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Houdini Paint Color (+ HipFile) Untitled. Cut And ...: Side Effects Webinar. Jeff Wagner氏によるWebinarのメモ。

Cut And ...: Side Effects Webinar

録画されたvimeoはGo Procedural on Vimeoにアップされています。 VEXによる三項演算子や便利なヘルプの説明。 VEXの初歩としては秀逸な内容でした。 得にfetching input attributes, setattribtypeinfo(),chv(),ch(),pcfind(), pgfind(), pcfind_radius(),smooth() Useful Help Pages : ⓪ POP Drag : Use Vexpressions : Scale Drag By Normalized Ageを改定 airresist *= @P.y; windvelocity *= {0, 1. 0}; ① 三項演算子 int condition = (@P.x > 0) ? [Houdini Snippet] Soft Bouncing Jellies using Houdini FEM Solver.

Houdini - Spherical Surface Spheres (scene file) Houdini - Faux cellular look using POPs (scene file) Bubbling Shader - Lighting & Rendering. How to Create Particles Advected by Volume in Houdini. Particle animation can be mesmerizing and can also be the basis of some pretty studding images.

How to Create Particles Advected by Volume in Houdini

Using a mix of Side Effects Houdini, Cinema 4D, and Redshift, Motion Designer Alexander Golubeff covers how to create particles that are advected by volume fluids. The bulk of the particle work is in Houdini. Alexander uses Cinema 4D and Redshift to render out the final animation. The tutorial covers how to export the geometry from Houdini into Cinema 4D using Alembic, and a simple lighting and scene setup in C4D.

Simon Fiedler shows how you can set up V-Trails to create shapes in Houdini, with a custom vector volume that uses tangents from a curve to control the shape. Johnny Farmfield on Patreon. How to make the bubbles of a water pouring glass. Houdini - Soap bubble pop (scene file) Building the geoboil setup in Houdini. Houdini Process : "Glass Body" from BW Design - helloluxx. Houdini Maelstrom RnD. Custom Vortex Field - FLIP Whirlpool. Distort noise to follow geometry flow?

Organic Tissue by texture \ image. Water Splashing on rocks - Houdini Flip Simulation. Coherent and Adherent Fluids in Houdini (Simulating Small Scale Fluids) Houdini Tutorial: Add velocity to FLIP fluids (only once or over time) How to Simulate Helicopter Field. 11-01-2017___Lsystem_smoke_burst + HIP and NK files. Filip_tarczewski on Gumroad. Houdiniかんたんレシピ 8 ~ Reference Copy(チャンネル参照) ~ ~基本的すぎてあまり紹介されない、ちょっと便利なTips紹介~ 『Houdiniかんたんレシピ』は、Houdiniを使っていく上で、基本的なことですが基本すぎてチュートリアル等で紹介されないような、ちょっとしたTipsや、ニッチな機能を紹介していくシリーズです。

Houdiniかんたんレシピ 8 ~ Reference Copy(チャンネル参照) ~

今回は第八回目として、 Reference Copy(チャンネル参照)について紹介します。 HoudiniのReference Copy(チャンネル参照)は他のパラメータを参照する基本中の基本のExpressionでch()関数を使います。 よく使う関数なので、手で打つだけでなく簡単にメニューから作成する方法が用意されています。 それを簡単に紹介していきましょう。 簡単にReference Copyを作る時は、参照したい元パラメーターを右クリックして、Copy Parameter で一度キャッシュにコピーします。 Paste Relative References だと自ノードからの相対参照になります。 Paste Other > Paste Absolute Referencesだと、/ からの絶対参照になります。 ちなみに、 Paste Value で元の数値がそのままコピーされます。 参照元と参照先の両方のパラメーターが見えているときは、パラメータを直接ドラッグ&ドロップすることでReference Copyを作ることができます。 1つや2つのパラメータを参照する時は、このように一つずつ参照すればいいのですがまとめてノードごと参照したい時は、Create Reference Copyを使うと、全てのパラメータをまとめて参照するノードがコピーされます。 おまけ chf()関数を使うことで、任意のフレーム数分タイムシフトさせたReference Copyを作ることができます。 慣れてくると、より複雑なExpressionを作ることができるようになります。 Houdiniかんたんレシピ 8 ~ Reference Copy(チャンネル参照) ~ Moana - Moana Meets the Ocean. Rayleigh Taylor Instability 3. FLIP/Grains interaction setup - hip file - Effects. H15 Attribute transfer POP ?

