sure how to do this: - Keep this piece attached to the bigger piece it originally was attached too. - Give this piece some extra velocity to create distance from the surface it's jiggering with. Thanks!
  4. Hi, How do I go about breaking the soft constraints that have automatically been created by the rbd fracture material? In the one file, I am using connect adjacent pieces and the other, the constraint created by the rbd fracture material. please see attached files. Any advice will be much appreciated. connectadjacentpieces.hiplc glue_soft.hiplc
  5. Hello everybody! I would like to ask if anybody knows a good cgi film/reel/wip with a very realistic tree breaking. I think I saw some where a close shot of a tree slowly breaking but I don't remember if it was a reel or a film like Wolverine. If anybody have an hint to share I would be a happy man :3 I know that there is a big group of real reference on FB but I couldn't find a close up and I would like to see a CGI example done in Houdini, if possible =) Hope is not too much off topic for the general lounge Best wishes!
  6. I've seen how everyone will squash a rectangle, applied voronoi, then transform it back to make the splintered look. My question is, what if I was given the framework of a house? I can't just squash the entire mesh as the fracture would only look right on the pieces along the Y, but the X and Z, or anything on an angle would just look wonky. Is this a case of breaking up each 2x4, moving every piece to have the same orientation, fracturing, then moving each piece back to its original location?
  7. Hi Guy, I am working on a project, it is a fractured wooden logo that I need to explode the pieces and then get them back together which turns to another logo. So, the second logo has to be created from the pieces of first logo. What would be the best way to do such a effect?
  8. Hi All, I wanted to build a new playset for my daughter in our backyard. but before I do, I decided to use this as an opportunity to try something new out. the project will be in done in 3 major steps, 1: Build procedural Playset in Houdini- in a way that I can extract a Cut list from the final project. 2: Put it in Vr through out the Project as to evaluate and share it with family as the project progresses. This includes the user of Photogrametry and non Houdini applications to get the the playground in the right environment. 3: Actually build the damn thing in the back yard. here is a sketch I'm starting with : I will be updating this as I make more progress.
  9. Another simple wall shatter. I posted the first one I finished but in all honesty I had a lot of strange issues with it and it just didn't look that great. This one isn't really any more complicated but it sure does look better by comparison ;D
  10. I'm working on a bunch of different types of fracturing and destruction. Right now I'm doing wood. Here's a test render of what I have so far. Any feedback is appreciated test_01.mov
  11. UPDATED. If some image doesn't load, just refresh the page. Dropbox isn't too reliable unfortunately. I chose it as a medium over forum's upload mechanism only because the latter seems to compress images on its own, which I do not want. Two master shots: And three detail shots: What was done in Houdini: Some modelling of base shapes (blades of both fans and all tubular shapes of the CPU cooler - some of which are not visible on this particular shot) and instancing of similar meshes; RBD simulation for realistic placement of all those nuts and bolts; rendering (Mantra); postproduction. Other software used: Nvil - subdivision modelling of all objects. 3D-Coat 4.5 BETA - UVs and texturing of all objects (but the floor). Bitmap2Material 3 - generating PBR textures of the wooden floor. Photoshop - tweaking displacement map of the floor (painting the spacing between the boards); stencils for texturing in 3D-Coat; post. Took over 7 hours (edit: per shot) to render on a 3930K... Mostly because of those blasted semi-transparent motherboard rivets... --- Old, flat image can be accessed here: https://www.dropbox.com/s/vjbje6vcz2o8k4r/nuts_and_bolts_cam1_final.jpg?dl=1
  12. Hey Guys If anyone could help me I would really appreciate it. I'm currently working on a bullet going through a tree but unable to get my desired out come from stretching the voronal fracture points. I've been searching the net for tutorials but haven't been able to find what I'm looking for. I've added the file I've done so far and a link of what I'm trying to archive as the bullet hits the plank. Once again if anyone could help me with this I would greatly appreciated it as increasing the points on the object sim times, hugely increase and still doesn't solve my problem. Tree effect I'm trying to do: http://www.google.co.uk/imgres?imgurl=http://sasquatchinvestigations.org/wp-content/uploads/2011/09/Bigfoot-Close-Break-2.jpg&imgrefurl=http://sasquatchinvestigations.org/bigfoot-research/tree-break-pictures/&h=300&w=400&sz=48&tbnid=mROn9ia0ICI5cM:&tbnh=92&tbnw=122&zoom=1&usg=__GJW8mqjgoaJ8uMMC-OUzjf9FbE0=&docid=bTGv-LvIzuO24M&sa=X&ei=hgRSUYnrC9Gb0AXryoCQAw&ved=0CHMQ9QEwCg&dur=38 Fracture_Bullet_test.hipnc
×
×
  • Create New...