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Paul Esteves
Germany
Registrace 25. 01. 2021
033 2d Pyro to Cops Teaser
In this month's tutorials we'll tackle 2d pyro simulations. We'll take those sims, put them through the new Cops 3.0 in Houdini 20.5. We'll use the copnet results to advect UVs and finally, we'll do some rendering in Redshift using our pyro simulation.
www.patreon.com/paulesteves28
www.patreon.com/paulesteves28
zhlédnutí: 1 181
Video
I Tried the MPM Solver... And FAILED Miserably!
zhlédnutí 6KPřed 14 dny
Thanks for watching! 📸 Follow/Sub ↴ ▶ TikTok: / www.tiktok.com/@paulesteves28 ▶ Instagram: / paulesteves28 ▶ Twitter: / x.com/paulesteves28 ▶ Patreon: / www.patreon.com/paulesteves28 Music by Epidemic Sound: www.epidemicsound.com/ #3d #houdini #sidefx #render #karma #solaris #abstract #3dart #design #art #simulation #motiondesign
032 Clipped Shoe Teaser
zhlédnutí 1,9KPřed měsícem
In this month's tutorial we'll take a look at the new updates to the Clip sop in Houdini 20.5. We'll use the leading edge to generate smoke and create a cool smokey reveal. In the second part we're jumping into Karma to render the scene.
031 Inflate Objects Teaser
zhlédnutí 1,1KPřed 2 měsíci
In this tutorial we'll talk through creating some nice wrinkly cloth objects. We'll then dive into deflation and inflation, and look at 2 different methods we can use to do this. In part 2 we'll talk about rendering and how to create this cool velvet shader.
030 Racket Fluid Teaser
zhlédnutí 2,5KPřed 3 měsíci
In this series we'll talk about fluids in Houdini. Instead of just talking about this effect, I want to talk through fluids in general. So, in part 1 I'll talk about the absolute basics of how you can setup fluids using both the sop tools and the dopnet (and why to use each one). In part two we'll talk about specific settings like surface tension, viscosity, droplets, etc. We'll also build some...
029 Racket Strings Teaser
zhlédnutí 2,1KPřed 4 měsíci
This month we're tackling dynamically resampling Vellum hairs. We'll talk through the Vellum setup, we'll also add some initial velocities to break up our shape and finally in part 2 we'll tackle all things rendering. As always, we'll build the scene entirely from scratch and I'll do my best to explain the process as I go!
028 - Tennis Ball Growth Teaser
zhlédnutí 4,1KPřed 5 měsíci
In this tutorial we'll talk through growing megascans over a surface. In part one we'll talk through some basics. In part 2 we'll talk about some more specific techniques to get some nice details into the shot. www.patreon.com/paulesteves28
027 - Tennis Ball Hit Teaser
zhlédnutí 4,8KPřed 7 měsíci
In this series of tutorials we'll tackle this close up shot of a tennis ball hit. We'll build a tennis ball semi procedurally in Houdini. We'll add the hairs and details, light it and get it ready for production. In part 2 we'll talk about smoke simulations. I'll talk through different aspects and how we can use different sources and different settings to get cool results that we want. In part ...
026 - RBD Reshape Teaser
zhlédnutí 3,5KPřed 8 měsíci
Firstly, Happy new year! I hope 2024 is an amazing year for you. This month we're talking about RBDs and how we can make them conform to specific "goal shapes." www.patreon.com/paulesteves28
It's VEXember time!
zhlédnutí 4,8KPřed 9 měsíci
Thanks for watching and I hope you'll join us on this fun adventure! I will be posting the challenges on Twitter: paulesteves28 We will also have a good discussion around the challenges on discord. Matt Estela/CGwiki has agreed to host it. You can join his patreon to get access to the Discord (it's well worth the money, I can assure you). www.patreon.com/mattestela See you there!
How to make Redshift materials FASTER and EASIER than ever with this powerful tool.
zhlédnutí 4,1KPřed 10 měsíci
How to make Redshift materials FASTER and EASIER than ever with this powerful tool.
I'm trying Karma again... Wish me luck!
zhlédnutí 10KPřed 10 měsíci
I'm trying Karma again... Wish me luck!
How do you mesh the jelly geo?
All my meshing is either VDB workflow (like you'd do with fluids) or I used point deform on the original mesh.
You saved my day with your "pack + trail + timeshift" technique ! ^^
Glad I could help!
Awesome. Thanks!
This is crazy useful info. Thanks.
Looking great with your new lighting and bg Paul!
