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Rigging. Follow. Viscosity. Sprite. Fireworks. @kickbase SOPのバージョンが上がっているので、Houdini旧バージョンのシェルフ右クリックedit tool のscriptから持ってくる手があります。 Game. インディゾーンHoudini情報日本語ブログ. どうも篠島です。


前回に引き続きネットワークエディタの変更点を紹介していきます。 Alt キーで簡単にノードを複製 ノードを選択して、Alt キーを押しながらドラッグすることで簡単にノードがコピーできます。 Circuit. Procedural madness one QuickTip at a time. Houdini Advent Calendar 2016. Houdini Shortcuts v03 download. Houdini - cgwiki. Get houdini : I thought my collection of SOuP walkthroughs was a nice gentle intro for the average maya artist.

Houdini - cgwiki


Tutorial. Slash Creator Tool. User interface overview. Nielsprayer. Houdini VEX Tutorial: Creating Flight Routes from real Data. 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では、ポイントなどのプリミティブ自体がアトリビュートという形で座標値等のデータを持っており、それらへの加算などの結果として"オブジェクトの移動"が実現される。 「なぜ、エフェクトが得意なのか? 「つまり、出来すぎちゃうから諦めるのです。 Houdini: 2D to 3DFX Experiment. 13.2: noise() vs random() - Perlin Noise and p5.js Tutorial. Fossiliensis.

Dry Ice

IAMAG 2016- Simon Holmeldal - Iterative Design. TVシリーズ『牙狼<GARO> GOLD STORM -翔- 』OPメイキング. Houdini 12.0+ Point Instancing Tutorial. DOP. Blog. 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.

Its a circus out there. Notes :- ptnum (read-only) Point number of the point being processed.

Its a circus out there

Create a parameter vop set to integer . At the sop level this will read in the amount of points in the circle. Divide ptnum by the number of points in the circle giving a result that gives groups of point numbers . ie the incoming point number 0 to 24 ( ptnum) get a value of 0 , incoming point numbers 25 to 56 ( ptnum) get a value of 1 and so. The result of the divide just changes the point numbers. Create a parameter vop set to integer . Transform matrix vop ( xform1) . Rse_vopsop_scalesweep.hip.


Deep. MayaToHoudini - cgwiki. I last wrote this after Happy Feet 2 in 2011, using Houdini in a very limited context in the lighting department.

MayaToHoudini - cgwiki

In 2014/2015 I've been lucky enough to use Houdini in a wider context on Insurgent and Avengers, learning from some of the best Houdini artists around. As such it seemed time to update this little tour. 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.

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. Multi Script Editor. Houdini features.


Eetu's lab - Page 16 - Work in Progress - od. Flip. How to use vorticity attribute as point color in Flip? VEX. Wrangle. Chop. Camera. Creating a Gradient Ramp - Part 3. Multi Script Editor. Houdini features. Basic. Explession. DeepImage. Deformer. Alembic. Volume. VDB. Motionblur. Article. Z-Depth. Shader. Houdini Toolbox. Burning Cigarette. I think the SOP solver tutorial might be a bit misleading.

Burning Cigarette

I chose the burning match as a way of illustrating the SOP solver - but as I think I say at the start of the video the SOP solver is not the easiest way to do this. I've not tried to construct a burning cigarette myself. Cigarette Ash Procedural Model - Modeling. UberShader - Shaders. Crowdigy 1.0 demo. Andrew Melnychuk-0seen.


Cloud. Sergei Bolisov. Lightning. Nuke Tutorial. Krakatoa shader - Page 3 - General Houdini Questions - od. 'edward', on 02 Nov 2009 - 03:15 AM, said: It's for proxy geometry so that you at least have some (simple) visualization while in Houdini. thanks Edward!

krakatoa shader - Page 3 - General Houdini Questions - od

That clears things up... after looking at CeeGee's files, i started to assume that was the case. but once again thanks for taking the time to respond to my question i'll be posting some results soon... i'm having lots of fun with this new workflow! It's left me with one more question though. question 1:i'm curious, is there any way to say adjust particular details of that "file that's being read in by the delayed load shader" without having to "resave the file to disk", in particular, $PSCALE... i was originally caching out the "simulation" to disk, and the network contained the $PSCALE, but i forgot to tweak the value of the pscale. Thanks,Jonathan. Particle erosion file.

Hi, This is a file I put together to show how I did the erosion effect two years ago. I was asked if I could share the hip so here it is. qLib example scene: breako.


Fracture DOP animation -> to keyframes. SOP. Alembic. Pyro. Rendering. Particle. Distributed Sim. Houdini Fur. Audio Visual Animation Loop. Houdini. Set point color attributes from a texture map. Point follow a path without "Path Object"

Posted 21 January 2009 - 12:08 PM Hey Netvudu, I don't have Houdini in front of me, but the easiest way I can think of is to use the creep SOP. Create a line > deleteSOP (Delete by Pattern > 1) will give you a single point. Pipe that into a creep SOP (input 1) and pipe your curve into the input 2 > animate the Translate in X (I think) in the Creep SOP > 0 to 1 will go from start to end of curve. Is that what you had in mind? Hope that helps! Edited by Matt_K, 21 January 2009 - 12:09 PM. ---------------------------------------------------------------------------------------------------------------------------"Reality is merely an illusion, albeit a very persistent one.

" - Albert Einstein. Back to top. Digital Logic VFX.