Thank you.
I will try this evening when i get home from work.
I am not pro in Houdini and trying to understand and learn it.
Have done some small personal projects in past.
And currently trying to learn shaders and how to use my textures with the shader.
Atm i have imported the model (got the geometry node)
I was trying t use principle shader
But im getting confused what node do i create there.
Or should i instead dive inside object level and dive inside geometry node and do it that way?
I am sorry for those questions i know for profecional they may look silly.
I tried yesterday with this method that you see in picture but it for some reason did not work.
I ticked the texture box and i selected my texture path.
But in path i was able to select one file
Should i rename those files as mentioned above and select those both?
or…
Found 116 posts.
Search results Show results as topic list.
Technical Discussion » Can you can you recommend some good Houdini 16 Amarok UDIM tutoprials?
- ISUther
- 116 posts
- Offline
Technical Discussion » Can you can you recommend some good Houdini 16 Amarok UDIM tutoprials?
- ISUther
- 116 posts
- Offline
Hello,
I have 3D model in zbrush it has UDIM texture tiles.
Do you know any good tutorial that explains how to load textures in Houdini (UDIM textures).
This is the model i have created.
https://tanel.artstation.com/projects/LwA0v [tanel.artstation.com]
And you can see also textures sample.
(Textured in Mari).
I now need to bring model in to Houdini and load in also textures.
I have 3D model in zbrush it has UDIM texture tiles.
Do you know any good tutorial that explains how to load textures in Houdini (UDIM textures).
This is the model i have created.
https://tanel.artstation.com/projects/LwA0v [tanel.artstation.com]
And you can see also textures sample.
(Textured in Mari).
I now need to bring model in to Houdini and load in also textures.
Technical Discussion » VFX pipeline game assets and cinematic trailer quality 3D elements
- ISUther
- 116 posts
- Offline
Hello,
For example.
I create base model in Zbrush
I will do retopo to that model and create UV-s
I will divide model to high poly copunt to hold details and i project data from high poly model that does not have UV-s to model that has UV-s.
So i have model with high poly count with UV-s.
Now i will take that model in to Mari and start doing textures.
For example this model(Picture attached):
As you can see under orc eye there is roots or spider web similar element (part of it)
I wanted to texture that part as red (red as blood tumor similar thingy)
How can you build effect on the orc mesh only to that part?
Example i want it to grow as ice
At the picture you can see it as it is in the orc object (physically changed) so it is actual polygons
but what if i would have it only in textures.
Do i understand correctly that in order to build effect in Houdini for what ever object it requires (at least that part where effect is)have polygons.
You can`t build VFX effect from textures?
Sry if i sound a bit confusing. Tried to explain as good as i can
For example.
I create base model in Zbrush
I will do retopo to that model and create UV-s
I will divide model to high poly copunt to hold details and i project data from high poly model that does not have UV-s to model that has UV-s.
So i have model with high poly count with UV-s.
Now i will take that model in to Mari and start doing textures.
For example this model(Picture attached):
As you can see under orc eye there is roots or spider web similar element (part of it)
I wanted to texture that part as red (red as blood tumor similar thingy)
How can you build effect on the orc mesh only to that part?
Example i want it to grow as ice
At the picture you can see it as it is in the orc object (physically changed) so it is actual polygons
but what if i would have it only in textures.
Do i understand correctly that in order to build effect in Houdini for what ever object it requires (at least that part where effect is)have polygons.
You can`t build VFX effect from textures?
Sry if i sound a bit confusing. Tried to explain as good as i can
Technical Discussion » VFX pipeline game assets and cinematic trailer quality 3D elements
- ISUther
- 116 posts
- Offline
Hello,
I have been searching around the web but failed to find any good information regarding VFX pipeline for cinematic quality VFX.
Here is one sampe.
I created this orc in zbrush(See attachments).
And i started to texture it in Mari.
And then started to wonder does verry detailed cinematic vfx use high poly model and how high model usually is?
