Cool, CMIVFX is a good resource.
Good luck!
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Houdini Indie and Apprentice » at last comming vfx artist
- niietzshe
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Houdini Indie and Apprentice » at last comming vfx artist
- niietzshe
- 42 posts
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I'd suggest starting with Maya or Blender rather than Houdini.
Houdini has a much steeper learning curve that I think is a little bit harder for beginners to pick up.
Houdini has a much steeper learning curve that I think is a little bit harder for beginners to pick up.
Houdini Indie and Apprentice » looking for a tutorial
- niietzshe
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You could have asked that in your other equally vague post…
But here:
http://www.digitaltutors.com/11/training.php?pid=3557 [digitaltutors.com]
You can composite your 3D straight in houdini using COPs, so this tutorial might give you a good idea of how to go about rendering out your CG and compositing it. But you'll probably want to pick up After Effects, or if you're really serious, Nuke.
But here:
http://www.digitaltutors.com/11/training.php?pid=3557 [digitaltutors.com]
You can composite your 3D straight in houdini using COPs, so this tutorial might give you a good idea of how to go about rendering out your CG and compositing it. But you'll probably want to pick up After Effects, or if you're really serious, Nuke.
Houdini Indie and Apprentice » at last comming vfx artist
- niietzshe
- 42 posts
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Cheap application for doing 2d compositing?
http://www.adobe.com/products/aftereffects.html [adobe.com]
Free application for doing 3D?
http://www.blender.org/ [blender.org]
It's a very vague question so thats the best I can do. But it should be all you need to have a play around.
http://www.adobe.com/products/aftereffects.html [adobe.com]
Free application for doing 3D?
http://www.blender.org/ [blender.org]
It's a very vague question so thats the best I can do. But it should be all you need to have a play around.
Houdini Indie and Apprentice » Flip Fluids - Velocity Field
- niietzshe
- 42 posts
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Thanks very much Erik!
I was messing around with DOPPOPs trying to manipulate Velocities based on curves points etc.. It was the “Volume From Attribute” bit that really sorted everything out and got rid of some odd behaviour I was getting.
Thanks again!
Christian
I was messing around with DOPPOPs trying to manipulate Velocities based on curves points etc.. It was the “Volume From Attribute” bit that really sorted everything out and got rid of some odd behaviour I was getting.
Thanks again!
Christian
Houdini Indie and Apprentice » Flip Fluids - Velocity Field
- niietzshe
- 42 posts
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Hey everyone,
I'd like to create a velocity field from curves/geo that will direct Flip Fluids how I want, somethingl ike this:
http://vimeo.com/25067980 [vimeo.com]
This appears to be a simple thing to do with FLIP and updating the points velocities, but I just haven't found a good way to do it yet. Ideally I'd just like to plug my velocity field into the flip solver that will handle the velocity updates, but everything I've tried doesn't seem to work so far…
Has anyone got an example scene I can have a scan at?
Thanks for any help.
Christian
I'd like to create a velocity field from curves/geo that will direct Flip Fluids how I want, somethingl ike this:
http://vimeo.com/25067980 [vimeo.com]
This appears to be a simple thing to do with FLIP and updating the points velocities, but I just haven't found a good way to do it yet. Ideally I'd just like to plug my velocity field into the flip solver that will handle the velocity updates, but everything I've tried doesn't seem to work so far…
Has anyone got an example scene I can have a scan at?
Thanks for any help.
Christian
Houdini Indie and Apprentice » Flip Fluids - Velocity Field
- niietzshe
- 42 posts
- Offline
Hey everyone,
I'd like to create a velocity field from curves/geo that will direct Flip Fluids how I want, somethingl ike this:
http://vimeo.com/25067980 [vimeo.com]
This appears to be a simple thing to do with FLIP and updating the points velocities, but I just haven't found a good way to do it yet. Ideally I'd just like to plug my velocity field into the flip solver that will handle the velocity updates, but everything I've tried doesn't seem to work so far…
Has anyone got an example scene I can have a scan at?
Thanks for any help.
