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Houdini Jobs » Freelance VFX Artist Needed - Houdini Terrain/Environment creation to render using Redshift
- reelinspirations
- 177 posts
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Houdini Jobs » Freelance VFX Artist Needed - Houdini Terrain/Environment creation to render using Redshift
- reelinspirations
- 177 posts
- Offline
Hi,
I'm needing some help with a project that's due the end of this month, but I would need the final on this created in 2 weeks with a couple rounds of changes.
We are not going to be close-up on the terrain, so game level of detail is fine.
Also, this doesn't have to be ‘Hollywood Movie’ quality, but does need to look decent.
This is what we are after, but without the castles:
We'd want mountains on all sides, but with some valleys between them as we'll be panning the camera from the center 360. The lens flare can be added in After Effects.
We can get by without the clouds if that will kill the setup and render time.
I'm needing the mountains, plain, sky and lighting and this all needs to be rendered using Redshift.
You would be creating all the lights and textures using Redshift inside Houdini.
Please contact me if you are interested, I need to start on this over the weekend as I'm creating a destruction piece that will sit in the middle of the plain.
web-at-reelinspirations-dot-com
Jim
I'm needing some help with a project that's due the end of this month, but I would need the final on this created in 2 weeks with a couple rounds of changes.
We are not going to be close-up on the terrain, so game level of detail is fine.
Also, this doesn't have to be ‘Hollywood Movie’ quality, but does need to look decent.
This is what we are after, but without the castles:
We'd want mountains on all sides, but with some valleys between them as we'll be panning the camera from the center 360. The lens flare can be added in After Effects.
We can get by without the clouds if that will kill the setup and render time.
I'm needing the mountains, plain, sky and lighting and this all needs to be rendered using Redshift.
You would be creating all the lights and textures using Redshift inside Houdini.
Please contact me if you are interested, I need to start on this over the weekend as I'm creating a destruction piece that will sit in the middle of the plain.
web-at-reelinspirations-dot-com
Jim
Edited by reelinspirations - June 8, 2018 07:02:01
Technical Discussion » Where can I purchase characters for crowd simulations?
- reelinspirations
- 177 posts
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Hi,
I've been searching for a web site where I can purchase and download simple low-poly characters for use in crowd simulations inside Houdini.
Mixamo is a great resource for creating FBX walk cycles, but their choice of characters is limited.
Am I able to import Unity assets into Houdini?
Something like this: https://assetstore.unity.com/packages/3d/characters/humanoids/lowpoly-medieval-characters-59770 [assetstore.unity.com]
Thanks,
Jim
I've been searching for a web site where I can purchase and download simple low-poly characters for use in crowd simulations inside Houdini.
Mixamo is a great resource for creating FBX walk cycles, but their choice of characters is limited.
Am I able to import Unity assets into Houdini?
Something like this: https://assetstore.unity.com/packages/3d/characters/humanoids/lowpoly-medieval-characters-59770 [assetstore.unity.com]
Thanks,
Jim
Houdini Lounge » Windows Updates and trying to render
- reelinspirations
- 177 posts
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Hi,
Let me say up front that I hate Windows.
I'm a Mac user, but have a Windows machine as Houdini is more stable on Windows with nVidia drivers (for Octane and Redshift.)
Does anyone else have the issue of having Windows decide it's going to do an update in the middle of a render and simply restart.
How do you deal with it?
I want to eventually install Linux, but I also use Adobe and C4D and it's an issue there as well.
Any solutions offered would be appreciated.
Jim
Let me say up front that I hate Windows.
I'm a Mac user, but have a Windows machine as Houdini is more stable on Windows with nVidia drivers (for Octane and Redshift.)
Does anyone else have the issue of having Windows decide it's going to do an update in the middle of a render and simply restart.
How do you deal with it?
I want to eventually install Linux, but I also use Adobe and C4D and it's an issue there as well.
Any solutions offered would be appreciated.
Jim
Houdini Indie and Apprentice » Quality procedural modeling tutorial
- reelinspirations
- 177 posts
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This is pretty good. Some of it might not be 100% procedural, but there are a lot of procedural methods in here.
http://www.rohandalvi.net/advmodeling/ [www.rohandalvi.net]
Jim
http://www.rohandalvi.net/advmodeling/ [www.rohandalvi.net]
Jim
Houdini Indie and Apprentice » Fracturing with booleans
- reelinspirations
- 177 posts
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Fracturing using boolean shatter is far superior in my opinion to voronoi. Sure, you will have some more work, but you are able to art direct your fractures.
What I drop a uvtexture on my fracturing grid(s).
The key is selecting Output Primitive Groups in the Boolean B inside A which gives you a group for the inside surfaces of your fracture.
You can also use a Facet SOP with post compute normals checked to help with creating normals.
I didn't have time to look into your project, but hopefully this will give you enough to go on.
Jim
What I drop a uvtexture on my fracturing grid(s).
The key is selecting Output Primitive Groups in the Boolean B inside A which gives you a group for the inside surfaces of your fracture.
