By SideFX

19 items, showing page 1 of 2.

Tangent

Effects / Digital Asset (SOP)

by SideFX profile

This tool lets you build tangent and radial vectors for all input curves. This op is great for adding tangent velocities to be used in particle systems with attribute transfer SOP or POP. The radial attribute is useful to add normals that radiate out from a curve to birth particles from. Especially nice on circles.

Refer to the asset's help card for a quick how to use asset.

Version 1 / 1 (2004-10-08 17:11:07 EST) 5105 downloads

Shoulder Muscles

Characters / Scene File

by SideFX profile

This scene file shows how a shoulder can be muscled with the new Muscle tool in Houdini 8.1 which is currently in Public Beta. This scene will be updated later with a version that shows the character's skin being deformed by the muscles.

Version 1 / 1 (2006-05-18 11:11:14 EDT) 3720 downloads

Campfire

Effects / Scene File

by SideFX profile

New to Houdini 9.5 are the DSDFire in the dynamics networks, and the ramp parameter type. This file, originally set-up using the shelf, has been carefully tidied up and commented to help demonstrate the workflow of building a stable campfire. The effect was taken to completion by rendering in passes and using the Houdini compositor to piece the parts together.

Version 2 / 2 (2008-07-04 18:18:00 EDT) 4515 downloads

Human Skeleton

Characters / Digital Asset (OBJ)

by SideFX profile

This is a digital asset character of a human skeleton that is rigged to simulate accurate skeletal motion. At joints such as the knee, the thigh bone geometry rolls over the calf bone with the underlying kinematics adjusting to allow for this realistic motion. The rib cage is designed to maintain its volume and the clavicle, shoulder blades and even the knee caps have realist motion built in. The animator can also apply offsets to this automated motion in cases where they want a particular effect.

The arms and legs make good use of FK/IK blending with the arms capable of being controlled by either a world space end effector or a local end effector. There is also a special reverse arm rig that runs from the elbow up through the clavicle. This lets the animator lock down the elbow then move the body. These techniques are covered by some how-to lesson available in the asset's help.

This human skeleton is the first stage in the generation of a realistic human that will eventually include bone and muscle deformations. The goal is to derive the character's skin from the bone, muscle geometry using inflate. Keep an eye out in the exchange for an updated versions of this skeleton with muscles. For now, have fun animating and posing this skeleton and testing out the rigging concepts used in its creation. When updated versions are available then any animation to put on this defintion of the skeleton will be transferable to the muscled skeleton.

Refer to the asset's help card for for information on how-to use the rig.

Version 1 / 1 (2004-10-29 15:03:42 EST) 11356 downloads

Rabbit

Characters / Digital Asset (OBJ)

by SideFX profile

This is a digital asset character that contains the rabbit's geometry, bones, and rigging controls. This character was demoed at SIGGRAPH 2004 and is available as an example of a light Houdini rig. This character uses several nested digital assets that play the dual role of rigging tools and animation controls.

Refer to the asset's help card for a quick how to use asset.

Version 1 / 1 (2004-10-08 15:09:49 EST) 7622 downloads

Smoke Bomb

Effects / Scene File

by SideFX profile

This dynamic simulation of a smoke bomb integrates Houdini's Rigid Body and Voxel Fluid Dynamics. The smoke is emitted using information from the bomb canister to make sure that it emits in the desired direction while the canister spins through the air. The look of the smoke is derived from the material-based noise which sticks to the smoke as it moves. The final look is also enhanced with per-voxel motion blur.

One interesting thing to note in this simulation, that was not used in the video released on the main page, is the creation of an extra "color" volume which can be used to emit color in the smoke. Both videos are included in the attached file. This should help provide incite into how the volume tools work in Houdini.

Note that there is commenting on all nodes found in the file, and that some values have been changed from the video that was posted earlier, and this attached file to provide a more responsive experience. These changes will be made apparent in the commenting.

How it works:

* An rigid body simulation takes place causing the canister to fall and spin.

* We use the orientation of the canister to control the initial velocity of the fluid smoke

* Takes are used in this file for easy render passes.

* One thing that is important to note, is that lights that are lighting volumes must have motion blurred shadows turned off to correctly render motion blurred volumes.

Version 1 / 1 (2008-06-25 13:21:28 EDT) 5105 downloads

Dynamic Spreading Fire

Effects / Scene File

by SideFX profile

This file contains a series of dynamic simulations to illustrate how one may perform some simple particle fluid work, and have voxel fluid fire spread from one object to another. The fire works in a way where two fire objects share a single smoke container and so are able to share temperature information so that one object can ignite the other.

This file has been slightly altered from the one appearing in the gallery to help the user simulate at a faster pace. Note however that there is extensive commenting on all of the nodes found within the file, and that these changes are reflected in the commenting so that they can easily be set back to higher quality levels.

How it works:

* A voxel fire simulation spreads fire from one object to another.

* The fuel attributes were painted onto the box geometry in a way that allows the fuel to burn up.

* A secondary, independent simulation drops particle fluid liquids onto the box to emulate the look of a fuel.

* A tertiary, independent simulation ignites flames on the ground in a painted area.

* Takes are used in this file for easy render passes.

* One thing that is important to note, is that lights that are lighting volumes must have motion blurred shadows turned off to correctly render motion blurred volumes.

Version 1 / 1 (2008-07-11 16:22:03 EDT) 4488 downloads

Attribute Visualizer

General / Digital Asset (SOP)

by SideFX profile

This digital asset lets you visualize any attribute that exists in a geometry (SOP) chain. Simply input the attribute name and choose which type of attribute it is to visualize. The purpose of this utility is to give you visual feedback at any point in your geometry (SOP) network.

Refer to the asset's help card for a quick how to use asset.

Version 1 / 1 (2004-10-08 16:44:37 EST) 3780 downloads

Turntable

Modeling / Digital Asset (OBJ)

by SideFX profile

The Turntable digital asset can be used by modelers to render turntable animations using a single operator that has built-in lights, cameras and animation.

Refer to the asset's help card for a quick how to use asset.

Version 1 / 1 (2004-10-04 16:55:59 EST) 3986 downloads

Dynamics FAQ

Effects / Other

by SideFX profile

This is a directory containing a html based dynamics FAQ along with sample files to help answer each of the questions. Eventually these will be part of the Houdini docs but for now they are available here.

Note: this is an update to an earlier version of the FAQ. This update includes text answers to all of the questions and a couple of broken links have been fixed.

Version 1 / 1 (2006-10-06 12:00:10 EDT) 2865 downloads

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