Christian
I'd like to create a velocity field from curves/geo that will direct Flip Fluids how I want, somethingl ike this:
http://vimeo.com/25067980 [vimeo.com]
This appears to be a simple thing to do with FLIP and updating the points velocities, but I just haven't found a good way to do it yet. Ideally I'd just like to plug my velocity field into the flip solver that will handle the velocity updates, but everything I've tried doesn't seem to work so far…
Has anyone got an example scene I can have a scan at?
Thanks for any help.
Christian
Houdini Lounge » Getting Started with FX?
- niietzshe
- 42 posts
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It's a long road, I don't believe there really is a good place to start, just that you practice as much as you can and try to do as many DIFFERENT things as possible.
http://www.cmivfx.com [cmivfx.com] has some wicked tutorials as well as Peter Quints free ones:
http://vimeo.com/user2030228 [vimeo.com]
Good luck!
Christian
http://www.cmivfx.com [cmivfx.com] has some wicked tutorials as well as Peter Quints free ones:
http://vimeo.com/user2030228 [vimeo.com]
Good luck!
Christian
Houdini Lounge » slowing down time ?
- niietzshe
- 42 posts
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Houdini Indie and Apprentice » Poly Reduce "distance" problem
- niietzshe
- 42 posts
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Just tried it, it only seems to work with a camera for me and badly.
I've had to do it another way in VOPs using scatter and voronoi, then triangulating.
I've had to do it another way in VOPs using scatter and voronoi, then triangulating.
Houdini Indie and Apprentice » Poly Reduce "distance" problem
- niietzshe
- 42 posts
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Well, it doesn't seem to work?
I have a grid and a sphere and want to reduce the grids polygons based on proximity to sphere (going to be camera based LOD). But I just can't seem to get it to work.
Has anyone got an example of this?
Thanks for any help
Christian
I have a grid and a sphere and want to reduce the grids polygons based on proximity to sphere (going to be camera based LOD). But I just can't seem to get it to work.
Has anyone got an example of this?
Thanks for any help
Christian
Houdini Indie and Apprentice » Flip Fluids initial Volume of Points
- niietzshe
- 42 posts
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Thanks Jeff, we met not so long ago at a training day you did at DNEG.
With the most basic of setup, simply emptying the SOPPATH field and creating a particleFluid emitter that goes into the same merge as the popsolver doesn't work for me.
Having a mess around though, if I create an empty object DOP and a particle fluid configure, then stick that into the configure flip DOP it seems to do what I want.
While I have your attention, is it possible to mix flip and voxel fluids? For instance having a particle from a flip fluid drop into a voxel fluid and create a splash/disturbance?
Thanks for the pointer, I'm having a lot of frustrating fun messing with the fluid solvers this week.
Christian
With the most basic of setup, simply emptying the SOPPATH field and creating a particleFluid emitter that goes into the same merge as the popsolver doesn't work for me.
Having a mess around though, if I create an empty object DOP and a particle fluid configure, then stick that into the configure flip DOP it seems to do what I want.
While I have your attention, is it possible to mix flip and voxel fluids? For instance having a particle from a flip fluid drop into a voxel fluid and create a splash/disturbance?
Thanks for the pointer, I'm having a lot of frustrating fun messing with the fluid solvers this week.
Christian
Houdini Indie and Apprentice » Flip Fluids initial Volume of Points
- niietzshe
- 42 posts
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Hey everyone, I hope you can help me with this:
Imagine I make a sphere, then hit “Flip Fluid from Object”. It'll create a solid ball of points that'll start to fall when I hit play (and splash etc when it hits something). If I want to constantly emit, I create a “particleFluidEmitter” and plug it into the second input (I know it says 3rd, but I find it faster in the second, is there any reason for this?).
So now what I have is a big blob of water coming out of the sphere, followed by particles generated on the surface of the sphere which is much less dense. This isn't what I want.
Is there any way of disabling the initial volume of particles as I'm only interested in the particles emitted from the surface…
Thanks for any help,
Niietzshe
Imagine I make a sphere, then hit “Flip Fluid from Object”. It'll create a solid ball of points that'll start to fall when I hit play (and splash etc when it hits something). If I want to constantly emit, I create a “particleFluidEmitter” and plug it into the second input (I know it says 3rd, but I find it faster in the second, is there any reason for this?).
