Finally, Houdini's training began to be published in a one-minute TikTok format!
Learning Houdini has never been so fast!
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Houdini Learning Materials » Houdini Shorts
- ZeitG
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Houdini Learning Materials » Pragmatic VEX: Volume 1 [4K] [H20]
- ZeitG
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Houdini Learning Materials » Pragmatic VEX: Volume 1 [4K] [H20]
- ZeitG
- 9 posts
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wow.
You already had a ton of content in your course and then you went ahead and added even more cool content for free.
This never happened in a major course before :o
Also I want to believe in "free bonus pack 2" (kind of)
You already had a ton of content in your course and then you went ahead and added even more cool content for free.
This never happened in a major course before :o
Also I want to believe in "free bonus pack 2" (kind of)
Edited by ZeitG - April 25, 2022 11:21:40
3rd Party » Supercharged H20 extension (TouchDesigner Style)
- ZeitG
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Very simple idea yet so useful. I really wish SideFX adds an option to have the network editor as an overlay to the viewport.
Thank you animatrix_!
P.S.: also want to know, did you fix problem with re-scalable window in latest version?
Thank you animatrix_!
P.S.: also want to know, did you fix problem with re-scalable window in latest version?
Houdini Learning Materials » Pragmatic VEX: Volume 1 [4K] [H20]
- ZeitG
- 9 posts
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Houdini Learning Materials » Learning Material Summary
- ZeitG
- 9 posts
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Wow amazing amount of resources! Is it supposed to include all Houdini related videos?
It seems to be missing:
“Retiming Ocean Spectra for Complex Ocean Shots” by Yunus Balcioglu:
“Mighty Metaballs” by Todd Dufour
thank you very much for your work
It seems to be missing:
“Retiming Ocean Spectra for Complex Ocean Shots” by Yunus Balcioglu:
“Mighty Metaballs” by Todd Dufour
thank you very much for your work
Technical Discussion » Primvar to Geolight Render Masks per color or per prim etc
- ZeitG
- 9 posts
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Hello, tricecold.
1. based on camera you can create a points grid in NDC space, point per pixel. Than make a direction vector from centre of camera till each point. This is going to be an image representation with points.
2. Using intersect function you may find new points (pixels) position in your scene.
3. For each point create a vector till each light (easy to do this in foreach loop) and again with intersect function find an intersection with geometry in you scene. If intersection is -1 this mean pixel will be affected by light. Put each light in array, based on this array you can read from light whatever you want.
if you have a particles - convert position of all particles to NDC, find closest pixel ( but in this case you need to have something like a pixel samples to define exact position )
if you have a volumes. create a point per voxel (or try any different resolution), than find an intersection with geometry in your scene based on path to light, store this info, and back it camera as particles. Or grid (2x2) per voxel, store density value for each grid, and with intersectall for pixel (point) iterate inside array till density >= 1
In this case on each point (pixel) you may store everything, light name, geo name, distance and do with this whatever you want.
Is this a best way or not - I do not know. I hope it will help.
1. based on camera you can create a points grid in NDC space, point per pixel. Than make a direction vector from centre of camera till each point. This is going to be an image representation with points.
2. Using intersect function you may find new points (pixels) position in your scene.
3. For each point create a vector till each light (easy to do this in foreach loop) and again with intersect function find an intersection with geometry in you scene. If intersection is -1 this mean pixel will be affected by light. Put each light in array, based on this array you can read from light whatever you want.
if you have a particles - convert position of all particles to NDC, find closest pixel ( but in this case you need to have something like a pixel samples to define exact position )
if you have a volumes. create a point per voxel (or try any different resolution), than find an intersection with geometry in your scene based on path to light, store this info, and back it camera as particles. Or grid (2x2) per voxel, store density value for each grid, and with intersectall for pixel (point) iterate inside array till density >= 1
In this case on each point (pixel) you may store everything, light name, geo name, distance and do with this whatever you want.
Is this a best way or not - I do not know. I hope it will help.
Technical Discussion » H12 "Load from Disk" for fluids not working?
- ZeitG
- 9 posts
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maybe it's corny, but try to
1. disable dynamics simulation
2. make sure that you set the display flag on import_pyrofields node
3. turn on “load from disk”
I download your scene, open, cashe fluid sim, load from disk… No problem.
1. disable dynamics simulation
2. make sure that you set the display flag on import_pyrofields node
3. turn on “load from disk”
I download your scene, open, cashe fluid sim, load from disk… No problem.
Technical Discussion » H12 upres fluid
- ZeitG
- 9 posts
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Hi people.
In upres node in noise settings we have noise type parameter.
Noise type parameter contain 7 types of noises (that's cool).
If we dive in structure of upres node, we can find what for upres houdini use curl noise 4d.
“When the output is 4D noise, the Noise Type parameter has no effect and only Perlin Noise is used. ” - that's from Houdini help
So I make some tests and see… there is no difference between perlin, original perlin, sparse convolution and alligator noises, but between analytic types of noises we have difference, because step size ignored.
that's mean - we have choice without any choice.
Am I right or all wrong?
sorry for my bad english.
In upres node in noise settings we have noise type parameter.
Noise type parameter contain 7 types of noises (that's cool).
If we dive in structure of upres node, we can find what for upres houdini use curl noise 4d.
“When the output is 4D noise, the Noise Type parameter has no effect and only Perlin Noise is used. ” - that's from Houdini help
So I make some tests and see… there is no difference between perlin, original perlin, sparse convolution and alligator noises, but between analytic types of noises we have difference, because step size ignored.
that's mean - we have choice without any choice.
Am I right or all wrong?
sorry for my bad english.
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