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Trail & Impact VFX Production. Introduction Hello!

Trail & Impact VFX Production

I’m Guillermo Rossell, I’m from Lima, Peru, and I’m a VFX Artist. Among other projects, I’ve worked on a VR game Stage 3: Azaria. Featured artists. Daily.hip – Page 3 – more like weekly now (sorry, monthly) (… ok, ok, yearly) Today, a straightforward implementation of Inigo Quilez’s texture bombing shader.

daily.hip – Page 3 – more like weekly now (sorry, monthly) (… ok, ok, yearly)

It’s a vop node, so you can easily use it as a building block in a material. I will be doing just that the next time I build an übermaterial. .hip .hda The header image is iq’s “method1”, here is “method2”: and for comparison, regular tiling:

ListToStudy

Tutorial. Ronald Fong – Singapore. 森田(悠)さんはTwitterを使っています 「31/100 #Houdini / Twitter. Houdiniハンズオンセミナー. HOME - Houdinimatic. To some this might sound like a joke, to others a godsend. □In tomorrows release of @sidefxlabs we would like to offer you the ability to reset the viewport to get rid of bugs you're experiencing in the viewport. @sidefx #Houdini #TechArt #UX #GameDev #Ar. D_gfxさんはTwitterを使っています 「Houdiniで分離して処理してマージするとき、グループの情報で残したいものを左に持ってくると良いみたい。 何回かこのテクニック使ったけどMergeノードの接続順序を変えると結果が変わる。3枚目は残したかったエッジグループがちゃんと残ってる様子。 マニアックなノウハウ…。 / Twitter. Houdini Script: Drag and Drop File. Dear Houdini. Animation. Artist. Art.

AOV

Alembic. Article. Basic. Backburner. Blog. Camera. Chop. COP. Cloud. Circuit. Deep. Distributed Sim. DOF. Deform. Deformer. DeepImage. Destruction. DOP. Dry Ice. Explession. Env&Variables. Fireworks. Flip. Follow. Flip with Collision Object. Game. Game. GameDevTool. Houdini ABC. HDA. H17. Houdini Fur. HtoA. Houdini-infos.

H18

How to Learn. IFD. Karakatoa. Lightning. LAB. Lops. Masters. Motionblur. Nuke Tutorial. Particle. PATRON. Pyro. Rigging. Rendering. Shader. Sprite. Slow-Motion. HoudiniSystem. SOP. Tips. UV. UI. Volume Displacement. Viscosity. Version UP. VEX. Volume. VDB. Wrangle. Z-Depth. Eetu's lab - Page 10 - Work in Progress. Eetu's lab - Page 16 - Work in Progress - od. Procedural madness one QuickTip at a time. Houdini - cgwiki. Get houdini : I thought my collection of SOuP walkthroughs was a nice gentle intro for the average maya artist.

Houdini - cgwiki

Now that I've been using Houdini for a little while, and knowing that SOuP is heavily influenced by Houdini, it seemed like a good idea to try and port those tutorials over. I've become the Houdini evangelist I always despised, and I apologise for nothing. It really is a great piece of software, warts and all, and it's easier to get into than ever. Do it! If you've landed here and you're totally new to Houdini, maybe head to HoudiniGettingStarted first, has a quick overview of how to use this site, and how to get comfy with Houdini as quickly as possible. Attribute transfer and position. Slash Creator Tool. トランジスタ・スタジオ流 Houdini活用術|CGWORLD 2015 クリエイティブカンファレンス個別レポ(7) 2015年11月22日(日)、文京学院大学 本郷キャンパスにて催された「CGWORLD 2015 クリエイティブカンファレンス」。

トランジスタ・スタジオ流 Houdini活用術|CGWORLD 2015 クリエイティブカンファレンス個別レポ(7)

本稿では、トランジスタ・スタジオによるセッション「トラスタ流Houdini活用術」をふりかえる。 国内でも着実に導入事例が増えつつあるHoudiniについて、中小規模プロダクションがいかにして導入すべきか。 同社が蓄積してきたノウハウについて、具体例を交えて解説されていた。 TEXT_ks EDIT_UNIKO PHOTO_弘田 充 /Mitsuru Hirota 前半は、トランジスタ・スタジオの秋元純一 VFXスーパーバイザーによって、「なぜHoudiniか」というテーマで講談された。 「会場の皆さんの中で、実際にHoudiniを使っておられる方は?」 Houdiniに搭載された流体シミュレーション機能「FLIP」や「有限要素方(FEM)」を用いた高速なソフトボディについてのショーリールなどを眺めていると、たしかに「Houdiniってエフェクトのソフト?」 「けれども、エフェクトに強いという印象は"結果"なのであって、Houdiniはそうじゃない、それだけじゃないっていうことを言い続けていきたい」。 右から、秋元純一VFXスーパーバイザーと平井豊和デジタルアーティスト(株式会社トランジスタ・スタジオ) ここでまず、トランスレートをかけてオブジェクトを動かすという例が挙げられた。 Houdini VEX Tutorial: Creating Flight Routes from real Data. Houdini: 2D to 3DFX Experiment. How to use vorticity attribute as point color in Flip? Microbes fighting. 3d animation. 13.2: noise() vs random() - Perlin Noise and p5.js Tutorial. TVシリーズ『牙狼<GARO> GOLD STORM -翔- 』OPメイキング. Houdini 12.0+ Point Instancing Tutorial. A Pile Of Grains. This post will try to explain how to write and install your own VEX DSO plugin for Houdini, written in C++.

A Pile Of Grains

The included example project creates a plugin called VexImageReader. This plugin can be used to read all sorts of images, including psd and dds files. The reader can be used in all vex context layers and is added as a function called: readimage. The function takes as input arguments a U and V coordinate, an input string (image name) and a wrap mode. By calling the function Houdini evaluates the image at that specific coordinate and returns an interpolated color value (RGBA).

Before we start, download the necessary files right HERE. As mentioned above, I included the compiled plugin. View topic - Plain Houdini tricks in Softimage style, Volume 00001. Hello Just wanted to share some of small learning exercises, I've created in last few months.

View topic - Plain Houdini tricks in Softimage style, Volume 00001

As some of us already knows, Houdini networks does not contains only nodes, and these nodes aren't actually nodes we know from Softimage ICE, Softimage Render Tree or Maya Bifrost, they are more like nodes from compositing app. Everything seems to be present in usual Houdini network. Expressions, code wrangling, scripting of all kind, parameters, what else not. More ever, Houdini community seems to be proud to show just every aspect of Houdini, even for simple tasks, in ICE usually solved by some stupid simple compound, able to download somewhere.I've just tried to build a small tent, having some familiar things inside, somewhere in wonderful Houdini ... jungle. 1: Group, or Cluster.

Ryoichi Ando. [Japanese] Summary My objective is to establish numerical tools for beautiful physics simulations.

Ryoichi Ando

More specifically, I have engaged myself for the past five years in developing new numerical simulation techniques for detailed fluids in the context of computer graphics. My strong passion for design and aesthetics drives me to work on computer graphics. Universal Scene Description. Creating a Gradient Ramp - Part 3.