You can also use a Facet SOP with post compute normals checked to help with creating normals.
I didn't have time to look into your project, but hopefully this will give you enough to go on.
Jim
Houdini Indie and Apprentice » For Each Loop with Voronoi? (copy random pieces onto scattered points)
- reelinspirations
- 177 posts
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Sure, what I'm doing there is creating a random number from 0 to 12. The ‘seed’ value changes with every ‘iteration’ of the for each loop as it loops through the points on your french fry. The fit01 takes the number returned from the rand() function and makes it a number from 0 to 12. The rand function will return a value from 0 to 1 in decimal.
If you don't use a different ‘seed’ value for the rand function, you'll end up with the same number (I think.)
If you don't use a different ‘seed’ value for the rand function, you'll end up with the same number (I think.)
Houdini Indie and Apprentice » For Each Loop with Voronoi? (copy random pieces onto scattered points)
- reelinspirations
- 177 posts
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I'm sure there is a better way to do this. I just can't remember all my VEX at the moment.
I did figure out a way to make it work though.
Hope this helps you.
Jim
I did figure out a way to make it work though.
Hope this helps you.
Jim
Houdini Indie and Apprentice » Houdini Indie Update! 4K renders and multiple machine installs!
- reelinspirations
- 177 posts
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Redshift is working great for me at 4K. However, I do have a Titan Pro X Pascal and 2 GTX 1080ti's in my box so that helps a lot. I know that's an extra expense, but for me it's been worth it, even for look development as I don't have to wait around.
Houdini Indie and Apprentice » Where to start with a pyro simulation?
- reelinspirations
- 177 posts
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So, I need to create a slow motion ‘fire tornado.’
Something like this: https://youtu.be/QwoghxwETng?t=1m34s [youtu.be]
Trying to figure out where to start?
Particle source or geometry/fluid source?
The final sim is going to be about 350 meters tall.
Any pointers or ideas would be very helpful.
Thanks!
Jim
Something like this: https://youtu.be/QwoghxwETng?t=1m34s [youtu.be]
Trying to figure out where to start?
Particle source or geometry/fluid source?
The final sim is going to be about 350 meters tall.
Any pointers or ideas would be very helpful.
Thanks!
Jim
Houdini Indie and Apprentice » World coordinates of an object inside a SOP
- reelinspirations
- 177 posts
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Thanks Tomas,
That helps and makes a lot of sense.
Still learning the 3D and Houdini/Python/Vex syntax.
Coming from database/pascal/actionscript programming.
Jim
That helps and makes a lot of sense.
Still learning the 3D and Houdini/Python/Vex syntax.
Coming from database/pascal/actionscript programming.
Jim
Houdini Indie and Apprentice » World coordinates of an object inside a SOP
- reelinspirations
- 177 posts
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Sweet, thanks!
Now to figure out the code and what it's doing so I can learn!
So, this line is creating a matrix 4 variable of the world coordinates of the object.
trn = node.worldTransform()
Trying to figure out what this line does.
I'm guessing it somehow ‘transforms’ the null to the world coordinates of our matrix4 variable trn by multiplying it with the current point position of the null (which should be at the origin if I'm not mistaken)
Not sure how the parmTuple works and why the ('t') parameter is there. Could not find any documentation on that.
null.parmTuple('t').set( point.position()*trn )
This should work great and Houdini is AWESOME!!!
So are the staff at SideFX for helping me with this.
Jim
Now to figure out the code and what it's doing so I can learn!
So, this line is creating a matrix 4 variable of the world coordinates of the object.
trn = node.worldTransform()
Trying to figure out what this line does.
I'm guessing it somehow ‘transforms’ the null to the world coordinates of our matrix4 variable trn by multiplying it with the current point position of the null (which should be at the origin if I'm not mistaken)
Not sure how the parmTuple works and why the ('t') parameter is there. Could not find any documentation on that.
null.parmTuple('t').set( point.position()*trn )
This should work great and Houdini is AWESOME!!!
So are the staff at SideFX for helping me with this.
Jim
Houdini Indie and Apprentice » World coordinates of an object inside a SOP
- reelinspirations
- 177 posts
- Offline
Yep. I need to be able to ‘import’ those null objects into After Effects for compositing.
Cinema 4D works really well with After Effects, but I have a hard time using C4D anymore now that I've gone procedural!
But I still use After Effects :-)
Cinema 4D works really well with After Effects, but I have a hard time using C4D anymore now that I've gone procedural!
But I still use After Effects :-)
Houdini Indie and Apprentice » World coordinates of an object inside a SOP
- reelinspirations
- 177 posts
- Offline
Houdini Indie and Apprentice » World coordinates of an object inside a SOP
- reelinspirations
- 177 posts
- Offline
Very cool.
So, let's say I create an attribute on my geometry that is unique. Maybe it is a name “fire” or even an attribute called “fire” that has a value of 1 in it.
How would I then ‘loop’ through all my geometry SOPS and create nulls for each object that has the “fire” attribute?
I'm thinking there may be more than one per SOP.
Thanks!