Thank you so much for the grat tut, Paul! It would be awesome to see more content related to combining MOPS and the MPM Solver in Houdini. By the way, do you happen to share the final scene file from this video anywhere? Keep up the great work!
Hey! How do I import this into Unreal?
Holy crap!
Solid viddy
karma ❤
Failing is probably a very good sign that you are pushing your limits and learning in Houdini
love your work! just subscribed
Hoping someone chimes in with a solution for the tree issue
Since this video I see there is a monster 3 hour long masterclass on MPM... Maybe my answers lie within!
trying things and failing is the way to go!
Man this looks amazing at 4:30 Can you show us how you rendered the particles like glitter in Karma? I tried it myself but never achieved this look
That's a cool idea, I can definitely try!
@@PaulEsteves28 Yeah that would be awesome, thanks Paul!
what configuration do you have? can we get a studio tour?
Studio is maybe generous, i can give you a basement tour! Sure!
nice work 😅👍👍
but i like floppy... trees!
hahahaha!
"This tree needs help", hahaha. 😄 Thank you so much for showing that even GOATs fight the occasional fight with mighty Houdini. 🙂🙌
We all fight the mighty beast of Houdini!
Love a series like this
Oh no, someone help that tree.
🤣
❤❤❤
Tons of courage, love to see stuff like this. Important part is you learned something and that's the whole journey of an artist. You're awesome Paul!
I appreciate the comment!
The thing I like is " Sometimes the creative things doesn't move along the way u had expected", an Epic Statement.
Great video as always!! I'm curious to know where do you use the @mops_falloff in the solver to control the gravity/activation ?
I was also very curious and tried to control the "stopped" attribute through MOPs according to the idea of Vellum Grains, but this method does not work on mpm.
@@hendasheng Yeah, unfortunately, in this first iteration of MPM, there aren't any attributes like "active" or "stopped." But, if you use a pop wind or pop wrangle and set velocity to be scaled by mops, it will only move once mops moves through it. It's certainly not perfect, but it works okay for a scene like this.
@@PaulEsteves28 Good idea! Thank you for sharing : )
Like this type of video... more!
please do more about odtools, setup and everyday use. you use it so much more efficient than i do.
Did you see my other video on the asset library? I probably use that feature the most, it's super powerful.
Very interesting, im very new to houdini so im trying to learn the og parts of the program first (vellum and so on, thx for the tuts btw) but cant wait to eventually work with mpm.
mpm is a lot of fun, but, I think Vellum is still much easier to make cool stuff with. It's faster and more understandable. There are also a lot more tutorials on it. MPM is so new, everything is guessing I feel.
good stuff
Much love Paul, awesome video!
Have you checked out Peter Sanitra's work? It's pre-MPM, but still worth a look.
Peter has always been an inspiration, his work is incredible!
Fantastic advice and demo!
Yessss❤
really a beautiful floral ART.
Hi Paul, your Patreon page isn't opening
nice Video!!
Bro Houdini always shows me things that I never think that's he can do.
Fucking legend bru
finally finally karma....❤❤❤❤❤
Looks great !!
Nice!
nice, where can we see the video of MAtt estela sculpting, i can't find it on youtube
Thank u very much!!
we need more info about meshing ;)
Keep the video coming out!
Thanks for all your efforts!
what is the creature that you use in the tests it looks cute
it's a test geo that comes with houdini called squab. He's cool! :)
That jiggle from the burger is definitely going to be used differently by someone 😂😂
Bruh 😂
@@Shsj272 No idea what you could be implying.......
how did you get it to run on the gpu? I've found it to be pretty slow! Honestly I can't find any evidence whatsoever to support the claim that this is fast and runs on the gpu.
It runs on the GPU by default. It's entirely based on openCL. Second paragraph at the bottom: www.sidefx.com/docs/houdini//nodes/sop/mpmsolver.html "The solver is fully written in OpenCL to take advantage of the powerful GPUs available in most workstations."
@@PaulEsteves28 hmm I see. With the tests I've done though the solver seems to rely more heavily on system memory and uses very little vram (even on higher particle counts only about 2-3gb of vram). Not quite on the same level in terms of performance as something like dyverso in Realflow. I thought with your statement that "the solver runs completely on the gpu" that maybe I had missed a setting or two. Still an impressive system. I just wish there was a cuda option.
@@theshadow6273on GPUs you want to minimise your vram usage since memory transactions are what are usually the limiting factor for GPU calculations. Not saying that small vram usage necessarily means that the OpenCL implementation is good, but it could be an indication that it's been well optimised.
@@theshadow6273 What kind of gpu do you have? If you have an amd gpu, it won't run very fast