I can bake out normal maps but im not sure that you can do vfx on those details that you get from normal maps.
Other option is i can bake out displacement maps or what other option there is?
As how can you do specific detailed VFX on specific area on the model. For example skinn wrinkles start getting freezing effect that spreads based on mesh surface or something.
I have multiple ideas what to do.
https://tanel.artstation.com/ [tanel.artstation.com]
I have been searching around the web but failed to find any good information regarding VFX pipeline for cinematic quality VFX.
Here is one sampe.
I created this orc in zbrush(See attachments).
And i started to texture it in Mari.
And then started to wonder does verry detailed cinematic vfx use high poly model and how high model usually is?
I can bake out normal maps but im not sure that you can do vfx on those details that you get from normal maps.
Other option is i can bake out displacement maps or what other option there is?
As how can you do specific detailed VFX on specific area on the model. For example skinn wrinkles start getting freezing effect that spreads based on mesh surface or something.
I have multiple ideas what to do.
https://tanel.artstation.com/ [tanel.artstation.com]
Edited by ISUther - Aug. 13, 2017 06:59:55
Houdini Lounge » More cores and more ram better performance and render time in houdini (using mantra and pyro and flip fluids?)
- ISUther
- 116 posts
- Offline
What you see above is what i have at the moment at home.
I was planing to build Threadripper system.
to x399 platform.
Here are x399 motherboars that are available:
https://geizhals.eu/?cat=mbtr4&sort=p [geizhals.eu]
and now looking at CPU named as Threadripper
http://www.amd.com/en/products/ryzen-threadripper [www.amd.com]
Was plaing to get AMD Ryzen™ Threadripper™ 1950X Processor
Specifications # of CPU Cores
16Cores Threads 32 version with Base Clock Speed 3.4GHz, Max Turbo Core Speed 4GHz
Total L1 Cache 1.125MB
Total L2 Cache 8MB
Total L3 Cache 32MB
Unlocked (this means i can overclock it)
CMOS 14nm
PCI Express Version
PCIe 3.0
Default TDP / TDP
180W
Max Temps
68°C
And was planing to get atleast at start 64 gb DDR 4 memory
I was planing to build Threadripper system.
to x399 platform.
Here are x399 motherboars that are available:
https://geizhals.eu/?cat=mbtr4&sort=p [geizhals.eu]
and now looking at CPU named as Threadripper
http://www.amd.com/en/products/ryzen-threadripper [www.amd.com]
Was plaing to get AMD Ryzen™ Threadripper™ 1950X Processor
Specifications # of CPU Cores
16Cores Threads 32 version with Base Clock Speed 3.4GHz, Max Turbo Core Speed 4GHz
Total L1 Cache 1.125MB
Total L2 Cache 8MB
Total L3 Cache 32MB
Unlocked (this means i can overclock it)
CMOS 14nm
PCI Express Version
PCIe 3.0
Default TDP / TDP
180W
Max Temps
68°C
And was planing to get atleast at start 64 gb DDR 4 memory
Houdini Lounge » More cores and more ram better performance and render time in houdini (using mantra and pyro and flip fluids?)
- ISUther
- 116 posts
- Offline
Hello,
I am Tanel. From Estonia.
I am planing to build new PC due the fact that my old PC is not so good anymore.