Jim
So, let's say I create an attribute on my geometry that is unique. Maybe it is a name “fire” or even an attribute called “fire” that has a value of 1 in it.
How would I then ‘loop’ through all my geometry SOPS and create nulls for each object that has the “fire” attribute?
I'm thinking there may be more than one per SOP.
Thanks!
Jim
Houdini Indie and Apprentice » World coordinates of an object inside a SOP
- reelinspirations
- 177 posts
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Hi,
There is a Python tool that will export a .jsx script with camera and null locations that I can then import into After Effects.
https://vimeo.com/186204479 [vimeo.com]
What I’m wanting to do is be able to ‘link’ the x,y,z of a null in the root OBJ level to the world position of a sphere (or point or some other object) inside a geometry SOP.
This will allow me to export the null objects into After Effects and then attach video clips of fire or other items and have the After Effects camera match my Houdini camera.
How would I get the ‘world’ position of an object inside a geometry SOP into a null object outside that geometry SOP?
Thanks,
Jim
There is a Python tool that will export a .jsx script with camera and null locations that I can then import into After Effects.
https://vimeo.com/186204479 [vimeo.com]
What I’m wanting to do is be able to ‘link’ the x,y,z of a null in the root OBJ level to the world position of a sphere (or point or some other object) inside a geometry SOP.
This will allow me to export the null objects into After Effects and then attach video clips of fire or other items and have the After Effects camera match my Houdini camera.
How would I get the ‘world’ position of an object inside a geometry SOP into a null object outside that geometry SOP?
Thanks,
Jim
Houdini Indie and Apprentice » Connecting a building with a surface
- reelinspirations
- 177 posts
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If you are only wanting to connect the box to a grid then you can parent the box to the grid at the top OBJ level.
Houdini Indie and Apprentice » how do I move two objects with respect to another?
- reelinspirations
- 177 posts
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You would need a transform node that references your X size and adjusts accordingly depending on how many chairs you have.
You can do it either for one or two chairs.
If you merge the chairs together and put a transform node under that, then use the bbox() function you should be able to easily move the chairs along with the X size of the table. You could use the bbox() on the table as well, or just reference the x-size (not a variable name) and go from there.
Hope that helps.
Jim
You can do it either for one or two chairs.
If you merge the chairs together and put a transform node under that, then use the bbox() function you should be able to easily move the chairs along with the X size of the table. You could use the bbox() on the table as well, or just reference the x-size (not a variable name) and go from there.
Hope that helps.
Jim
Houdini Indie and Apprentice » Procedural Text/Word Layout
- reelinspirations
- 177 posts
- Offline
Just wondering what approach could be taken to create something like this procedurally.
https://www.clearbox.co.uk/wp-content/uploads/2015/09/qa.jpg [www.clearbox.co.uk]
Where you would have several words that would be dropped down at varying extrusion levels but nothing intersecting.
Some type of ‘recursive’ loop possibly where you have a ‘grid’ like battle ship, and you start with your biggest pieces first, then keep going until you've filled it all in.
Any ideas?
https://www.clearbox.co.uk/wp-content/uploads/2015/09/qa.jpg [www.clearbox.co.uk]
Where you would have several words that would be dropped down at varying extrusion levels but nothing intersecting.
Some type of ‘recursive’ loop possibly where you have a ‘grid’ like battle ship, and you start with your biggest pieces first, then keep going until you've filled it all in.
Any ideas?
Houdini Indie and Apprentice » Position a point relative to two other points?
- reelinspirations
- 177 posts
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Hi,
I'm working in a PointWrangle and attempting to create a point at a position based on the X and Y relative position of two other points.
See image below.
How do I take the x,y,z of point 0 and point 1 and create a position for point 2 that's a percentage of the x and y?
I'm guessing there may be some vector math involved, but I'm not a math guy.
Here is how I'm creating the two points which is working well.
The x,y,z values here are ‘hard coded’ but in my final working node, they will not be. I need to figure this out by referencing the points.
int pnt0 = addpoint(0,{0,0,0});
int pnt1 = addpoint(0,{1,1,0});
int prim0 = addprim(0,“polyline”);
int vert0 = addvertex(0,prim0,pnt0);
int vert1 = addvertex(0,prim0,pnt1);
Any help would be appreciated.
Jim
I'm working in a PointWrangle and attempting to create a point at a position based on the X and Y relative position of two other points.
See image below.
How do I take the x,y,z of point 0 and point 1 and create a position for point 2 that's a percentage of the x and y?
I'm guessing there may be some vector math involved, but I'm not a math guy.
Here is how I'm creating the two points which is working well.
The x,y,z values here are ‘hard coded’ but in my final working node, they will not be. I need to figure this out by referencing the points.
int pnt0 = addpoint(0,{0,0,0});
int pnt1 = addpoint(0,{1,1,0});
int prim0 = addprim(0,“polyline”);
int vert0 = addvertex(0,prim0,pnt0);
int vert1 = addvertex(0,prim0,pnt1);
Any help would be appreciated.
Jim
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