- 108
- 3 702 495
Nine Between
South Africa
Registrace 10. 05. 2012
Welcome to Nine Between, we are a VFX studio founded by two brothers with nine years between them. We work on film and commercial VFX. On this channel, you will find VFX shorts, trailers, breakdowns, skits and educational content with a focus on Houdini FX tutorials.
Houdini is HIP - Part 19: Ocean Simulation II
00:00 Intro and Explanation
03:02 Flat Tank Example
08:35 Guided Ocean Layer
18:15 Simulation Meshing And Ocean Extension
23:45 Ocean Extended Rendering
03:02 Flat Tank Example
08:35 Guided Ocean Layer
18:15 Simulation Meshing And Ocean Extension
23:45 Ocean Extended Rendering
zhlédnutí: 4 967
Video
Houdini is HIP - Part 18: Ocean Simulation - Spectrum
zhlédnutí 4,8KPřed 4 měsíci
00:00 Intro 01:20 Creating an Ocean Grid 04:52 Ocean Spectra Settings 12:08 Wave Instancing 20:15 Preparing to Render 21:50 Rendering Oceans with Karma 27:00 Settings Example and Outro
Houdini is HIP - Part 17: Sparkling Water Project 3
zhlédnutí 6KPřed 5 měsíci
bit.ly/carbonated_part3 00:00 Intro 01:07 Infinite Backdrop 03:55 Solaris Setup 05:54 Basic Materials 08:35 Light Improvements 11:00 Refractive Materials 18:16 Cleaning Geometry 20:25 Foam Rendering 23:45 Improving the Fluid Surface 25:50 Acceleration Blur 32:00 Adding Glass Imperfections 40:35 Final Improvements and Settings 45:10 Outro
Houdini is HIP - Part 16: Sparkling Water Project 2
zhlédnutí 8KPřed 5 měsíci
bit.ly/carbonated_p2 00:00 Intro 00:42 Reference Material Analysis 03:00 Collider Corrections 05:30 Fluid Simulation Adjustments 06:00 Time, FPS and Age 11:30 Reaping Foam Particles 18:50 Setting up the Final Simulation 21:00 Simulation Caching and Compressing 26:00 FLIP Concepts Revision 31:30 The ID Attribute 37:20 Bubble Scaling 43:13 Bubble Culling 48:00 Fluid Meshing with Bubbles 54:00 Cre...
Houdini is HIP - Part 15: Sparkling Water Project
zhlédnutí 15KPřed 6 měsíci
00:00 Intro 01:30 Glass Setup 05:37 Fluid Sourcing 09:23 Collider Geo Setup 11:09 Flip Solver Setup 16:19 Adding Colliders 22:00 Volume Loss Causes 27:00 Fixing Volume Loss 32:07 Particle Attributes 36:40 Viscosity Attribute 40:45 Density Attribute 46:30 Vorticity Attribute 49:50 Adding a Foam Group 56:50 Outro
Houdini is HIP - Part 14: Flip Fluids I
zhlédnutí 12KPřed 7 měsíci
00:00 Intro 00:47 Lagrangian Solving 04:45 Eulerian Solving 08:36 Euler/Lagrange Solving 13:45 Flip Fluid Sourcing and Setup 22:18 Sticking on Collision 25:47 Continuous Particle Sourcing 29:44 Volume Sourcing 33:36 Particle Velocity 24:47 Custom Volume Velocity 40:10 Outputting Flip Fluids 43:30 Outro
Houdini is HIP - Part 13: Destruction (RBD and Pyro)
zhlédnutí 11KPřed 7 měsíci
00:00 Intro 01:04 Asset Download 02:45 RBD Asset Setup 15:12 Affecting Glue Strength with VEX 18:31 Setting Up Deforming Colliders 24:05 Making Pieces Inactive 29:04 Debris Sourcing 32:45 Debris Particles 34:52 Debris Volume Simulation 38:24 Scene Setup and Materials 45:42 Lighting Setup 49:20 Separating Simulation Elements 52:08 Outro
Houdini is HIP - Part 12: Pyro II
zhlédnutí 10KPřed 8 měsíci
00:00 Intro 00:53 Setting Up Sources 10:11 Pyro Solver Setup 14:56 Temperature Settings and Shaping 17:18 Adding Velocity 19:58 Caching The Simulation 24:35 Pyro Bake and Rendering 33:30 Pyro Presets Explanations 41:40 Outro
Houdini is HIP - Part 11: Pyro I
zhlédnutí 10KPřed 9 měsíci
00:00 Intro 01:45 Volume Basics 08:50 Pyro Solver Setup 13:08 Smoke Shaping 16:05 Attributes to Volumes 23:10 Using Temperature 26:45 Outro
Houdini is HIP - Part 10: Destruction II
zhlédnutí 8KPřed 9 měsíci
00:00 Intro 00:50 Recap of RBD Concepts 04:28 RBD Simulation Points 06:35 Saving Simulations to Disk 10:00 Efficient Caching Techniques 12:23 Rendering RBD Simulations 16:08 Using the Inside and Outside Groups 19:34 Basic Lighting and Cameras 23:20 Velocity Blur for RBD 25:27 Outro
3D USD Masterclass: Scene Assembly and Rendering
zhlédnutí 25KPřed 10 měsíci
File Download: bit.ly/annotated_files This series is a condensed version of a workshop which we taught in London for SideFX Houdini. Scene assembly and rendering are undergoing a major shift due to new advancements in the frameworks that we have access to. Since Universal Scene Description (USD) became open-source in 2016, studios have been hesitant to pick it up due to it being a new technolog...
