Hi,
In my tutorial there are actually two technique you can use for this effect:
http://www.youtube.com/watch?v=fp10-VhuXf8&list=UUZXUssGSY19udsDX5L20A5g&feature=c4-overview [youtube.com]
You could use particles or a smoke simulation
Found 231 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Dust from impact
- vleermeneer
- 245 posts
- Offline
Houdini Indie and Apprentice » Renaming OTL's
- vleermeneer
- 245 posts
- Offline
Is it possible to rename OTL files after you've pressed “create digitial asset”?
I made a typo and found this out later in Unity, but I dont know where I can change this.. ops:
I made a typo and found this out later in Unity, but I dont know where I can change this.. ops:
Work in Progress » Reel 2013
- vleermeneer
- 245 posts
- Offline
Very nice reel Alejandro, I have been looking at your work every now and then. Keep up the good stuff!!
Houdini Learning Materials » Procedural Cracking Tool Tutorial
- vleermeneer
- 245 posts
- Offline
Houdini Learning Materials » Procedural Cracking Tool Tutorial
- vleermeneer
- 245 posts
- Offline
I'm rendering a new version with better sound, the sound was just to horrible to listen at..
Its gonna take all night to render in AVID so I will upload tomorrow morning!
Its gonna take all night to render in AVID so I will upload tomorrow morning!
Houdini Lounge » pass attribut on pack primitive
- vleermeneer
- 245 posts
- Offline
Hi there,
Not sure if I understood exactly what you wanted but check the file please.
This is some kind of a cheat.. :roll:
But I dont think you can actually pass an attribute to packed geometry, but usually when you unpack your geometry you should have your attributes before you packed em exactly the way you had em.
Not sure if I understood exactly what you wanted but check the file please.
This is some kind of a cheat.. :roll:
But I dont think you can actually pass an attribute to packed geometry, but usually when you unpack your geometry you should have your attributes before you packed em exactly the way you had em.
Houdini Learning Materials » Procedural Cracking Tool Tutorial
- vleermeneer
- 245 posts
- Offline
Hi guys,
Here's the second part of the tutorial, this one is all about simulations:
http://www.youtube.com/watch?v=-bKtAtNprW8&feature=youtu.be [youtube.com]
Sorry for the sound quality.. ops:
Here's the second part of the tutorial, this one is all about simulations:
http://www.youtube.com/watch?v=-bKtAtNprW8&feature=youtu.be [youtube.com]
Sorry for the sound quality.. ops:
Houdini Lounge » H13 multithreading
- vleermeneer
- 245 posts
- Offline
Houdini Indie and Apprentice » Clean Intersecting Paths
- vleermeneer
- 245 posts
- Offline
Houdini Indie and Apprentice » I have no idea how to do this...
- vleermeneer
- 245 posts
- Offline
If you can explain “fixed to an arbitrary surface” in more depth I might be able to help
Houdini Indie and Apprentice » I have no idea how to do this...
- vleermeneer
- 245 posts
- Offline
Houdini Indie and Apprentice » I have no idea how to do this...
- vleermeneer
- 245 posts
- Offline
You should use peak from this node:
tetrahedralize1
Because the target requires you to have the same geometry (or the same amount of points / primitives).
You used peak on the “copy1” node, which has a different topology and is not the same topology as further down the chain: tetrahedralize1
I hope this makes things clear.
tetrahedralize1
Because the target requires you to have the same geometry (or the same amount of points / primitives).
You used peak on the “copy1” node, which has a different topology and is not the same topology as further down the chain: tetrahedralize1
I hope this makes things clear.
Houdini Indie and Apprentice » I have no idea how to do this...
- vleermeneer
- 245 posts
- Offline
Joker386
Also we can use only “Peak SOP” instead of “Foreach SOP” for scaling each Sphere :idea:
Somehow I was not aware of this.. ops:
thanks!
Houdini Indie and Apprentice » I have no idea how to do this...
- vleermeneer
- 245 posts
- Offline
Take a look at the screenshots please.
The “OUT_REST_SIZE” null is the target scale for the spheres to scale to.
You can actually animate this node, the FEM does take in account what is the rest position.
What I basically did is I've created a small sphere for simulation, and used a bigger sphere for rest position. What FEM will do with this: it tries to go to rest position, since the start of the sphere is small it will grow to the bigger rest position.
The “OUT_REST_SIZE” null is the target scale for the spheres to scale to.
You can actually animate this node, the FEM does take in account what is the rest position.
What I basically did is I've created a small sphere for simulation, and used a bigger sphere for rest position. What FEM will do with this: it tries to go to rest position, since the start of the sphere is small it will grow to the bigger rest position.
Houdini Indie and Apprentice » I have no idea how to do this...
- vleermeneer
- 245 posts
- Offline
Oh thats weird, in one of my earlier tests Houdini told me the target required a velocity attribute. I must have passed that onto this setup also so sorry for the confusion.
Houdini Indie and Apprentice » I have no idea how to do this...
- vleermeneer
- 245 posts
- Offline
Ah yes, might have to mention this:
Reason foreach:
I want to scale the spheres individually, (you can also use a second Copy SOP instead but I chose a different way) the xform SOP inside the foreach is used to scale every sphere from the center with centroid() expression.
The point sop is actually very important when using FEM, your target needs to have velocity attributes, I used the normals as my velocity attribute. This way the sphere scales in the direction of the normals.
Reason foreach:
I want to scale the spheres individually, (you can also use a second Copy SOP instead but I chose a different way) the xform SOP inside the foreach is used to scale every sphere from the center with centroid() expression.
The point sop is actually very important when using FEM, your target needs to have velocity attributes, I used the normals as my velocity attribute. This way the sphere scales in the direction of the normals.
Houdini Indie and Apprentice » I have no idea how to do this...
- vleermeneer
- 245 posts
- Offline
Let me know if you are stuck, I will give a more detailed explaination.
Thanks
Joker386
I checked your File ,That's so clever way :wink:
Thanks
Houdini Indie and Apprentice » I have no idea how to do this...
- vleermeneer
- 245 posts
- Offline
I've created an example, not sure if this is what you are looking for?
http://www.youtube.com/watch?v=u_JxX-KvjtA&feature=youtu.be [youtube.com]
What I basically did in here is copying multiple spheres in SOP and used that as FEM object in DOP, the next thing to do is scale all of the spheres in SOP into a different NULL which I called OUT_TARGET_SIZE.
And as last you should take the solid object node in DOP, and in geometry use the “OUT_TARGET_SIZE” null as your rest position, which will make your object grow..
http://www.youtube.com/watch?v=u_JxX-KvjtA&feature=youtu.be [youtube.com]
What I basically did in here is copying multiple spheres in SOP and used that as FEM object in DOP, the next thing to do is scale all of the spheres in SOP into a different NULL which I called OUT_TARGET_SIZE.
And as last you should take the solid object node in DOP, and in geometry use the “OUT_TARGET_SIZE” null as your rest position, which will make your object grow..
Houdini Indie and Apprentice » Clean Intersecting Paths
- vleermeneer
- 245 posts
- Offline
I've also added some procedural uv's for the road, now the last thing to do is generate useable uv's for the crossings.. : 8)
Houdini Indie and Apprentice » Clean Intersecting Paths
- vleermeneer
- 245 posts
- Offline
-
- Quick Links