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Edmond Boulet-Gilly
Canada
Registrace 22. 02. 2011
Flip & Ripple Merge, Puddle Splash - Houdini Tutorial
Tutorial on how to procedurally merge a flip and ripple simulation.
Mocap data available here : www.mixamo.com/#/
Hipfile : drive.google.com/file/d/1SeHsPGWH4S0hj9NqueD5ywk1RGk3k0Vw/view?usp=sharing
00:00 Intro
00:09 Character Import
01:05 Making the Puddle
01:40 Flip Simulation
03:11 Making the Ripple
09:24 Merging Flip & Ripple
Mocap data available here : www.mixamo.com/#/
Hipfile : drive.google.com/file/d/1SeHsPGWH4S0hj9NqueD5ywk1RGk3k0Vw/view?usp=sharing
00:00 Intro
00:09 Character Import
01:05 Making the Puddle
01:40 Flip Simulation
03:11 Making the Ripple
09:24 Merging Flip & Ripple
zhlédnutí: 16 358
Video
Procedural UV Unwrapping, Sewing Stiches - Houdini Tutorial
zhlédnutí 4,1KPřed 2 lety
Tutorial on how to procedurally unwrap uvs along edges and seam of a piece of fabric. Download the hipfile here : drive.google.com/file/d/1Jr4xpMg3bhhhYxqKc5GryhjBUzkZ6JD4/view?usp=sharing Shout out to Hiro for letting me use footage from his Vellum project : vimeo.com/573168486 Get the sewing stitches texture from poliigon : www.poliigon.com/brush/brush-fabric-stitches-08 And the fabric from Q...
Procedural UV Unwrapping, Fur Edge - Houdini Tutorial
zhlédnutí 3KPřed 2 lety
00:00 Intro 00:21 Draping 01:33 Fur Extrude 02:05 COP Texture 03:10 UVs on Points 04:55 UVs on Vertices hipfile : drive.google.com/file/d/1MNbVmvFntM9bqCzTZe9XQyd8c8Ab17F0/view?usp=sharing
Sin Wave Prediction - Machine Learning in Houdini Tutorial
zhlédnutí 2,6KPřed 2 lety
Before watching this I recommend getting familiar with CHOP, Python with my warmup video : czcams.com/video/YtRFuhYMrh0/video.html Installing Pytorch in Houdini is explained my first ML Tutorial : czcams.com/video/WNEEokEq-Fg/video.html 00:00 Intro 00:27 Generating dataset 01:55 Building and Training a Neural Network 05:34 Dopnet Prediction - Chop Based 08:08 Dopnet Prediction - Array Based 10:...
SOP, Chop and Python - Houdini Training
zhlédnutí 2,4KPřed 2 lety
This training is mainly a warmup that I extracted from my Machine Learning in Dopnet video (czcams.com/video/QdqLqAnDVVo/video.html). 00:00 Intro 00:20 SOP 01:45 SOP to CHOP 03:00 CHOP to Python 04:20 Python to SOP
Data Reseeding - Machine Learning in Houdini Tutorial
zhlédnutí 4,1KPřed 2 lety
To tag along, you will need pytorch installed in Houdini and the base neural network of my previous tutorial : czcams.com/video/WNEEokEq-Fg/video.html hipfile : drive.google.com/file/d/1UIHyFtsNq2YZigZT8rxMkRSPP-6s41iW/view?usp=sharing 00:00 Intro 00:48 Recooking Demo 02:50 Frame Based Recooking 05:33 Reseeding During Training 07:55 Loading
4 pixel cam AI - Machine Learning in Houdini Tutorial
zhlédnutí 6KPřed 2 lety
I recommend watching this video first : czcams.com/video/ILsA4nyG7I0/video.html Python 3.7.4 : www.python.org/downloads/release/python-374/ Pytorch : pytorch.org/get-started/locally/ Cuda 11.1: developer.nvidia.com/cuda-11.1.0-download-archive CuDNN : developer.nvidia.com/rdp/cudnn-archive hipfile : drive.google.com/file/d/1mbSSmV1ZTmmGoaFs8kkPQlPXCGQNbrt6/view?usp=sharing 00:00 Intro 01:26 Dat...