Houdini is HIP - Part 9: Destruction
zhlédnutí 10KPřed 10 měsíci
00:00 Intro 01:25 Points and Constraints 03:20 Packed Geometry 07:55 Methods of Packing 09:29 Fracturing Geometry 12:12 Creating an RBD Simulation 17:42 Constraints 20:35 Proxies 22:42 Adding Sources 26:00 Outro
Houdini is HIP - Part 8: Vellum II - Cloth, Soft Bodies and Fluids
zhlédnutí 13KPřed 11 měsíci
0:00 Intro 01:26 Cloth Simulations 09:30 Strut Soft Body Simulations 13:27 Tetrahedral Soft Body Simulations 16:33 Deforming Original Geometry 23:15 Vellum Fluids 30:11 Two-way Vellum Interaction 36:10 Collider Revision 40:00 Mini-Project and Outro
Houdini is HIP - Part 7: Vellum I - Basics
zhlédnutí 17KPřed rokem
00:00 Intro 00:57 Solvers Explained 06:07 Creating Grain Sources 09:42 The Vellum Solver 12:30 Grain Settings 18:16 Clustering Points 19:20 Adding Glue Constraints 24:21 Adding Colliders 26:23 Faking Higher Resolution 30:00 Outro
Houdini is HIP - Part 6: Particle Simulations
zhlédnutí 20KPřed rokem
Download the file used to render the sequence shown in the video: bit.ly/spark_file 00:00 Intro 01:25 Animating Geometry 05:04 Creating a Particle Network 08:50 Adding Forces and Colliders 11:54 Refining the Simulation 13:45 Creating Sparks on Collision 21:21 Adding pscale 24:34 Setting Up the Stage Level 27:35 Scale, Color and Velocity 39:34 Preparing the Final Render 47:00 Final Render and Outro
Houdini is HIP - Part 5: Live Action and Solaris Scene Layout
zhlédnutí 13KPřed rokem
Houdini is HIP - Part 5: Live Action and Solaris Scene Layout
Houdini is HIP - Part 3: Geometry and Objects
zhlédnutí 18KPřed rokem
Houdini is HIP - Part 3: Geometry and Objects
Animated Instances using Solaris and Variants: Instancing Part 3 - Handy Houdini Tips
zhlédnutí 10KPřed rokem
Animated Instances using Solaris and Variants: Instancing Part 3 - Handy Houdini Tips
Instancing Variation and The Solaris Instancer: Instancing Part 2 - Handy Houdini Tips
zhlédnutí 17KPřed rokem
Instancing Variation and The Solaris Instancer: Instancing Part 2 - Handy Houdini Tips
Using VFX to become a Pumpkin Crime Boss
zhlédnutí 3KPřed rokem
Using VFX to become a Pumpkin Crime Boss
Orientation Attributes: Instancing Part 1 - Handy Houdini Tips
zhlédnutí 17KPřed rokem
Orientation Attributes: Instancing Part 1 - Handy Houdini Tips
Best Way to Create and Cache Colliders - Handy Houdini Tips
zhlédnutí 6KPřed rokem
Best Way to Create and Cache Colliders - Handy Houdini Tips
Attribute Transfer, Attribute Copy and ID Attributes - Handy Houdini Tips
zhlédnutí 14KPřed rokem
Attribute Transfer, Attribute Copy and ID Attributes - Handy Houdini Tips
For moving objects this is not working.