This is what i have at the moment:
CPU Type HexaCore Intel Core i7, 3333 MHz (25 x 133)
Motherboard Name Asus Rampage III Extreme (1 PCI, 1 PCI-E x4, 4 PCI-E x16, 6 DDR3 DIMM, Audio, Dual Gigabit LAN, IEEE-1394)
Motherboard Chipset Intel Tylersburg X58, Intel Westmere
System Memory 6135 MB (DDR3-1333 DDR3 SDRAM)
DIMM1: Corsair Dominator CM3X2G1866C9D 2 GB DDR3-1333 DDR3 SDRAM (9-9-9-24 @ 666 MHz) (8-8-8-22 @ 592 MHz) (6-6-6-16 @ 444 MHz)
DIMM3: Corsair Dominator CM3X2G1866C9D 2 GB DDR3-1333 DDR3 SDRAM (9-9-9-24 @ 666 MHz) (8-8-8-22 @ 592 MHz) (6-6-6-16 @ 444 MHz)
DIMM5: Corsair Dominator CM3X2G1866C9D 2 GB DDR3-1333 DDR3 SDRAM (9-9-9-24 @ 666 MHz) (8-8-8-22 @ 592 MHz) (6-6-6-16 @ 444 MHz)
NVIDIA GeForce GTX 780 (3072 MB)
Audio Adapter Realtek ALC889 @ High Definition Audio Controller
Audio Adapter Realtek ALC889 @ Intel 82801JB ICH10 - High Definition Audio Controller
Disk Drive OCZ-VERTEX2 ATA Device (111 GB, IDE)
And Cooler Master Cosmos S PC case.
https://www.techpowerup.com/reviews/CoolerMaster/Cosmos_S/ [www.techpowerup.com]
And graphics card i have is Nvidia 780ti
Programs that i use:
zbrush (uses a lot of ram and cpu power)
Maya (uses a lot of ram and cpu power)
Houdini (uses a lot of ram and cpu power especially with simulations)
Substance Painter
Substance Designer
Mari (Uses a lot of ram)
and time to time i play. (World of Warcraft, World of Tanks, Hon, and some other games)
Goal is to build new PC that is good in rendering but same time i am able to play on max settings latest games.
I do not want xeon cpu-s as the base clock they got is too low.
And most Intel parts are overpriced.
Ryzen seems to be good
If you look at those motherboards
https://geizhals.eu/?cat=mbtr4&sort=p [geizhals.eu]
As i understand correctly Houdini Mantra is CPU based rendering
But regarding flip fuids and pyro will it work better if pc has more ram and more cores (example threadripper) ?
I am Tanel. From Estonia.
I am planing to build new PC due the fact that my old PC is not so good anymore.
This is what i have at the moment:
CPU Type HexaCore Intel Core i7, 3333 MHz (25 x 133)
Motherboard Name Asus Rampage III Extreme (1 PCI, 1 PCI-E x4, 4 PCI-E x16, 6 DDR3 DIMM, Audio, Dual Gigabit LAN, IEEE-1394)
Motherboard Chipset Intel Tylersburg X58, Intel Westmere
System Memory 6135 MB (DDR3-1333 DDR3 SDRAM)
DIMM1: Corsair Dominator CM3X2G1866C9D 2 GB DDR3-1333 DDR3 SDRAM (9-9-9-24 @ 666 MHz) (8-8-8-22 @ 592 MHz) (6-6-6-16 @ 444 MHz)
DIMM3: Corsair Dominator CM3X2G1866C9D 2 GB DDR3-1333 DDR3 SDRAM (9-9-9-24 @ 666 MHz) (8-8-8-22 @ 592 MHz) (6-6-6-16 @ 444 MHz)
DIMM5: Corsair Dominator CM3X2G1866C9D 2 GB DDR3-1333 DDR3 SDRAM (9-9-9-24 @ 666 MHz) (8-8-8-22 @ 592 MHz) (6-6-6-16 @ 444 MHz)
NVIDIA GeForce GTX 780 (3072 MB)
Audio Adapter Realtek ALC889 @ High Definition Audio Controller
Audio Adapter Realtek ALC889 @ Intel 82801JB ICH10 - High Definition Audio Controller
Disk Drive OCZ-VERTEX2 ATA Device (111 GB, IDE)
And Cooler Master Cosmos S PC case.
https://www.techpowerup.com/reviews/CoolerMaster/Cosmos_S/ [www.techpowerup.com]
And graphics card i have is Nvidia 780ti
Programs that i use:
zbrush (uses a lot of ram and cpu power)
Maya (uses a lot of ram and cpu power)
Houdini (uses a lot of ram and cpu power especially with simulations)
Substance Painter
Substance Designer
Mari (Uses a lot of ram)
and time to time i play. (World of Warcraft, World of Tanks, Hon, and some other games)
Goal is to build new PC that is good in rendering but same time i am able to play on max settings latest games.