Vellum on Crowd with minimal warmup - Houdini Tutorial
zhlédnutí 10KPřed 2 lety
Tutorial on how to minimize warmup when doing vellum on crowd by directly editing the cliptimes attribute. I used this setup to achieve this vellum/crowd project : czcams.com/video/Hs7SRAZpSN4/video.html Hipfile : drive.google.com/file/d/15ZZQBMZBDkITg12A1LbD9VPrIfcE-evU/view?usp=sharing 00:00 Intro 00:25 Vellum Setup 01:43 Crowd Setup 03:20 Vellum on Crowd 04:26 Improvement Discussion 06:23 Im...
Soft Body Burning - Houdini Tutorial
zhlédnutí 12KPřed 3 lety
Re-upload at 60 fps and with some audio fixes. Tutorial on how to burn Vellum objects, have a pyro spread and pyro sparse solvers inside the same dopnet. The whole tool is less than 60 nodes and 10 line of Vex, scale great with higher resolution objects and I recommend caching everything separately so you can up-rez it after. I used this tool to create the leaf tool in my Demo Reel 2021 : czcam...
Flip & Ripple solver - Puddle Project
zhlédnutí 3,7KPřed 3 lety
Extended Flip Simulation with Ripple Solver. Great trick if you're into not simming millions of particles.
Flying Creature Project - Smoke, Explosions, KineFX, Freeze & Polymorphism
zhlédnutí 2,1KPřed 3 lety
A mixture of Harry Potter inspired effects that did not get comped yet. Discalimer : the design of the cloth was done by Julian Mateus. Mocap and Rig courtesy of Moxamo. Rabbit Rig Courtesy of SideFX.
Procedural Wisteria Tunnel / Structure Based Pop Growth
zhlédnutí 560Před 3 lety
Inspired by Japan's wisteria tunnels. While exploring how to have multiple multiple layer of branches that grow on a structure, the idea to use particles that are guided by fields and interact with each other came naturally. Also featuring some custom UV unwrapping, Dynamic and Static intersection solving, making custom HDA and a bit of vellum for the falling leaves. Connect with me linkedin.co...
RBD - Operation Teapot Apple-2 Recreated in Houdini
zhlédnutí 1,4KPřed 3 lety
Breakdown and shots of my RBD project, entirely made in Houdini, rendered in Mantra and compose in Nuke. Making use of custom guided RBD, multi-res workflow, procedural building and fracturing I aimed to make the closest 1:1 reproduction of the infamous Operation Teapot Apple-2 nuclear test. Such a great insight in impact, shockwave and motion. Connect with me : linkedin.com/in/edmondbg/
Particles - Long Exposure to Sparks Breakdown
zhlédnutí 471Před 3 lety
2 years ago, Photo7 organized a trip to the Pyrenees mountains. It was an exciting opportunity for dozens of young photographers to expand their horizons and learn about night time nature photography. Quentin Bailleul, who taught me so much about photography, went out of his way to bring iron straw so everyone could study long exposure to sparks. Revisiting photos taken this week-end and reprod...
Crowd & Vellum Cardinal Project
zhlédnutí 1,5KPřed 3 lety
Combining Crowd and Vellum, this project is inspired by the amazing work of DIGIC Pictures from the Assassin’s Creed Brotherhood E3 Trailer of 2010. Entirely rendered in Redshift, the main focus was to make a light and robust vellum system where all details were stored at shader level, while taking advantage of multiple UV space and Bump maps Blending. At 00:28 I showcase the geometry that is s...
good tutorials!!!!!
