Hristo Velev
Hristo Velev
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Houdini procedural bullet explosions
Quick overview of how to set up procedural Bullet explosion hits with the Bullet SOP solver in Houdini. Looking at fragmentation, velocity, active and animated attributes, transferring animation to render geometry. Enjoy!
Scene file is here:
www.dropbox.com/s/y8ui8b7a0thwqzr/bullet_hits_activate_over_time_attach_rendegeo.hipnc?dl=0
zhlédnutí: 3 818

Video

Houdini - dissolving Vellum constraints over time
zhlédnutí 9KPřed 3 lety
Let's check out a simple setup that dissolves Vellum constraints over time - entirely set up in SOP, saving you that DOP mindbending :) HIP file here:
Houdini - Procedural floor tiles
zhlédnutí 4,1KPřed 3 lety
Build a simple procedural floor tiles setup. Extracting profiles with carve, cutting meshes with lines with edge fracture, custom displacement that's breaking up across pieces and other fun stuff :) Hip file here: www.dropbox.com/s/udzv4buoiklcmt1/floor_tiles.hipnc?dl=0
Houdini and V-Ray - setting up Cryptomatte for instancing
zhlédnutí 2,8KPřed 4 lety
Here's a way to set up Cryptomatte in V-Ray for Houdini for efficient control with instancing. Edit: One thing I got wrong was the name/path attribute class - points is better, vrscene size baloons with prim :)
Houdini pop fluid splash
zhlédnutí 11KPřed 4 lety
Slow mo macro style splash using the pop fluid solver, oldschool SPH style! Some cool shapes that are difficult to get using FLIP. Scene file: www.dropbox.com/s/rnvm49l7s05gqbi/pop_fluid_splash.hipnc?dl=0
Houdini 18 rain splashes and streams
zhlédnutí 11KPřed 4 lety
In this one we look at creating rain that's splashing and streaming down some geometry, using POPs and some handy emission and post processing. Scene file here: www.dropbox.com/s/cel4bj1bm46h4io/pop_rain_splashes.hipnc?dl=0
Houdini 18 Boat in the ocean
zhlédnutí 10KPřed 4 lety
Setup to build some big ocean waves and animate a boat on them. Using a sinus function wave and an ocean spectrum for the ocean, and a constrained rigid body rig for the boat, which gets a buoyancy force based on how deep under the water surface it is. Scene file: www.dropbox.com/s/8r4bkp3tun5md62/boat_float.hipnc?dl=0
Houdini 18 shortest path streams
zhlédnutí 1,7KPřed 4 lety
Quick way to create streams down a hill using shortest path and velocity field from it. Scene file: www.dropbox.com/s/0cxqd1d8ad0f08z/shortest_path_streams.hipnc?dl=0
Houdini 18 POPs bounce control
zhlédnutí 3,1KPřed 4 lety
In this one we'll check out a few quick setups for controlling how our POPs bounce! Scene file here: www.dropbox.com/s/6yun9kmwo0kbiy8/pop_bounce_control.hipnc?dl=0
Houdini 17 5 grains from Bullet RBD
zhlédnutí 4,2KPřed 4 lety
Augmenting RBD setup with grains. POPs follow the RBD sim when inside it, grains solver when outside. www.dropbox.com/s/o4xvuflj06iids6/grains from rbd.hipnc?dl=0
Houdini 17.5 - Grain clusters and upres
zhlédnutí 6KPřed 4 lety
Simple setup to create clustered grains and upres them. Scene file: www.dropbox.com/s/6qk2racka6kkdsm/grains clusters.hipnc?dl=0
Houdini 17 5 constraint network basics
zhlédnutí 14KPřed 4 lety
Constraint networks can be difficult to understand, so here's an attempt at visually explaining how they work on a low level. Scene file: www.dropbox.com/s/2epcb0mse2skbzg/safety_net.hipnc?dl=0
Houdini 17 5 sim to render geo animation transfer
zhlédnutí 1,5KPřed 4 lety
Few basic approaches that enable simulating with low res geometry and transferring the animation to the high res render geometry Scane file, with a bonus - dealing with asset dressing in the same way: www.dropbox.com/s/7845k9mbgkv6zqd/break sim transfer animation to render geo_bak6.hipnc?dl=0
Houdini 17.5 VDB fracture and Bullet RBD sim
zhlédnutí 3,7KPřed 4 lety
Scene file: www.dropbox.com/s/8x2ak463d74mo26/vdb fracture.hipnc?dl=0
Houdini - waterfall whitewater by mixing FLIP and Smoke derived velocities
zhlédnutí 3,5KPřed 4 lety
Quick setup on how to mix FLIP and smoke velocities to get an interesting wider volume whitewater www.dropbox.com/s/r7kjftetd7ap2rk/waterfall.hipnc?dl=0
Houdini POPs on pieces
zhlédnutí 531Před 5 lety
Houdini POPs on pieces
Houdini pop vol advect
zhlédnutí 1,6KPřed 5 lety
Houdini pop vol advect
Houdini mountain terrain
zhlédnutí 4,8KPřed 5 lety
Houdini mountain terrain
Houdini mountain road
zhlédnutí 4KPřed 5 lety
Houdini mountain road
Houdini basic procedural village, streets and houses
zhlédnutí 3,7KPřed 5 lety
Houdini basic procedural village, streets and houses
Houdini terrain and scatter
zhlédnutí 1,5KPřed 5 lety
Houdini terrain and scatter
Houdini - rock face using mesh ops
zhlédnutí 1,2KPřed 5 lety
Houdini - rock face using mesh ops
Chet Baker - 'There will never be another you' solo
zhlédnutí 145Před 5 lety
Chet Baker - 'There will never be another you' solo
Maschine Jam isomorphic mode - play chords like a guitar player!
zhlédnutí 8KPřed 6 lety
Maschine Jam isomorphic mode - play chords like a guitar player!
Particle spline force - TouchDesigner experiment
zhlédnutí 3,1KPřed 7 lety
Particle spline force - TouchDesigner experiment
Oily flocking - TouchDesigner experiment
zhlédnutí 724Před 7 lety
Oily flocking - TouchDesigner experiment
Quantum Spirograph - TouchDesigner experiment
zhlédnutí 2,3KPřed 7 lety
Quantum Spirograph - TouchDesigner experiment
Kaleidoscope jellyfish TouchDesigner tutorial
zhlédnutí 11KPřed 7 lety
Kaleidoscope jellyfish TouchDesigner tutorial
Kaleidoscope jellyfish - TouchDesigner experiment
zhlédnutí 777Před 7 lety
Kaleidoscope jellyfish - TouchDesigner experiment
Vortex oils - TouchDesigner experiment
zhlédnutí 2,4KPřed 7 lety
Vortex oils - TouchDesigner experiment