I do not want xeon cpu-s as the base clock they got is too low.
And most Intel parts are overpriced.
Ryzen seems to be good
If you look at those motherboards
https://geizhals.eu/?cat=mbtr4&sort=p [geizhals.eu]
As i understand correctly Houdini Mantra is CPU based rendering
But regarding flip fuids and pyro will it work better if pc has more ram and more cores (example threadripper) ?
Technical Discussion » Importing textured asset to Houdini for VFX effect? What aspects to consider when creating a textures for vfx?
- ISUther
- 116 posts
- Offline
Hello,
I have created a model in zbrush.
This model:
http://isuther.artstation.com/projects/DWdB0 [isuther.artstation.com]
And i am trying to texture the model. (got Mari and Substance Painter)
What do i take in to the note when creating textures?
Do i need to use specific maps (normal maps or displacement maps or..?)
Plan was to create not only the steady render but create it this way that the model is like a statue or similar and then wind blows it away like particles or something.
Something like this:
But i want orc to be realistic something like this:
https://www.artstation.com/artwork/lnEQO [www.artstation.com]
And i don`t want to loose my job when texturing object and then discovering that it wont work in Houdini for vfx.
Currently i am studyng Mari and Substance in pluralsight and gnomon workshop
I have created a model in zbrush.
This model:
http://isuther.artstation.com/projects/DWdB0 [isuther.artstation.com]
And i am trying to texture the model. (got Mari and Substance Painter)
What do i take in to the note when creating textures?
Do i need to use specific maps (normal maps or displacement maps or..?)
Plan was to create not only the steady render but create it this way that the model is like a statue or similar and then wind blows it away like particles or something.
Something like this:
But i want orc to be realistic something like this:
https://www.artstation.com/artwork/lnEQO [www.artstation.com]
And i don`t want to loose my job when texturing object and then discovering that it wont work in Houdini for vfx.
Currently i am studyng Mari and Substance in pluralsight and gnomon workshop
Edited by ISUther - June 21, 2017 05:22:23
Houdini Learning Materials » Please help with retopo in Houdini 16
- ISUther
- 116 posts
- Offline
I did look at this video
https://www.youtube.com/watch?v=0yssikB4l2s [www.youtube.com]
That seems to be one of the rare retopo videos for houdini retopo.
I have fiew questions.
1. How to make polygon points snap exactly in to midle?
2. Example i retopo front face partly and now also working on neck and back of the head.
What i end up having is retopoed front face and when i look my modle from front i see also dots from retopoed parts that i have done in other side of mesh.
That causes chaotic mess as then when i try to connect front face polygons they some times snap to polygons that nare way other side of the mesh. Is there a option so depending on what angle i look at mesh i see on that side polygon Vertexes and not other side polygon Vertexes.
https://www.youtube.com/watch?v=0yssikB4l2s [www.youtube.com]
That seems to be one of the rare retopo videos for houdini retopo.
I have fiew questions.
1. How to make polygon points snap exactly in to midle?
2. Example i retopo front face partly and now also working on neck and back of the head.
What i end up having is retopoed front face and when i look my modle from front i see also dots from retopoed parts that i have done in other side of mesh.
That causes chaotic mess as then when i try to connect front face polygons they some times snap to polygons that nare way other side of the mesh. Is there a option so depending on what angle i look at mesh i see on that side polygon Vertexes and not other side polygon Vertexes.
Technical Discussion » Houdini 16 what is the priority regarding rendering? (CPU, GPU or DDR4?)
- ISUther
- 116 posts
- Offline
Hello,
I am planing to update my pc.
Getting totally new one or updating existing one.
Wanted t know what is most important?
CPU
GPU
or
DDR4
Also if CPU is hypherthreading important and more threads more helpful regaring boosting mantra rendering for example?