Swirl Force for FLIP Fluids in Houdini. Colorburst - Process Reel. Houdini Fx - Tar Colorburst. Houdini pyro colored smoke mixing (setup included) HOUDINI 튜토리얼 - Rain Drops Effects (파일첨부) Create An Actual Wind Tunnel in Houdini. Shaping particle simulations with interaction forces in Houdini – Couple of ideas about Pipeline, CG & FX. In this post I will try to explain principles behind implementation of the research paper Shaping particle simulations with interaction forces published by DreamWorks in 2014.

Shaping particle simulations with interaction forces in Houdini – Couple of ideas about Pipeline, CG & FX

This technique allows us to create forces on particles which can result in variety of interesting motions, one of them resembling water behavior. This approach is more efficient than complex liquid simulations since it does not include volumetric operations (as in FLIP solvers for example) and is also easy to control and to combine with any other particle forces. I did this implementation in Houdini and VEX, but principles apply to any other software. I assume that you have read the paper and have working knowledge of Houdini. This is not a step-by-step tutorial, rather an overview about how to approach implementation of the paper. If I understood the idea behind the paper correctly, then the implementation can be broken into the following steps. Step 1 Step 2 Luckily statistics can help us. Step 3 project file. Swirl Force for FLIP Fluids in Houdini. Merk is creating C4D Tutorials. Targetvを活用する. FLIP MagneticFluid v001. SmashHits - Making of. SmashHits - Fire/Varnish.

How would you do this... Cell expension algorithm suggestion - Effects. Houdini - Cellular Grains (scene file) Mitosis in SideFX Houdini. Procedural venation - Modeling. FlexMonkey: Simulating Mitosis in Houdini. Here's a quick and easy way to create a procedural simulation of cell mitosis that, in my opinion, looks pretty impressive.

FlexMonkey: Simulating Mitosis in Houdini

The simulation is based on a point cloud which is wrangled inside a solver. My main network looks like: The initial point cloud is crated with a Point Generate. The video above starts with just ten points.The positions of the points are randomized with a Point Jitter.The Solver contains my mitosis simulation VEX which is described below.The final render uses metaballs with a mode of Threshold Radius. This mode helps reduce the "popping" effect caused by the creation of new points....which are copied to each point with a Copy node.The real action takes place in an Attribute Wrangle inside the Solver. Int pointCloud = pcopen(0, "P", @P, 1 , 50);vector localCentre = pcfilter(pointCloud, "P");vector v = set(@P.x - localCentre.x, @P.y - localCentre.y, @P.z - localCentre.z);@P += v * 0.75; Addendum Here's an evolved example.

Snapping points of wires together - General Houdini Questions. Houdini organic growth pattern. Houdini sticking particles to surfaces. Poured Acrylic Painting 53 ~ Sky Current ~MAGIC CELLS Flip cup by Maigan Lynn. Mixing Fluids & Colors (No Vex/No coding) - Houdini quick tip. Create a Houdini Field System That Can Avoid Particles - Lesterbanks. 「soap texture」の動画素材. Soap sim texture - Effects. Houdini 15 - Differential Growth test using POPs. Differential curve growth - Effects. Houdini Vex Point Manipulation by David Torno. Houdini - VEX Based Point Manipulation 003. Houdini (unedited) beginner tutorial - growing tentacles.

09-07-2016___Tentacle_mess. Houdini web-like wire constraints. Flip Melt v006. Vanilla Box › Illohas ‘Core’ Special Guest- Yader - Poly Garden. Accueil. COLORS. AEDAN - 'LE TEMPS' Ink FX - Finished Work. Creating Uvs for viscous flip sim - Effects. Texture on Flip - General Houdini Questions. The Art of Abstract FX, with Henri Morain. Henri is an FX artist specializing in the creation of abstract effects.

The Art of Abstract FX, with Henri Morain

He recently completed a personal project in which he made one new effect a day for two weeks. As we often think of FX work in the scope of explosions, fire and digital destruction, we asked Henri to break down his techniques for thinking outside of the box, as well as his reasoning for doing so. Take a look: I think it’s important to work every day while also doing art professionally, that’s why I decided to make a daily personal challenge: Every day, work on an abstract still frame using Houdini, in order to increase the skills I can use in my FX Artist job. Each artwork you'll see here took me under 5 hours to do. 1. This artwork is an opposition between the round-shaped smoke behavior and the sharp-shaped wireframe made by connecting advected particles together.

The wires are made by connecting advected particles to create this wire blown away following the smoke. 2. 3. 4. 5. 6. HIPS — Jonathan Granskog. Mesh density to vertex colors to Houdini to Polyframe (Attribute Gradient) to VDB from Polygons to Volume Trails #Sidefx #Houdini #c4d… Textures and Materials. We are going to see how to add a texture with transparency to your surfaces.