Komentáře

  • @dickie_hrodebert
    @dickie_hrodebert Před 12 dny

    1:17

  • @svenwierenga2575
    @svenwierenga2575 Před měsícem

    Hey, I am working on a school project and was wondering if you could help me guide through this Houdini project

    • @HristoVelev
      @HristoVelev Před měsícem

      Check out the scene first, hope it's quite obvious

    • @svenwierenga2575
      @svenwierenga2575 Před 28 dny

      @@HristoVelev Yes, thank you for your comment. I don't undestand 1:15 the houses merge branch going down. I tried to replicate the nodes but I don't get the same results when you activate leave_houses_only. Could you help me with this? Thank you very much

  •  Před měsícem

    Very nice setup, thanks a lot for sharing! And here I was trying to animate my ships by hand :'D

  • @seanfadhilah7902
    @seanfadhilah7902 Před 3 měsíci

    big thanks

  • @MDSJudicator
    @MDSJudicator Před 5 měsíci

    Thank you for this. Great tutorial.

  • @eliyahumedia
    @eliyahumedia Před 5 měsíci

    Hi, hello, how are you?! How would you go about changing the colors of the pinboard that align to the color values of a ramp TOP? I would like to simulate the look of a heat map. Thanks in advance and great project!

    • @HristoVelev
      @HristoVelev Před 5 měsíci

      Glad you like it! I've been out of Touch for a while so I can't say off the top of my head, but I'll be coming back to it in the next couple months

    • @eliyahumedia
      @eliyahumedia Před 5 měsíci

      alright! looking forward to it! @@HristoVelev

  • @vladartiomav2473
    @vladartiomav2473 Před 5 měsíci

    Nice tutorial, but I should mention, if somebody uses Redshift, then you don’t need to pack the pieces at the end. Because redshift actually unpacks it anyway. Didn’t test with Karma or other renderers though.

  • @steinfeldt
    @steinfeldt Před rokem

    that's phenomenal! Thanks so much!! Do you know how to get it worked on an animated input? it doesn't slide down anymore then. Thank you!!