I do time to time Play also PC games.
This means that need pc that can handle verry well simulations and rendering but same time can play latest games on max settings with no problems.
Trying to find out is the i7 good idea (note cant spent 1500 on cpu as then i have only 500 euros left for motherboard)
I currently have old PC
Motherboard Name Asus Rampage III Extreme (1 PCI, 1 PCI-E x4, 4 PCI-E x16, 6 DDR3 DIMM, Audio, Gigabit LAN, IEEE-1394)
Motherboard Chipset Intel Tylersburg X58, Intel Westmere
DIMM1: Corsair Dominator CM3X2G1866C9D 2 GB DDR3-1333 DDR3 SDRAM (9-9-9-24 @ 666 MHz) (8-8-8-22 @ 592 MHz) (6-6-6-16 @ 444 MHz)
CPU Type HexaCore Intel Core i7-970, 3200 MHz (24 x 133)
Video Adapter NVIDIA GeForce GTX 780 (3 GB)
Disk Drive OCZ-VERTEX2 ATA Device (SATA-II)
Disk Drive WDC WD1002FAEX-00Z3A0 ATA Device (1 TB, 7200 RPM, SATA-III)
got also SSD and 7200 rpm velocy raptor hdd
Later planed to max pc to 128 gb ram (ddr4)
and as i understand this means getting x99 motherboard
Planing also to use Mari for texturing
zbrush for sculpting and after effects for some stuff
And dont want to tie myself only wiht one rendering engine
I am planing to update my pc.
Getting totally new one or updating existing one.
Wanted t know what is most important?
CPU
GPU
or
DDR4
Also if CPU is hypherthreading important and more threads more helpful regaring boosting mantra rendering for example?
I do time to time Play also PC games.
This means that need pc that can handle verry well simulations and rendering but same time can play latest games on max settings with no problems.
Trying to find out is the i7 good idea (note cant spent 1500 on cpu as then i have only 500 euros left for motherboard)
I currently have old PC
Motherboard Name Asus Rampage III Extreme (1 PCI, 1 PCI-E x4, 4 PCI-E x16, 6 DDR3 DIMM, Audio, Gigabit LAN, IEEE-1394)
Motherboard Chipset Intel Tylersburg X58, Intel Westmere
DIMM1: Corsair Dominator CM3X2G1866C9D 2 GB DDR3-1333 DDR3 SDRAM (9-9-9-24 @ 666 MHz) (8-8-8-22 @ 592 MHz) (6-6-6-16 @ 444 MHz)
CPU Type HexaCore Intel Core i7-970, 3200 MHz (24 x 133)
Video Adapter NVIDIA GeForce GTX 780 (3 GB)
Disk Drive OCZ-VERTEX2 ATA Device (SATA-II)
Disk Drive WDC WD1002FAEX-00Z3A0 ATA Device (1 TB, 7200 RPM, SATA-III)
got also SSD and 7200 rpm velocy raptor hdd
Later planed to max pc to 128 gb ram (ddr4)
and as i understand this means getting x99 motherboard
Planing also to use Mari for texturing
zbrush for sculpting and after effects for some stuff
And dont want to tie myself only wiht one rendering engine
Edited by ISUther - March 30, 2017 17:26:13
Technical Discussion » Using referance images in Houdini 16 for modeling. What methods there are and what to use?
- ISUther
- 116 posts
- Offline
I am planing to model based on Wei Wang 2D pictures.
Did try Maya but decided to test modeling in Houdini.
My artist page is here:
https://isuther.artstation.com/ [isuther.artstation.com]
My question is:
is the Background image usage best method or is there some other method also?
My concern here is that:
1.) Can i see front and side view images same time in perspective view if needed?
2.) If i create an element for example box and i need to model from that using ref image how can i see image same time as i see box object but cant see image as object is front of image.
I tried different modes also.
xray etc but same issue. I see oibject but not the picture behind it.
But need to see both same time.
