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ICE to Houdini project, full-length tutorial and scene files

 
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Netvudu
Houdini Adept


Joined: 06 May 2006
Posts: 222

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PostPosted: Sun Mar 23, 2014 8:47 pm GMT    Post subject: ICE to Houdini project, full-length tutorial and scene files Reply with quote

Hi everybody.
A SI user called Tom Kleinenberg (thanks Tom) showed me a great ICE tutorial by Mark Schoennagel in which several ICE strategies were used, and after contacting Mark himself, I decided to adapt those very same workflows to Houdini, as directly as I could.

The idea was to try to show both approaches to problems. On one side, a typical Houdini approach, and on the other side a direct translation of the ICE technique to Houdini where possible.

Please, if you are rather new to Houdini, your first step should be reading Jordi Bares "Softimage to Houdini guides

Then, check this IntroVOPsForSIUsers scene I shared a few days ago (attached below)



And then go for the tutorial.
As it is pretty long, I add here a summary of the contents so you can decide whether it´s worth your attention or not.


http://vimeo.com/89869747


Just a little disclamer. I had to record this pretty late at home, and because it´s so long, I didn´t have the time to re-record and fix all my "humm.."s, "aaaah"s and "eeeh.."s. I appologize in advance for that. I hope you still find it useful.


ICE TO HOUDINI PROJECT TUTORIAL -Total Length: 01:23:03

- 00:00:00 - Introduction

- 00:02:40 - Emitting Particles

- 00:07:32 - Scale Attribute (pscale)

- 00:21:57 - Particles Orientation

- 00:28:26 - Instancing

- 00:31:08 - Wiggler Tool

- 00:41:11 - Monitoring and Optimizing Performance

- 00:47:40 - Releasing Particles (Groups "Vs" Ice States)

- 00:53:47 - Adding Forces to Particles

- 01:03:58 - Angular Forces

- 01:08:10 - Painting An Attribute (Custom Attributes "Vs" ICE Weight Maps)

- 01:12:25 - Asset Creation (Digital Assets "Vs" ICE Compounds)

- 01:18:40 - Quick Lighting, Shading & Rendering


I´m also attaching the Start and End scene files (for the end one you need the .otl file as well).



ScreenGrab.jpg
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ScreenGrab.jpg



ScrewDandelion_End.hipnc
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 Filename:  ScrewDandelion_End.hipnc
 Filesize:  1.64 MB
 Downloaded:  259 Time(s)


ScrewDandelion.otl
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 Filename:  ScrewDandelion.otl
 Filesize:  79.36 KB
 Downloaded:  216 Time(s)


ScrewDandelion_start.hipnc
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 Filename:  ScrewDandelion_start.hipnc
 Filesize:  357.54 KB
 Downloaded:  212 Time(s)


IntroVOPsForSI_Users.hipnc
 Description:

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 Filename:  IntroVOPsForSI_Users.hipnc
 Filesize:  111.42 KB
 Downloaded:  207 Time(s)


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Javier Meroño. Houdini VFX Program instructor at FX Animation, Barcelona.


Last edited by Netvudu on Tue Mar 25, 2014 6:05 pm GMT; edited 1 time in total
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Andy58
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Joined: 08 Mar 2014
Posts: 236
Location: Fiftyeight/FFM

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PostPosted: Mon Mar 24, 2014 1:44 am GMT    Post subject: Reply with quote

Great Video. Thanks alot Javier.

Andy
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Tom Kleinenberg
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Joined: 09 Jan 2014
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PostPosted: Mon Mar 24, 2014 8:15 am GMT    Post subject: Reply with quote

Haha, amazing! I was expecting a 5 minute 'yeah, so this is sort of how you'd do this' video, not an hour-and-a-half. Thanks, this is really, really great, Javier.

Have to say, this community is pretty great. Above and beyond.
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sekow
Houdini Adept


Joined: 15 Nov 2013
Posts: 104

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PostPosted: Mon Mar 24, 2014 10:56 am GMT    Post subject: Reply with quote

funny how everything goes in circles

http://www.sekow.com/subaru_carparts

thanks javier, your help is much appreciated
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Netvudu
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Joined: 06 May 2006
Posts: 222

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PostPosted: Mon Mar 24, 2014 10:58 am GMT    Post subject: Reply with quote

Exclamation Very Happy Very Happy

PS: I edited the video so now it´s louder.

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NNois
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Joined: 08 Mar 2014
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PostPosted: Mon Mar 24, 2014 2:47 pm GMT    Post subject: Reply with quote

you just demystified Houdini in 1h of video !

now, i've sort of a question, would it be possible to do it all in a big POP VOP network ?
I mean you had separated tasks just like we do in ICE if we compound things but in ICE we are in the same network, for now it seams easy to navigate and iterate.

Is it just the "houdini way" keeping all promoted parameters at the object level ?
I realise this "houdini way" is also about "factory compounds" like poptorque who sits at object level operators so if we are in a pop vop we can't use them...

yes i've just responded to my own question...
Thanks for this really constructive video


Last edited by NNois on Mon Mar 24, 2014 2:49 pm GMT; edited 1 time in total
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McNistor
Houdini Master


Joined: 04 Mar 2014
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PostPosted: Mon Mar 24, 2014 2:49 pm GMT    Post subject: Reply with quote

Thanks a bunch for this Exclamation
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jordibares
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Joined: 20 Feb 2006
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PostPosted: Mon Mar 24, 2014 3:34 pm GMT    Post subject: Reply with quote

This is AWESOME Javier, really really helpful.

Smile
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sekow
Houdini Adept


Joined: 15 Nov 2013
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PostPosted: Mon Mar 24, 2014 5:58 pm GMT    Post subject: Reply with quote

low level lover Razz
you sir are a star!
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Netvudu
Houdini Adept


Joined: 06 May 2006
Posts: 222

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PostPosted: Tue Mar 25, 2014 12:01 pm GMT    Post subject: Reply with quote

NNois wrote:
you just demystified Houdini in 1h of video !

now, i've sort of a question, would it be possible to do it all in a big POP VOP network ?
I mean you had separated tasks just like we do in ICE if we compound things but in ICE we are in the same network, for now it seams easy to navigate and iterate.

Is it just the "houdini way" keeping all promoted parameters at the object level ?
I realise this "houdini way" is also about "factory compounds" like poptorque who sits at object level operators so if we are in a pop vop we can't use them...

yes i've just responded to my own question...
Thanks for this really constructive video


Yes, you pretty much replied yourself.
Houdini "by design" will force you to jump around much more than ICE. One of the reasons for this being that in ICE there´s no other nodal context for effects, so everything HAS to be put in there, no matter if you want it or not.
I agree it´s more comfortable not to jump around, but it´s also a bit more limiting, as you will hopefully understand from the scope of HDAs (Houdini Digital Assets).

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