  • @DigitalEkimose
    @DigitalEkimose Před rokem

    Thanks a lot for taking time to create this video. 😊

  • @RMAFIRE
    @RMAFIRE Před rokem

    Insane 🔥💫

  • @TRUSTlabel
    @TRUSTlabel Před rokem

    interesting approach with the sequencing, thank you. but have you tried your patch with a recent TD version? the scalez graph looks much like yours with my input source, but seems to have only very limited influence of the pins. also when i reduce the rows (and cols) the board becomes a strip instead of a square. can't seem to figure either problem out...

    • @HristoVelev
      @HristoVelev Před rokem

      I've been deep in Houdini world for a couple years, so I haven't tried that in new builds unfortunately. Same principles should apply though :)

  • @toxicade1xl5
    @toxicade1xl5 Před rokem

    Is this still available for download anywhere?

  • @asier7400
    @asier7400 Před rokem

    Thanks!

  • @321Green1Fork123
    @321Green1Fork123 Před rokem

    Can the gravity and constraint network nodes go after the rigid body solver? That's how one of the examples in class im doing is taught

    • @HristoVelev
      @HristoVelev Před rokem

      Yes, there's not much difference in the order of these most of the time

    • @HristoVelev
      @HristoVelev Před rokem

      Unlike with sops :)

    • @321Green1Fork123
      @321Green1Fork123 Před rokem

      @@HristoVelev cool, good to know, thank you!

  • @edersouza1881
    @edersouza1881 Před rokem

    Hey mate ay chance to redo this useful tutorial from scratch. It is a bit confusing for beginners at the moment.

  • @antoniopepe
    @antoniopepe Před rokem

    nooon Man... i had this ideas of rename the constraint type, but i lost in my mind... and after whatch this video i remember to try, and works . i did dis inside a sop solver inside a dop network because my constraint connection are build over time, and not before the simulation, so my problem is to remove constraint based on some mask attribute over the attach mesh. i read this value and if i remove the constraint all the sim go crazy. BUT if i rename the type to "none", instead of remove prim, all works great. PRIMITIVE WRANGLE INSIDE THE SOP SOLVER // in the 3 input of the wrangle i connect the obj merge of the geo with the remove animated attribute // Read the near point of 3 input int nearpt= nearpoint(2,v@P); // Read the near point value remove from the geometry int remove = point(2,"remove",nearpt); if(remove>0){ //@Cd={1,0,0}; //Set the type from attach to none >> so the attach constraint is removed s@type= "none"; } I have another way of do this , by Vellum Constraint Property and activate the Remove checkbox and Vex (in this case the removed constraint dont cause problems) int nearpt= nearpoint(2,v@P); remove=point(2,"remove", nearpt); thanks again

  • @3dforever717
    @3dforever717 Před rokem

    Hi! Very nice tuto, but I've some issues after the simulation... When I transfer with the "transformpieces" my original mesh start to deform itself after some dozens of frames! Have you some idea to avoid that? Please! 🙏🙏

    • @HristoVelev
      @HristoVelev Před rokem

      The cool thing about a setup like this is that it allows the rig to bend, the render boat could also bend if you transfer the animation using a point deform. If you don't want it to deform you can make it stiff enough, give the pieces some constraints that would also make it stiffer, or use another method that is simpler - with a triangle at the base of the boat that you ocean deform, and then get normal of that, centroid, and up vector that you choose. Then you can copy to points the boat using that data. This is simple and fast, though not as fancy :)

    • @3dforever717
      @3dforever717 Před rokem

      @@HristoVelev Thank you so much for your answer ! I'll try this after my holiday break... And Merry Christmas ! 😁🎄😉

    • @HristoVelev
      @HristoVelev Před rokem

      @@3dforever717 Merry Christmas to you too :)

  • @hannesbolman4710
    @hannesbolman4710 Před rokem

    dont work in h18.5. pls provide the scene

  • @elyseresseguie8680
    @elyseresseguie8680 Před rokem

    My boat keeps capsizing :(

    • @HristoVelev
      @HristoVelev Před rokem

      You might try making the collision geometry a bit wider

  • @stevensilcock
    @stevensilcock Před rokem

    Glad you supplied the hip file. Otherwise it's a bit tricky working out what you've done unless you flag each node as you work your way through the project. If you can't see the node parameters it's a guessing game really. Got any hip files for masonry tiling where you can divide an area up according to your tile size with a set gap around each one & all of them as well, like you would if actually tiling a floor. Cool wooden flooring though...very rickety though....watch your step I say...lol.

