Distributed Fluid Sims May 30, 2008

This blog features Side Effects Senior Developer, Jeff Lait, explaining how distributed fluid sims work in Houdini 10. I have also posted information about how to incorporate this workflow into your existing pipeline tools.


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Building a Custom VOP Part 4: Writing Help May 30, 2008

This final installment of building a custom VOP looks at writing the help for our operator. Writing help is now a simple task given the new wiki style and should not be overlooked.


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Building a Custom VOP Part 3: Adding the Code May 13, 2008

Now that we have our VOP created with proper inputs, outputs and a parameter interface all supporting the different forms of the function we wish to support, it's time to actually make this operator do something.

Here we write shader code. Very basic shader code and no shader writing skills are required to complete this exercise, but they would certainly help in understanding the accompanying docs in this post.


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Building a Custom VOP Part 2: The Interface April. 25, 2008

Here we take a look at creating a new VOP operator and build the parameter inputs and outputs to support the transpose functions two different forms: 4x4 matrix input and a 3x3 matrix input.

The main parts covered are the actual creation of a VOP operator, adding input parameters, adding support for the two forms as signatures and explaining what a signature is, adding the parameter interface and finally adding an output to match the input.


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Building a Custom VOP in Houdini April. 25, 2008

One skill that is not well documented is the writing of your own VOPs. In the next few entries, I will walk you through the creation of a simple VOP.


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Point Instancing and instancepoint() In Houdini 9 Dec. 13, 2007

In this entry I take a look at point instancing and the new instancepoint() expression. With instancepoint() you can vary some attributes of your instances such as object and material parameters per instance point.


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Point Dynamics With CHOPs - Part 2 Dec. 11, 2007

There are many ways to apply dynamics to points. In this entry, part 1 of 2, we will look at how to use CHOPs to add dynamics to points by settling them back from where they started nice and gracefully.


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Point Dynamics With CHOPs - Part 1 Dec. 10, 2007

There are many ways to apply dynamics to points. In this entry, part 1 of 2, we will look at how to use CHOPs to add dynamics to points by settling them back from where they started nice and gracefully.


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Painting on Example Geometry Nov. 23, 2007

Now for a practical example of our past few lessons. In this video lesson we will paint points on a bleeding heart.


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Painting by Culling Points Nov. 20, 2007

One way to paint particles without the sorting issue is to first scatter points on a surface, and then paint into a primitive attribute on the surface to add those points by weight. What we are left with is a weight map, a whole bunch of points, and a Delete SOP with a weighted expression that uses random probability to add or remove points. Either way it appears to the user that they are painting points.


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Painting Point Probabilities Nov. 19, 2007

Painting point probabilities is a quick way to get points where we want them on surfaces. The basic technique can be described as scattering points in to a custom primitive attribute which the Scatter SOP supports out of the box. The weight of the attribute determines the distribution of a fixed number of points. Watch the attached video to see how this is done.


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Houdini 9 Transition July 10, 2007

Houdini9 is now public and it has been a fantastic two years in development. What this means for existing Houdini users is a tremendous amount of change. Today I will give you some tips and pointers to help you with your transition to Houdini9.


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