Category / Daily Renders / Houdini
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Particles or Points with constant size
If you need your particles or points to be rendered with constant size according to your camera, in Houdini, this is what you could do. Add a UV Texture SOP. Change texture type to Perspective from Camera. Insert your Camera path. Change attribute class to Point. Add a Point Wrangle SOP. We want the scale…
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Random notes, tutorial, tips and tricks in Houdini
Starting from the basics: SOP: surface operator, geometry network DOP: dynamic operator, dynamic network VOP: vex operator, vex builder network SHOP: shader operator, shader network CHOP: channel operator, motion/audio network COP: compositing operator, img network ROP: render operator, out network POP: particle operator, particle network Points, vertexex, primitives. Vertexes are part of a primitive. Points are the…
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GastaLoop 103
You can download the Houdini project here. I had a bit of fun with Point VOPs, nothing crazy. GastaLoop 103
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Houdini training day 8
Following this tutorial that creates trails from volumes. Playing with some splines. In Houdini you create them with the Curves sop. Resample to subdivide splines. Polyframe to generate tangents from points. Press X to create a Visualize node. A nice way to invert tangents from points is with an Attribute Wrangle and this code v@tangent…
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Houdini training day 7
Remember: VDB from Polygon to create a volume from polygons. Some VEX here. VEX stands for Vector Expressions. SHIFT + R to reverse the node inputs. The full list of VEX functions is here. to declare a variable: int nameofthevariable; // create a integer variable vector nameofthevariable; // create a vector variable Fetching vector P…
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Houdini training day 6
So, I’ve just finished the first big tutorial on Digital Tutors. More free Houdini tutorials here: http://www.gridmarkets.com/johnny-farmfield.html https://vimeo.com/user2030228/videos But before I start on those, I’ll dive into Dynamics a bit more with another Digital Tutors tutorial. Cloth object If some penetrations happen, check the cloth thickness in collisions. The main controls for the Cloth are in…
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Houdini training day 5
Finally, we start to animate! Alt + LMB on a parameter: add keyframe Ctrl + LMB: remove keyframe To align the handle to world coordinates press M! And dynamics! On the top shelf, select Rigid Bodies. The first tab is RBD object (RBD stands for Rigid Body Dynamics). It creates an AutoDOP network, automatically generated Dynamics…