    • @HristoVelev
      @HristoVelev Před rokem

      Glad it helps :) masonry is actually simpler, except the ties. For the rest - it's regular intervals so you can copy lines, and blast of the odd points on odd lines and even points on even lines, and copy bricks on these points :)

    • @stevensilcock
      @stevensilcock Před rokem

      @@HristoVelev sounds like a good reason to make another video...;-). I'm a landscaper so do paving, block retaining walls etc. Use Houdini for client visualizations, hoping it saves them making any changes once you've started...hate that...plus building it in 3D first, is good for calculating quantities & working out levels etc. Devil's in the detail. Plus I like the problem solving part of it...esp. with Houdini....how many ways can you do something....lol. Not to mention the power of procedural modelling vs destructive....so cool. So lately I've been focusing on making brick/block retaining wall, paving/tiling/decking, and also fencing HDA's or prototypes. I've made quite a few already, some work, some don't, but always looking for better ways to do stuff....plus trying to learn VEX to harness it's full potential....but no programming background so tends to make my brain bang....lol.

    • @HristoVelev
      @HristoVelev Před rokem

      @@stevensilcock it's quite a journey indeed! New discoveries every day, and enjoy the process :)

  • @RaZzor7
    @RaZzor7 Před 2 lety

    How do you orient the houses along the roads?

    • @HristoVelev
      @HristoVelev Před 2 lety

      Poly frame from the curves, use the tangent as normal, and 0,1,0 for up

  • @zhongpingyang1955
    @zhongpingyang1955 Před 2 lety

    thanks

  • @aaronversiontwo4995
    @aaronversiontwo4995 Před 2 lety

    Could you have a setup that goes the other way? You have a pop grains simulation with objects like rocks which are various shapes copied to points. Then use that as a guided RBD sim to achieve collisions between the rocks and othe collision geometry?

    • @HristoVelev
      @HristoVelev Před 2 lety

      You now have the rigid vellum constraints that you can use for that, to be the rigid parts of the simulation, and stay in Vellum for the whole thing

  • @gt_kenny
    @gt_kenny Před 2 lety

    What's going on in the background with all the shouting? Angry Blender artists coming for you Hristo? :D

  • @LordBax
    @LordBax Před 2 lety

    Great tutorial. I wish I'd found these videos when I first started with touch. Back then I found a lot of tutorials that just rebuilt their network from scratch and a lot of the reasons why they chose certain parameter values or made certain decisions were never explained. I think your style of teaching of going through each node and explaining how you made your decisions is such a great way of teaching.

    • @HristoVelev
      @HristoVelev Před 2 lety

      Thanks, glad you like that, I also feel that explaining the fundamentals is most valuable

    • @LordBax
      @LordBax Před 2 lety

      @@HristoVelev Of course. I'm sorry if you know this but you can instance directly from TOPs now so there is no need to convert it back to a CHOP. I don't think that was a feature when you made this.

    • @HristoVelev
      @HristoVelev Před 2 lety

      @@LordBax yeah lots of improvements in this area, when I get back to TD from Houdini will be some new research :)

  • @naveendranath363
    @naveendranath363 Před 2 lety

    Hey, The tut was very useful. Can we use the same method for mantra render as well.

    • @HristoVelev
      @HristoVelev Před 2 lety

      It's a bit different in how you set up the AOV but otherwise yes :)

  • @CR-qc9sl
    @CR-qc9sl Před 2 lety

    Why don't you start at the very beginning ?

  • @zalagu654
    @zalagu654 Před 2 lety

    Thank you Hristo!

  • @sams_3d_stuff
    @sams_3d_stuff Před 2 lety

    NICE!

  • @BenSyzek
    @BenSyzek Před 2 lety

    This is awesome. Thank you!

  • @JacysVFX
    @JacysVFX Před 2 lety

    Nice, and I found to get the particles rbd working you must use the mask with particles* instead of particles. Very weird I know.

    • @HristoVelev
      @HristoVelev Před 2 lety

      Not sure where is that, but check out the names or groups in the geometry spreadsheet - with names for example, there's an index after the text part of the name, and adding the asterisk matches the whole thing :)

  • @FaddyVFX
    @FaddyVFX Před 2 lety

    I used to learn from you from the days of 3ds max and thinking particles, good you are sharing your thoughts in houdini too. Thanx alot, long journey.

  • @FaddyVFX
    @FaddyVFX Před 2 lety

    You have very nice channel. Keep adding nice cool video please

  • @pramodpandit236
    @pramodpandit236 Před 2 lety

    good job

  • @corinaodin
    @corinaodin Před 3 lety

    Hello! Thank you so much for your tutorial. I tried to alter your setup in order to use another ship, but I keep having problems with the exploded pieces drifting apart in the simulation. Any ideas what I might have to change?