Hey, I don't know if you're still active on here. But I was trying to replicate a similar simulation using my own FBX characteres from mixamo but whenever I try to do it the simulation messes up or just doesn't seem to work. I've tested it out on your scene as well as my own and I'm sure that the problem is coming from the FBX agents. Do you have any idea on how to fix this? I ended up using my own method but it's a bit more complicated compared to this method.
Hey, hard to say what's the issue is without looking at the file. If you can find me on Linkedin and send me your file via DM I might be able to take a look.
Now I want to play Brotherhood again.
Hi, thanks for the tutorial. What is the "$OS" in 2:11 for? Thanks a lot.
Happy to help ! The $OS is an expression that is replaced by the name of the node when the parameter is evaluated so in this case 'walk' You can check that by doing a middle mouse click on 'Set Current Clip' that will display the actual value of the parm upon evaluation Cheers !
the opnening shot is just perfection
Does this work with 2 flip fluids ?
Why french ppl so creative?
is there a tutorial for this ?
Hey I did a showcase on how to sim vellum on crowd here : czcams.com/video/H-7E_F0W-O8/video.html
This is mad. Thabk you for sharing this.
Thank you very much for visiting my channel
Thanks Doc, This made for an impressive student project to work on :>
The speed of your tuts is great, thanks so much, youre condensing into 7 mins what other tutorials do in 20 and its very helpful.
Amazing look 😍🔥⚡
Amazing look 😍👀
Love it 😍
thank you !really helpfull for me
this is a breathe of happiness 💎👍
that curveu to uv trick is so cool, thanks for sharing!
Thanks, what a great tutorial
Awesome!thanks so much for this! very useful.
The step at 7:17 didn't work for me, the object mask set to "1" didn't import anything. Any idea what might cause this?
hey that number correspond to the input order of merge1 you see at 6:30, maybe your connection order is different ?
@@EdmondBouletGilly it's not working for me either, I tried 0, 1, 2 etc,.
hi! did you made this models from the scratch? thank you
Hey I remember getting the rig from mixamo, the head model from 3dart.it, bench and books from quixel. Everything else was done in Houdini
Travail de fou, merci pour ces explications!
Hey! Thanks for the awesome tutorial! Unfortunately I cant access the vex code inside the sopsolvers because it is locked. Any idea on how to get around this issue? Thanks in advance!
Hey, what moment of the video are you referring to ? Usually most nodes in houdini can be opened using right click and 'Allow Editing of Contents'.
@@EdmondBouletGilly thanks for the quick reply! unfortunately this option doesnt exist for me. maybe it's because im using the steam version of houdini indie. thanks anyway! i did figure it out though. I used a geometry wrangle inside the vellumsolver to emulate the same thing which worked out fine:)
Ive been trying to follow the steps but after doing the agent vellum unpack my geometry doesnt follow the agent, it stays on its place, do you know why could this happen? Thank you
Hey, it's hard to say without looking at the hipfile. Are you able to send it to me at edmond[dot]bouletgilly[at]gmail[dot]com ?
@@EdmondBouletGilly sure thank you!
@@EdmondBouletGilly just sent you! thanks!
Ta vidéo est vraiment incroyable merci ! J'aurais une question. Est-ce que tu pourrais me dire comment changer la taille des particules car de mon côté celle-ci sont un peu trop grosses à mon goût ?
Hey, Merci ! Les paramètres qui contrôlent la resolution de la simulation sont : -'Particules Separation' on 'ocean source' node at 1:17 -'Particules Separation' on 'flip object' node at 1:54 Et après il faudra surement ajuster d'autres valeurs tel que : -'Particules Separation' on 'fluid compress' node at 3:25 -'Particules Separation' on 'particle fluid surface'' node at 3:43 Flip sim sont souvent assez sensible et changer la resolution peut donner des résultats complétement different. Cheers !
Really cool fx, thank you! I was digging into the hip file, just wondering how can I get the rgb color mask like you did at 0:06 in the video :D
Hey, thanks ! hmm I probably used a color node with 'Ramp from attribute' Color Type using the Infra Red Ramp. It was maybe the velocity attribute or the displace value I sample at 12:19. Cheers !