Textures and Materials

This is effectively a tutorial about editing materials. We will explain how to create an image as the following one: gif Textures. Uncategorized » Yekaterina Satanina » Page 2. Time to explore more cool things!

Uncategorized » Yekaterina Satanina » Page 2

Time to make more 3D out of 2D. In this post I’ll explain more terrain-building methods: generation of terrain from a 2D noise pattern and the use of volumes to create interesting formations in the landscape. This software is both magical and simple. Magical in the way it processes data so quickly and effortlessly, magical in the design of its interface, and magical in the limitless possibilities the node-based system allows.

Instagram photos and videos. Gradient Effect (painting v01) - Hugh Laurie Portrait. Houdini - UV on particle fluids. Last week I did some research about the techniques to add UVs on particle fluid.

Houdini - UV on particle fluids

Apparently it might seem rather pointless to map a liquid (since the texture will mix by itself and become chaotic in a few moments), but if you have to simulate a viscous liquid, the motion of the particles will be slow and limited, allowing you achieve some nice and slowly "advecting" UVs. First of all, we have to distinguish two main cases: 1. Dynamics has not been simulated yet. In this case, all you have to do is create UVs and transfer the corresponding attribute to the particles in SOP context BEFORE you run the simulation: in this way you'll simulate particles that store UV while advecting and, after the simulation, you'll be able to transfer the uv attribute from particles to the particle fluid surface. 2. So, Note: more particles you have, the more precise are the resulting UVs.

Houdini - UV on particle fluids. FLIP UVs, again.. 2D FLUID tutorial (использование 2d Fluid) 28-12-2016 Growth on skin WIP v001. 04-01-2017___GRAIN_torus___v001 + HIPLC + rendered frames. 12-01-2017___GRAIN_Worms + HIPLC + AEP + Footage. 23-01-2017___POP_Poppings + Free HIP file. Houdini - DNA Infection (Rus) LavaDisplacementWorkFL. Math Modelling - Frei Otto's wet wool threads & Superformula. Houdini Tutorial: Zero Gravity Liquid Sim. Houdini oil in water - deKO.LT. Houdini:UV Transfer for different topologies. Houdini回。

Houdini:UV Transfer for different topologies

個人的に「おっ!?」 となったネタ。 Polygon→VDB→Polygonでメッシュ化したトポロジ違いのジオメトリになんとなくオリジナルのUVを転送する方法。 破壊で重宝しそうと思って。 オリジナル これのUVをトポロジ違いのジオメトリに転送していく。 ふつうにAttribute Transfer(SOP)で転送 これをVDB from PolygonとConvert VDB使ってトポロジを変更し、Attribute TransferでUVを転送すると、UVがつながったままでぐじゃっとなる。 このUVを綺麗にしたい。 Connectivity(SOP)とFor Loopで Connectivitiy(SOP)を使って、UVのアイランド(ひとつなぎの部分)ごとにUVを転送すると比較的改善されるっぽい。 Connectitvityの”Use UV Connecitivity”をONにすると、UVベースでつながっているところを、ひとまとめにしてくれる。 Houdini - UV on particle fluids. The Mill. The Mill. The Mill. The Mill was recently commissioned to create an original art piece for the 2017 Day For Night festival. The result was a large-scale projection entitled UPROAR. This piece, which pays homage to the resilience of the people of Houston, simultaneously visualizes storm data from Hurricane Harvey and Twitter mentions of #HOUSTONSTRONG. Creative Director Kinda Akash, Art Director William Arnold, and 3D Artist Jimmy Gass decided they wanted to combine art and technology, in hopes of creating something equally beautiful and informative.

The first step in this process was sourcing data from the appropriate sources. Precipitation rates, wind speeds, and water levels were all provided by the National Oceanic and Atmospheric Administration. The team then used a combination of Python, Houdini, and C4D to visualize the two vastly different data sets. UPROAR premiered at the 2017 Day For Night art and musical festival in Houston, just months after Hurricane Harvey hit.

The Mill. The Mill recently collaborated with Brothers & Sisters and award winning director Johnny Green out of Biscuit, to bring the explosive and visually epic new Sky ‘Q’ spot to life. The arresting launch film in the campaign saw the large team of Mill VFX artists work for over twelve months, developing bespoke tools uniquely for the project enabling them to create the ‘fluid viewing’ liquid droplets that are seen exploding out of the screen, embarking on an epic journey around the home. We caught up with Dan Williams, Creative Director and Lead 2D Artist and Francois Roisin, Lead 3D Artist and Joint Creative Director on Sky Q to learn just how they set about creating the liquid hero in this highly complex project.

FlipFluid R&D 01 - Houdini - Mantra. Pointillism Particles - Houdini.