    • @corinaodin
      @corinaodin Před 3 lety

      Oh, I adjusted the density of the points without changing the connectadjacentpieces! Now it works!

  • @andvfx
    @andvfx Před 3 lety

    Always coming back to your tutorials, they are so well explained! How do you manage your rbds with the newer build in tools for RBD in sop level? Are you using them more than a more manual approach? I found them great for fast setups, but when you need something specific, setups like you did here I found it way more useful.

    • @HristoVelev
      @HristoVelev Před 3 lety

      Thanks! It's either the RBD configure sop or a wrangle, but they do the same thing - setting the active etc attributes

  • @kg4135
    @kg4135 Před 3 lety

    Putting noise on top of 'attractionweight' attribute vs the 'strength' attribute is the same? Right?

    • @HristoVelev
      @HristoVelev Před 3 lety

      They are different, strength is an attribute on the constraints, meaning how much they resist breaking, and attractionweight is in the points, meaning how much they clump together

    • @kg4135
      @kg4135 Před 3 lety

      ​@@HristoVelev Ah, okay. Was getting confused between both because behaviour of both looks almost the same & btw my teacher taught me attraction weight thing to me for clumping, but will also try your technique you taught here & thanks for replying!

    • @HristoVelev
      @HristoVelev Před 3 lety

      @@kg4135 these days I do it with Vellum :)

    • @kg4135
      @kg4135 Před 3 lety

      @@HristoVelev What's the difference in both? Speed, Control?

    • @HristoVelev
      @HristoVelev Před 3 lety

      @@kg4135 Vellum is the more modern framework. You can do more, it's faster, and you can access it from SOP

  • @tomklejne3916
    @tomklejne3916 Před 3 lety

    This was very helpful back when I stumbled on it and I was new and learning Houdini!... now that I'm not new and still learning Houdini its even more helpful! Thank you!

  • @linusrosenqvist9145
    @linusrosenqvist9145 Před 3 lety

    Such a weird thing, I was looking for this video because someone mentioned it and then I got a mention about someone subscribing to my videos. So I click to see who it is and this video is the first thing I see. Got kind of mind-fucked

    • @HristoVelev
      @HristoVelev Před 3 lety

      Hah that's fate! Cool videos on your channel too, cheers!

  • @JacysVFX
    @JacysVFX Před 3 lety

    Wonderful as usual.

  • @evmlionel
    @evmlionel Před 3 lety

    so good! thanks!

  • @masterfootage5481
    @masterfootage5481 Před 3 lety

    Cool lesson! In tyFlow, there would be such control over the geometry, eh)

  • @andvfx
    @andvfx Před 3 lety

    Awesome Hristo! Thanks a lot!

  • @andvfx
    @andvfx Před 3 lety

    Always coming back to your tutos Hristo! this fast overviews are quite good for a fast understanding of the possibilities. Thanks!

    • @HristoVelev
      @HristoVelev Před 3 lety

      Glad you like it! More coming :)

    • @andvfx
      @andvfx Před 3 lety

      @Hristo Velev will love if you do some tuts replicating some common easy things in tp... not so inmediate in hou. Like having objects as kinematic, and randomly turn them active, Or activating by volume, or replicating the eggtimer for example. Secondary breaking by impact, this kind of things. Anyways, thanks a lot!

    • @HristoVelev
      @HristoVelev Před 3 lety

      @@andvfx these are great ideas! Keep them coming

  • @willgiuliani8251
    @willgiuliani8251 Před 3 lety

    Thank you! And thanks for the scene file!

  • @melodyyy7954
    @melodyyy7954 Před 3 lety

    can u show the renderview? also how do i texture the mountain? can u make a tutorial on that? it will be very helpful!

    • @HristoVelev
      @HristoVelev Před 3 lety

      There is plenty tutorials on height fields for you to check out first. This is not textured yet -when you render you turn the volume to a surface, and texture that - UVs are easy because it's just a top down projection.

  • @abdulwadodabdulrahman3241

    wa, hello hristo i wanna ask you something are you still have exotic matter naiad software ??

  • @avtpro
    @avtpro Před 3 lety

    Thanks! this is very helpful.

  • @chillsoft
    @chillsoft Před 3 lety

    Thanks for this! :) Awesome!

  • @logicframe
    @logicframe Před 3 lety

    Great tut! What's the hotkey you use to reset the sim? :)