With Houdini 9 going gold it's 3d World Houdini 9 review time! For those of you who have been rendering with Houdini 9, and are ready to show off it's latest and greatest this is your time.
I am collecting a few images that best illustrate the new Houdini features, PBR, volumes, fluids.
I can be reached at jclark2900@gmail.com if you have any questions and submission ideas.
cheers,
-j
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Houdini Lounge » Houdini 9 Review Images
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- jacob clark
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Technical Discussion » VOP SOP
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- jacob clark
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Technical Discussion » valley points
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- jacob clark
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I've tried this before in SOPs
I'm assuming your mesh cache first lives in SOPs…
1) N to temp attrib(tempN)
2) Attrib transfer the tempN to itself with a surrounding pt count of like 10(depeneds on mesh density)
3) Dot product of N.tempN
basically compare the N to surrounding Normals, and if the dot product falls within a certain range then there you go. (well it's kind of like the curvature sop…)
This may or may not work in a pop context…
I'm assuming your mesh cache first lives in SOPs…
1) N to temp attrib(tempN)
2) Attrib transfer the tempN to itself with a surrounding pt count of like 10(depeneds on mesh density)
3) Dot product of N.tempN
basically compare the N to surrounding Normals, and if the dot product falls within a certain range then there you go. (well it's kind of like the curvature sop…)
This may or may not work in a pop context…
Technical Discussion » Exponents in Noise Equations
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- jacob clark
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I've tried creating noise expressions using noise(X,Y,Z)^x.
This causes weird flipping of the result. Anyone noise experts out there who have a better method for this?
This causes weird flipping of the result. Anyone noise experts out there who have a better method for this?
Technical Discussion » Sort expressions
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- jacob clark
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The Sort SOP should contain a drop down menu with a Sort by Expression field…
In the Expression field you can enter in $CLASS and the sop should use that as a reference to order your prims.
In the Expression field you can enter in $CLASS and the sop should use that as a reference to order your prims.
Technical Discussion » 2 nearest point distances
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- jacob clark
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Ha! I got it. Turned out I couldn't use attribtransfer because there was no way to only isolate the second closet point…
And thanks Luca, where ever you are for those example files on the exchange…
And thanks Luca, where ever you are for those example files on the exchange…

Technical Discussion » 2 nearest point distances
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- jacob clark
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Thanks Edward. I am trying to get the discreet positions of the two nearest points, unfortunately the Attrib Transfer blends the positions of these two nearest points… Hmmm, back to my while loops…
Technical Discussion » 2 nearest point distances
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- jacob clark
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I am trying to create a SOP vopnet to find the distance of the two nearest points to a given point, similar to the output of a Voronoi Noise. Basically there are two inputs, the geometry, and then a point cloud for the geometry to check against.
I assume this can be achieved with a simple While/point cloud misc. in VOPs, unfortunately, my knowledge on how to create the while loop in VOPs is a bit weak. As in what gets plugged in where and all that :?
thanks for your input!
-j
I assume this can be achieved with a simple While/point cloud misc. in VOPs, unfortunately, my knowledge on how to create the while loop in VOPs is a bit weak. As in what gets plugged in where and all that :?
thanks for your input!
-j
Houdini Lounge » Apprentice download - production vs daily build
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- jacob clark
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“Combined with the preference for face-to-face communication, agile methods produce very little written documentation relative to other methods.” -
http://en.wikipedia.org/wiki/Agile_software_development [en.wikipedia.org]
HAHA
http://en.wikipedia.org/wiki/Agile_software_development [en.wikipedia.org]
HAHA
Houdini Lounge » i3d renderings - how to make nice 'n' sharp
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- jacob clark
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Houdini Lounge » i3d renderings - how to make nice 'n' sharp
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- jacob clark
- 665 posts
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Houdini Lounge » Smashing a building with houdini!
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- jacob clark
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the problem with expanding a sphere in sops is that when dops reads in the geometry it has a hard time reading a velocity on the object. This is important for the solver to accurately figure out what the object is actually doing.
The building explosion was done with a block hitting from the inside. The animation of the “destructor” was done w/ dops, i.e. giving it a velocity in Z. This allowed the RBD solver to calculate not only the point of impact, but also the force of the impact.
hope this helps,
-j
The building explosion was done with a block hitting from the inside. The animation of the “destructor” was done w/ dops, i.e. giving it a velocity in Z. This allowed the RBD solver to calculate not only the point of impact, but also the force of the impact.
hope this helps,
-j
Technical Discussion » attaching a particle sytem to instanced objects
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- jacob clark
- 665 posts
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Al,
It sounds like what you need is a frame offset. When birthing your casing particles you can attach a Origin attribute with the index set to $F. This will attach the frame number a particle was birthed at to the $ORIGIN attrib.
btw, sounds like a cool effect i'd like to see what you get together with it!
-j
It sounds like what you need is a frame offset. When birthing your casing particles you can attach a Origin attribute with the index set to $F. This will attach the frame number a particle was birthed at to the $ORIGIN attrib.
btw, sounds like a cool effect i'd like to see what you get together with it!
-j
Technical Discussion » procedural heart monitor effect
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- jacob clark
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you could just create the curve you wanted, the full length of it. then use the Carve SOP to start at the beginning and move to the end, even animating the carve so that it moved in a pulsing fashion to reveal more of the curve.
good luck
-jacob
good luck
-jacob
Technical Discussion » Combining and Subtracting or Excluding Groups
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- jacob clark
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this may not be as elegant as i could be, but what about assigning different groups colors and then selecting them based on color.
you could add and subtract values from each other.
maybe near_monster is CR = 1 then subtract .2 for the self.
hope this helps
-jacob
you could add and subtract values from each other.
maybe near_monster is CR = 1 then subtract .2 for the self.
hope this helps
-jacob
Technical Discussion » acceleration in SOP
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- jacob clark
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Technical Discussion » acceleration in SOP
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- jacob clark
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i'm having trouble accessing the acceleration variable in a group sop.
i have a POP network bring in particles and am trying to group points based on their accel. but $AY is not recognized, “undefined variable”
thanks
j
i have a POP network bring in particles and am trying to group points based on their accel. but $AY is not recognized, “undefined variable”
thanks
j
Technical Discussion » particles interaction with displacement shaders
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- jacob clark
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if you are using a picture file for your disp shader then you could apply that to your object as well.
say your using a grid
after you have given it UV coordinates, underneath your uvtexture sop or what ever
add a point sop and in the color parameter use the tex function
tex(“h
disp_geo.jpg”,$MAPU, $MAPV, r)
then in another point sop right beneath it add the $CR to $TY so that $TY is pulled up by the value of the picture at that point
it's like open gl disp map
hope this helps
jacob
say your using a grid
after you have given it UV coordinates, underneath your uvtexture sop or what ever
add a point sop and in the color parameter use the tex function
tex(“h

then in another point sop right beneath it add the $CR to $TY so that $TY is pulled up by the value of the picture at that point
it's like open gl disp map
hope this helps
jacob
Houdini Lounge » Object rotation that accounts for point normals
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- jacob clark
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