Did try Maya but decided to test modeling in Houdini.
My artist page is here:
https://isuther.artstation.com/ [isuther.artstation.com]
My question is:
is the Background image usage best method or is there some other method also?
My concern here is that:
1.) Can i see front and side view images same time in perspective view if needed?
2.) If i create an element for example box and i need to model from that using ref image how can i see image same time as i see box object but cant see image as object is front of image.
I tried different modes also.
xray etc but same issue. I see oibject but not the picture behind it.
But need to see both same time.
Edited by ISUther - March 5, 2017 17:49:07
Technical Discussion » Installing Houdini 16 (Indie)
- ISUther
- 116 posts
- Offline
Yes i tried. Restarted PC
And tried to resting again and now it worked.
Thank you so much for trying to help.
Houdini community is SUPER!
And tried to resting again and now it worked.
Thank you so much for trying to help.
Houdini community is SUPER!
Technical Discussion » Installing Houdini 16 (Indie)
- ISUther
- 116 posts
- Offline
http://license.sidefx.com/ [license.sidefx.com]
Requiers to log in.
There i use same username and password that i use to log in to Side FX (as i am posting here).
But it is not working.
And i did try also run as admin with Licence administrator.
Requiers to log in.
There i use same username and password that i use to log in to Side FX (as i am posting here).
But it is not working.
And i did try also run as admin with Licence administrator.
Technical Discussion » Installing Houdini Indie Licence
- ISUther
- 116 posts
- Offline
I did try to follow this guide:
https://vimeo.com/132559209 [vimeo.com]
When Houdini LIcense Administrator is open i click also File >> Install Licence
and i enter my e-mail and password (same as i use here to log in)
But i get an error:
https://vimeo.com/132559209 [vimeo.com]
When Houdini LIcense Administrator is open i click also File >> Install Licence
and i enter my e-mail and password (same as i use here to log in)
But i get an error:
Edited by ISUther - March 5, 2017 13:40:57
Technical Discussion » Installing Houdini 16 (Indie)
- ISUther
- 116 posts
- Offline
Hello,
I have purchased Houdini Idie
1 Renderer (Non-Commercial) 16.0
1 Houdini FX (Non-Commercial) 16.0
1 Houdini Indie 16.0
When i install the product (No other Houdini versions installed)
Setup has by default like this:
Should i un-check the commercial License Server?
I did buyy Indie version (NODE LOCKED
ANNUAL RENTAL)
COst 199 USD
What for are those HQueue Client and Server?
I have purchased Houdini Idie
1 Renderer (Non-Commercial) 16.0
1 Houdini FX (Non-Commercial) 16.0
1 Houdini Indie 16.0
When i install the product (No other Houdini versions installed)
Setup has by default like this:
Should i un-check the commercial License Server?
I did buyy Indie version (NODE LOCKED
ANNUAL RENTAL)
COst 199 USD
What for are those HQueue Client and Server?
Houdini Learning Materials » How to lower render time without loosing quality?
- ISUther
- 116 posts
- Offline
Wanted to say hello to everyone and let u all know i am still investing my time in to Houdini but now also to zbrush.
Here is one version what turned out from this effect:
Here is one version what turned out from this effect:
Houdini Learning Materials » How to create a perfect shape line with points?
- ISUther
- 116 posts
- Offline
Audio is a bit out of shape but i will explain problem here:
https://www.youtube.com/watch?v=8S1WiJA_RRo [youtube.com]
At the moment i need to figure out how to create only 1 similar name it as u want: tenticle, vine, stiv
And later grow smaller ones from that main one.
https://www.youtube.com/watch?v=8S1WiJA_RRo [youtube.com]
At the moment i need to figure out how to create only 1 similar name it as u want: tenticle, vine, stiv
And later grow smaller ones from that main one.
Houdini Learning Materials » How to create a perfect shape line with points?
- ISUther
- 116 posts
- Offline
I have a circle with setup that you see in picture
and i have line
I want line to be same shape as my circle is same lenght.