So now what I have is a big blob of water coming out of the sphere, followed by particles generated on the surface of the sphere which is much less dense. This isn't what I want.
Is there any way of disabling the initial volume of particles as I'm only interested in the particles emitted from the surface…
Thanks for any help,
Niietzshe
Technical Discussion » Advecting Particles (sticky)
- niietzshe
- 42 posts
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Ok I'll check some stuff out and get back to you guys if I still hit troubles.
Thanks for all your help.
Niietzshe
Thanks for all your help.
Niietzshe
Technical Discussion » Advecting Particles (sticky)
- niietzshe
- 42 posts
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Yeah I did that too (see original message). Am I missing anything else? Maybe it's a case of resolution, I'm doing this quite low to test it.
If nobody can think of anything off the top of their heads, I'll make another quick demo scene and upload it.
Thanks for all the suggestions so far!
Niietzshe
If nobody can think of anything off the top of their heads, I'll make another quick demo scene and upload it.
Thanks for all the suggestions so far!
Niietzshe
Technical Discussion » Advecting Particles (sticky)
- niietzshe
- 42 posts
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I'm using the the advect POP, they're flowing through the fluid, but not “sticking” to it. So imagine if it was a surface, I'd want the equivilent of “sticky points”.
Technical Discussion » Advecting Particles (sticky)
- niietzshe
- 42 posts
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I am trying to create something like this:
http://vimeo.com/5855153 [vimeo.com]
Problem is, if I create a fluid sim from a simple sphere, then create a particle emitter from the sphere and create the advection (changed to “position” instead of velocity) my particles seem to stick to the fluid a bit, but then disperse…
What am I missing to get the particles to “stick” to the fluid?
Thanks for any help
Niietzshe
http://vimeo.com/5855153 [vimeo.com]
Problem is, if I create a fluid sim from a simple sphere, then create a particle emitter from the sphere and create the advection (changed to “position” instead of velocity) my particles seem to stick to the fluid a bit, but then disperse…
What am I missing to get the particles to “stick” to the fluid?
Thanks for any help
Niietzshe
Technical Discussion » Realflow 5 > Houdini 11 OSX
- niietzshe
- 42 posts
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Awesome!
Just out of curiousity, is there any way of exporting reaflow particles/meshes from maya to Houdini? Preferebly keeping the attributes…
Just out of curiousity, is there any way of exporting reaflow particles/meshes from maya to Houdini? Preferebly keeping the attributes…
Technical Discussion » Realflow 5 > Houdini 11 OSX
- niietzshe
- 42 posts
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Hey everyone.
I'm just starting to play with realflow and I'd like to be able to import RF Particles into Houdini for meshing etc…
The official NextLimit plugin hasn't been released for H11 yet and I couldn't get it to work for H10 anyway. Is there any other way of getting these particles into Houdini?
Thanks for any help
Niietzshe
I'm just starting to play with realflow and I'd like to be able to import RF Particles into Houdini for meshing etc…
The official NextLimit plugin hasn't been released for H11 yet and I couldn't get it to work for H10 anyway. Is there any other way of getting these particles into Houdini?
Thanks for any help
Niietzshe
Houdini Lounge » OSX - Post-Install looking for X11R6
- niietzshe
- 42 posts
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I have just installed Houdini Apprentice on my mac. At first it wouldn't show any icons and was running unbearably slow. After installing a few different builds I started doing some detective work. Using the terminals houdini environment I found out it was looking for /usr/X11R6/*** on startup, which didn't exist.
I've managed to get it all to work by duplicating my X11 folder and renaming it X11R6, which is not ideal. How can I get around this and point houdini at my X11 folder instead?
Thanks for any advice.
Niietzshe
I've managed to get it all to work by duplicating my X11 folder and renaming it X11R6, which is not ideal. How can I get around this and point houdini at my X11 folder instead?
Thanks for any advice.
Niietzshe
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