@@EdmondBouletGilly Hi, tried to color the velocity attribute and the displace, it looks still quite different with the 0:06 color pattern but still thanks for your prompt response. :D
This is beautiful.
Where is the @underresolved coming from, I can't find this attribute
Hey, at 3:27 I add the attribute to the list of attribute to keep from the flip sim
@@EdmondBouletGilly Thank you, I never used this attribute before. But my @underresolved value are all 0, not sure why. wondering what affect its value
thank you so much for this! it doesnt work right off the bat for me (h18.5) but then i followed the tutorial @2:09 and recreate the groupcreate hot group and make a new pyrosourcespread to get it working Great stuff
If you use Conda instead of Pip you don't need to worry about CUDA, the conda package comes with it.
u a madman!
Thank you 😍😍
Great tutorial! Though I am having an issue with the final step of combining the initial fluid tank with the extended geometry, the split node is finding the "origin" primitive group defined earlier but it only has 9 primitives in it and isn't properly separating the two geometries, which prevents me from adding in the split the geometry in the later step. I've setup my nodes identically as far as I can tell and downloaded your hip file to double check and can't seem to find the issue. I'd appreciate any guidance, I am somewhat new to Houdini so it maybe something obvious. Great technique and tutorial at any rate!
Hey, if you send me your hipfile (and what version of houdini you are using) at edmond.bouletgilly[at]gmail.com I can take a look
@@EdmondBouletGilly Thank you for the help! If anyone happens to run into the same issue: Setting the /obj/Surface/grouptransfer1 Distance Threshold to .1 (or any value between 0 and ~1.7 in my case) property transferred the origin group. The default value of 10 was transferring the group to the entire mesh.
bonjour Edmond . tout d'abord merci beaucoup pour le tuto , j'ai suivi toutes les étapes dans la video jusqu'au agentLayer et là je me suis bloqué parceque je suis débutant et j'utilise Houdini 19 et je ne sais pas comment faire avec la nouvelle version de AgentLayer je ne trouve plus le SOP Path .. j'espère votre aide et merci d'avance
Merci pour le commentaire, pour utiliser la nouvelle node agent layer il faut mettre le vellum dans la seconde input et il l'importer en utilisant un attribut 'name'. Du coup object merge>'/obj/vellum/Out' name node 'cloth_shape' Connect to 2nd input Layer name 'vellum_layer' Shapes 'cloth_shape' et check 'Source Layer' sous Use existing shapes
@@EdmondBouletGilly merci beaucoup pour la réponse maintenant je peux continuer le project.😀
this is awesome, sadly you do alot of stuff pretty quickly and it is hard to follow. Can you provide a hip file?
Sure, added to the description !
@@EdmondBouletGilly huge thanks, now I can follow you clearly :)
Hey i cant change the Values at 0:30 for Sample Range and Frame Range can someone help me please
Did you enable the checkbox right next to it ?
@@EdmondBouletGilly Yes but when i press on the value it stays green and doesnt turn black for some reason and if i change the number it switches back after i finished
That would be because that value is keyframed by default, ctrl+shift+left click should solve the issue
@@EdmondBouletGilly Yooo thanks alot that was actually the problem :) Also thanks for the fast reply...i wish you a nice day ^^
Thx you too
Thank you for sharing!
trop bieng
Great good technique
thank you
I love your tutorials, so clear and concise.
Thx for sharing~
next level
Hot damn ! C'est excellent ! Merci pour le partage.
Good job. That is great.
Nice i should try this with Pure Vex Workshop Week 2: Rain Drops tutorial when i added the Pure Vex Workshop Week 2: Rain Drops tutoria with Houdini Procedural Ripple Setup (Turkce) tutorial it workes but this video have shown me how to make it better thank you i will give it a try
Super intéressent merci 😎!