I use used Circle because i failed to do good shape with curve tool
And later discovered that circle does not have a point parameret option as line has.
and i have line
I want line to be same shape as my circle is same lenght.
I use used Circle because i failed to do good shape with curve tool
And later discovered that circle does not have a point parameret option as line has.
Houdini Learning Materials » Leaf Project Question 1.) How to make stiv grow from point A to point B?
- ISUther
- 116 posts
- Offline
Hello,
I decided to change the way i learn Houdini. And instead trying to do one big project all at once gets me confused i decided to do it step by step.
Also instead taking and using copy method from some one else tutorial create something myself from scratch. I hope that i am capable to learn this way more.
Of course time to time i will mimic some one else tutorial and try to change that and create something else. But i think this will be my first full project.
Step by step.
Goal is create logo that i added. I want to animate it and give it more flavor.
———————————————————-
Animation description:
1.) Main stiv starts to grow from middle bottom.
2.) That stiv grows to left, and when it grows same time from that stiv smaller stivs for each leafs grows and at end of those smaller stivs will evolve a leaf (shape that i have in logo).
So left side leafs must be different and they can`t be same shape. They must be the shape that you see them in logo.
3.) I want that stiv that grows to left has also small twist in it so it wont be so arc, but it cant be to messy as leaves should grow in to the place where you see leaves in logo.
4.) At the end of animation leafs will stay but stivs will dissolve or burn away or disappear in some other manner.
5.) Leaves should have very high detail so i can do very close camera shots and see leaf bumps and depths
———————————————————-
This topic question:
1.) How to make stiv grow from point A to point B?
What node to use?
———————————————————-
What i did so far?
1.) Created “Circle” geo node
2.) Dived inside “Circle” geo node anc changed Divisions to 50
3.) Changed “Arc Type” to “Open Arc”
4.) Changed “Arc Angles” (205 and 280)
———————————————————-
I attached hip file.
———————————————————-
Additional notes!
* I am planing to do everything step by step. The project is big, but i split it to smaller pieces so this way i hope to learn more.
* I tried to do everything at once and faast but this is not how things work.
I decided to change the way i learn Houdini. And instead trying to do one big project all at once gets me confused i decided to do it step by step.
Also instead taking and using copy method from some one else tutorial create something myself from scratch. I hope that i am capable to learn this way more.
Of course time to time i will mimic some one else tutorial and try to change that and create something else. But i think this will be my first full project.
Step by step.
Goal is create logo that i added. I want to animate it and give it more flavor.
———————————————————-
Animation description:
1.) Main stiv starts to grow from middle bottom.
2.) That stiv grows to left, and when it grows same time from that stiv smaller stivs for each leafs grows and at end of those smaller stivs will evolve a leaf (shape that i have in logo).
So left side leafs must be different and they can`t be same shape. They must be the shape that you see them in logo.
3.) I want that stiv that grows to left has also small twist in it so it wont be so arc, but it cant be to messy as leaves should grow in to the place where you see leaves in logo.
4.) At the end of animation leafs will stay but stivs will dissolve or burn away or disappear in some other manner.
5.) Leaves should have very high detail so i can do very close camera shots and see leaf bumps and depths
———————————————————-
This topic question:
1.) How to make stiv grow from point A to point B?
What node to use?
———————————————————-
What i did so far?
1.) Created “Circle” geo node
2.) Dived inside “Circle” geo node anc changed Divisions to 50
3.) Changed “Arc Type” to “Open Arc”
4.) Changed “Arc Angles” (205 and 280)
———————————————————-
I attached hip file.
———————————————————-
Additional notes!
* I am planing to do everything step by step. The project is big, but i split it to smaller pieces so this way i hope to learn more.
* I tried to do everything at once and faast but this is not how things work.
Edited by ISUther - Sept. 28, 2016 06:53:04
Technical Discussion » Growing stev and Laurel leaves animation?
- ISUther
- 116 posts
- Offline
Hello,
I have project that i want to do.
