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Found 34 posts.

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Houdini Lounge » LHUG - First meeting Q1 2014 ...

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djwarder
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 Feb. 4, 2014 12:24:25
Hey London Houdini-ers

First meeting has been arranged at last, for Thurs 13th Feb at 7pm being held at Escape Studios (thanks to Mark Spevick!). To start off, we have a Jeff & Janet from SideFX coming to give a masterclass on lighting & rendering in Mantra.

So, just log in & sign up to get tickets to attend … http://www.eventbrite.co.uk/e/london-houdini-user-group-q1-2014-session-tickets-10511605495 [eventbrite.co.uk]
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Houdini Lounge » Project London :: Houdini User Group?

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djwarder
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 Jan. 14, 2014 09:35:06
Happy New Year LHUG members! Our first drinks of 2014 are tomorrow night (Wed 15th January).
Starts at 6.30pm at Jerusalem Bar on Rathbone Place, see you there …
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Houdini Lounge » Project London :: Houdini User Group?

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djwarder
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 Dec. 16, 2013 06:08:25
Nice bit of SPAM there!

As for the group, first drinks of 2014 in Jan & first meeting at Escape Studios in Feb - watch the LinkedIn group page for details …
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Houdini Lounge » Project London :: Houdini User Group?

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djwarder
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 Nov. 9, 2013 15:33:56
Ok great. I've set up a LinkedIn group so we can organise things & anyone who's a London Houdini artist can join …

http://www.linkedin.com/groups/London-Houdini-User-Group-7405482 [linkedin.com]
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Houdini Lounge » Project London :: Houdini User Group?

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djwarder
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 Nov. 1, 2013 04:06:19
Great. Just need to work out how to set this up, Blog or LinkedIn or Facebook group?
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Houdini Lounge » Project London :: Houdini User Group?

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djwarder
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 Oct. 30, 2013 12:56:00
Bit late, but have just seen this. Did anyone manage to setup a London Houdini User Group at all?

Could be fun to meet up, plus any excuse for a drink or two!! :wink:
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Houdini Lounge » Project Bifrost

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djwarder
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 Aug. 19, 2013 05:26:26
Looks pretty cool, although still not convinced. The progressive refinement is the coolest bit plus the direct raytracing, but Flowline could do implict surface rendering (w/o meshing) in 2006!! :shock:
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Houdini Lounge » Glue Network Constraints only for Bullet?

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djwarder
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 Oct. 19, 2012 06:27:25
Glue network constraints are only for bullet, not for the old RBD solver.
Any similar solutions for the classic RBD solver at all?
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Technical Discussion » Voronoi Fracture Geo Replacement

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djwarder
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 Sept. 24, 2012 10:51:00
Ah great. Thanks, will take a look …
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Technical Discussion » Voronoi Fracture Geo Replacement

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djwarder
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 Sept. 24, 2012 09:21:27
Hey, this sounds like a pretty nice idea. An example file would be great if that's possible?
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Technical Discussion » Realistic Blood Splat ...

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djwarder
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 Oct. 8, 2011 07:37:48
Hey there

I'm trying to create a realistic blood splat effect using either particle fluids or POPS, but can't seem to get a good result. FLIP with ground collisions is too splashy & ditching the collision and using a wet map technique just seems to get me blobby results.

I'm trying to get something with spots of blood, streaks, smears, etc (like the 2d texture shown) but can't figure out how to do it with this about of detail. Any ideas?

Cheers!
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Houdini Lounge » SideFX Maths/Physics Course ...

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djwarder
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 Jan. 4, 2011 11:40:52
Happy New Year all!

Hey, I seem to remember SideFX doing 2 sessions on maths/physics basics & their use with Houdini, just wondering if anyone went & had any info or courseware for it?

Cheers
Dan
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Technical Discussion » Volume Shatter (as in Killzone2!) ...

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djwarder
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 March 25, 2009 11:31:58
Cheers for the info guys! I agree the stress calculation way does sound cool, but can imagine that would take a while to code. The voronoi method does sound more achievable - I'm doing this with a custom script already in Houdini, but only surface not volume-based, will have to have a look into this!
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Technical Discussion » Volume Shatter (as in Killzone2!) ...

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djwarder
83 posts
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 March 23, 2009 08:05:48
Hey guys

I've been reading the article recently posted on this site (http://www.sidefx.com/index.php?option=com_content&task=view&id=1454&Itemid=68) [sidefx.com] about the use of Houdini in the game Killzone2 and am very interested in their shatter technique.

It states that they converted the geo to a volume and then used a VEX volume shader to shatter it and then converted it back to polys. Anyone done this before or could tell me (as a bit of a noob!) how to do this pls?

Cheers!
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