Effects




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51 items, showing page 1 of 6.

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) 5104 downloads

Tiny

Effects / Digital Asset (SOP)

by bwalters profile

Ever wanted to have an armada of spaceships battling it out in your scene? Then you need Tiny!

Tiny is an exploration of Artificial Intelligence using Houdini's Particle Operators. Just simply put down a Tiny SOP and hit play for instant-combat. Enjoy!

Version 1 / 1 (2006-10-18 16:34:18 EDT) 1866 downloads

Rain SOP

Effects /

by MiguelPerez profile

This digital asset simulates the rain hitting objects and sliding by the surfaces. The asset generates three groups, one for the rain tower, another for the water splits, and another for the sliding drops, to copy geometry.

Version 2 / 2 (2006-11-03 08:53:44 EST) 3131 downloads

divergence-free noise POP

Effects / Shader

by ivan profile

an implementation of divergence-free noise as descibed in the rejected siggraph paper: http://martian-labs.com/martiantoolz/files/DFnoiseR.pdf

Version 1 / 1 (2007-06-30 18:46:09 EDT) 2122 downloads

Houdini Ocean Toolkit for H9.1.124 win32 vc8

Effects / Other

by nassosy profile

Uncompress the archive and the resulting folder structure is the same you must use when copying the files to your "%USERPROFILE%/houdini" folders

Note that "libfftw3f-3.dll" must be put somewhere in your %PATH% and if you already have a "vex/VEXdso" file make sure its contents is merged with the new one, not replaced.

Version 1 / 1 (2008-05-23 09:36:36 EDT) 1422 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) 4513 downloads

Voronoi Fracture SOP

Effects / Digital Asset (SOP)

by johner profile

Voronoi Fracture SOP and Fracture Solver DOP. For more info see the enclosed README and example .hip files. For way too much info, see the thread at odForce here: http://forums.odforce.net/index.php?/topic/9119-voronoi-dynamic-location-based-fracture-wip

Version 1 / 1 (2009-10-07 00:36:43 EDT) 1956 downloads

Flames

Effects / Scene File

by slayerk profile

Scene with pyro flames. Houdini version: 11.1

Version 1 / 1 (2011-09-25 16:04:54 EDT) 592 downloads

Apprentice

Bubbles

Effects / Digital Asset (OBJ)

by jayandera profile

Bubble motion and deformation in DOPs

Version 1 / 1 (2012-02-02 05:51:33 EST) 346 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) 5103 downloads

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