Thank you so much for this masterclass! I would like to ask how to open Snap window. I cannot find it . Thank you!
The tutorial series is exceptionally well-crafted, making it easy to learn and understand complex concepts. Each lesson is clear, concise, and well-structured. Overall, it's an excellent resource for anyone looking to master Houdini .Highly recommended!" Thanks for the awesome tutorial 🙏😊
This was super fun! :D
Your lessons are very interesting. Should we wait for tutorials about the interaction of Flip and RBD?
It is good to say that if you apply the texture from ocean spectrum, the whitewater will not match to the geometry. The best workflow is to make the simulation, apply the spectrum to the flip geometry and whitewater, and after this, render without the texture. I spend much time testing these issues and this is the better workflow I saw.
Hi! min 15:41 idk why but i still see the donut with the material that I applied before, I've connected the material but nothing changed. Someone know how to fix that?
The only solution that i found was to bypass the original color in the nodes setup of the donut.
Hello, can you also show how can I import that particle simulations to blender?
Great!!
Houdini 20 has no bottom or top radius.
Is it possible to render whitewater in karma xpu h20?
Incredible explanation within 26 minutes, I think your cadence of tutorial is perfect, I'm gonna try this out today!
thank you! i am a 13 year old inspired by vfx animations on youtube and i look forward to following your tutorials to learn vfx hopefully i can make some animations on my own soon :)
I had seen your videos on sideFX's channel, nice to put a face to the voice!
Nice presentation, thanks!
when I try to add the icing to the static object, It does not even pop up in the network smh
Why do i like Blender UI logic more? Is it just because i used to it? And what about Z axis??????
Amezing 😮😮
I've been putting it off and putting it off until I finally saw it, but it's the best tutorial. thank you😘
Thank you!, you explain it very well.
after scatter points, My brown Icing disappears help
One thing, mentor moieen syeed, I can do this on nukex too with camera tracker also i can see you are doin here "adding object", could please explain what is the difference between these two? This is making me confuse so much! in recent project in houdini foundation of helicopter explosion i see the mentor girl is also adding object in the scene with this method! then what's the usage of nuke? why people don't just use hud for adding object?
Bro said Control Z to Undo, Even my mom knows that
00:37 Update?
11:15 Wow!!!!
The grid stops moving when I click into popnet, any guidance would be so appreciated!
Kinda deceiving having to go through the whole tutorial to end up using a custom made node made available only to patreons. But to each their own. Thanks for the teachings...
superstar you are, thank you!
Another great tutorial, I feel sorry for Flippy, but he died in a great example! Great tutorials! Thanks!
my computer isnt too happy about this one lol
This is a very informative tutorial series. But I liked the into most....
I really love these tutorials! Very good! Thanks!
I can create a donut now. xD
This was very reasonably well explained. Thank you so much.
Pls post the next part waiting for it
Another great tutorial series, thanks to SideFX for providing you the necessary funding for making these videos available to all! You've truly put a lot of work into this. I have a question as I'm using Octane as my render engine, when plugging the bind node into the emission color input of the universal material for the light strips, for some reason it isn't registering the Cd attribute. Any clues as to why this is happening? The emission just appears as white no matter what I do.
19:25 Instead of using a transfer attribute, can you just duplicate the normals and add it between the dynamic sprinkles and the switch?
I'm trying to render this out. I get this error. No camera in USD file.
No cameras found in the USD file
Was going through the Voxel -CRF model for 3D scene understanding ....but didn't understand wtf VOXel's R ..! But thanks to U man ...hatsof
idk why but when i am rendering it doest showing the sprinkles its showing red and white balls
Thanks!
I wish I could double like it. Really good stuff!
Very helpful! Thanks
Anyone else having problems with the orient part? No matter what I do, the object I want to copy to the points are alway wonky or rotating the wrong way around. I want to copy a tube to the points. So that I have a rolling tube.
🙏
one of best tutorials i ever seen!
Such great vid
Hey @Nine Between , thank you so much team and everyone who has been a part of this series, I have doubt in the part where the lab spiral node is added. I'm using Houdini version 19.5.493, the system is only showing the spiral node and no lab spiral. I tried to type in keys but it still didn't show. Has it been removed? and how is it done in the version, 19.5.493?
It is absolutely terrifying! LOL. Just curious whether it is something you can get used to.