Idea is like this:
There is a logo.
Similar to this one:
https://pbs.twimg.com/profile_images/481668402348437505/MC24RYMK_400x400.png [pbs.twimg.com]
My goal or idea is that logo occures in 3 D animation.
————————————
Step 1: Stev (or branch?) grows from nothing to shape
also on same time when Stev is growing leaves are bending from the Stev in to the shape that you see in logo.
Step 2: When leaves have ocured Stev itself disolves (particles or some other smooth way)
Note! Leaves should have high level of details as i am planing to create close up camera shots with mooving camera (so leaves cant be paper thin and should have bumps and dephs as you see outside in nature.)
Here is one example where texturing in Zbrush is used.
https://www.youtube.com/watch?v=YDChCU_4wos [youtube.com]
I am not sure was this the best way to start with this project. And i am not sure that Zbrush is right tool as if is want leaves to bend and evolve is that possible using 3-d object that i model in zbrush? (or aloternative that i find somwhere high detailed leaves (Must be laurel leafs and similar as you see in logo that i mentioned above)
I Did get idea to do it when i was looking at:
https://www.youtube.com/watch?v=Uhr3HjHW_oU [youtube.com]
Details that i wanted in this animation on leafs is high.
I am not sure what is the best way to create leaves and is zbrush good for that as i do not want my leaves look cheap and like paper but actual leafs.
May be use reference method in Zbrush?
Method that one person is using in this video (Time frame: 08:35).
https://www.youtube.com/watch?v=8Ididulfg9w [youtube.com]
If you have good idea how to proceed and should i re-do the animation and not use FX Hive tutorial in order to achieve animation that i explained above?
I have project that i want to do.
Idea is like this:
There is a logo.
Similar to this one:
https://pbs.twimg.com/profile_images/481668402348437505/MC24RYMK_400x400.png [pbs.twimg.com]
My goal or idea is that logo occures in 3 D animation.
————————————
Step 1: Stev (or branch?) grows from nothing to shape
also on same time when Stev is growing leaves are bending from the Stev in to the shape that you see in logo.
Step 2: When leaves have ocured Stev itself disolves (particles or some other smooth way)
Note! Leaves should have high level of details as i am planing to create close up camera shots with mooving camera (so leaves cant be paper thin and should have bumps and dephs as you see outside in nature.)
Here is one example where texturing in Zbrush is used.
https://www.youtube.com/watch?v=YDChCU_4wos [youtube.com]
I am not sure was this the best way to start with this project. And i am not sure that Zbrush is right tool as if is want leaves to bend and evolve is that possible using 3-d object that i model in zbrush? (or aloternative that i find somwhere high detailed leaves (Must be laurel leafs and similar as you see in logo that i mentioned above)
I Did get idea to do it when i was looking at:
https://www.youtube.com/watch?v=Uhr3HjHW_oU [youtube.com]
Details that i wanted in this animation on leafs is high.
I am not sure what is the best way to create leaves and is zbrush good for that as i do not want my leaves look cheap and like paper but actual leafs.
May be use reference method in Zbrush?
Method that one person is using in this video (Time frame: 08:35).
https://www.youtube.com/watch?v=8Ididulfg9w [youtube.com]
If you have good idea how to proceed and should i re-do the animation and not use FX Hive tutorial in order to achieve animation that i explained above?
Houdini Learning Materials » Growth Propagation In Houdini (Question regarding adding material)
- ISUther
- 116 posts
- Offline
Enivob
One way to handle multiple effects is to simply create a new GEO object at the OBJ level and dive inside. Throw away the File node and drop down an ObjectMerge. Point the merge to the final node in your original effect. Choose Transform Into This Object.
Here is an example file that takes an animated mountain sphere and then continues an effect to fracture that source.
Original is RED, continued is BLUE.
But is it possible to use blend shapes but in Geometry level?
I have 2 different effects on diferent nodes and i want them to blend in to one?
-
- Quick Links