Advanced Scattering in Houdini 18.5

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  • čas přidán 2. 08. 2024
  • In the video I will show how to use the new Scattering features from Houdini 18.5. With these new nodes you can better select or mask out areas to place and scatter models. The new Scatter and align also handles orientation and scale by default so you don't have to worry about setting these attributes.
    Further more an attribute from pieces node is used which can be used to assign models based on a pscale value.
    Link to the work of Sebastian Bielecki www.artstation.com/bieleckki
    I used his kit bash set in the video for generating sci-fi props and suits.
    If you have not seen the new Houdini 18.5 check out the website for more info about it www.sidefx.com/products/whats...

Komentáře • 46

  • @irql2
    @irql2 Před 3 lety +5

    That was neat. I love watching these videos and seeing what kind of stuff you guys can come up with!

  • @JohnLarryGroff
    @JohnLarryGroff Před 3 lety +1

    This is extremely helpful and well-presented. Thank you for putting this together.

  • @ShariSolo
    @ShariSolo Před 3 lety

    Flawless explanation. Thank you, Simon.

  • @MortenKvale
    @MortenKvale Před 3 lety

    Awesome, thank you Simon for all you educational content!

  • @trulycreative9795
    @trulycreative9795 Před rokem

    super well put together, and with a lot of attention to detail!

  • @jinhoonchung
    @jinhoonchung Před 3 lety

    Flawlessly presented. Thank you!

  • @juliengherlenda9476
    @juliengherlenda9476 Před 3 lety

    Love that ! Looking forward to others tutorials

  • @junzheshen3343
    @junzheshen3343 Před 3 lety +7

    Super useful! This allows me to do so much more without writing VEX myself and not jumping back and forth between heightfield scatter and scatter.

  • @andvfx
    @andvfx Před 3 lety +1

    Very cool, straight to the point, thanks!

  • @ianward5779
    @ianward5779 Před 3 lety

    great video, really clear and easy to follow.

  • @hiratrq
    @hiratrq Před 2 lety

    Great tutorial! Thank you so much for sharing

  • @AllmakeDesigner
    @AllmakeDesigner Před 3 lety

    I think this is good start to make procedural Rocks in game fx like ground attack and similar. Thank you

  • @massimobaita7178
    @massimobaita7178 Před 3 lety

    Thank You very much, Simon!

  • @slick3d392
    @slick3d392 Před rokem

    For sure has inspired me.

  • @borissolaris4421
    @borissolaris4421 Před 9 měsíci

    Simon is the best as always!

  • @flashgiz1
    @flashgiz1 Před 3 lety +6

    21 seconds in and I already learned 2 very useful tips. 1. It's nicer to have lights in the viewport while using high quality lighting with shadows . 2. Alt-click to merge nodes :) thank you!

    • @i20010
      @i20010 Před 3 lety +1

      Thanks! I havnt noticed that sneaky alt merge!

  • @JonasJCom
    @JonasJCom Před 3 lety

    awesome

  • @SveGalabov
    @SveGalabov Před 3 lety

    thank you :) i wonder if i can do some manual tweaks to the procedural build such as using attrpaint to mark/block areas of the mask myself... Just for more control...Will give it a try

  • @filmeseproducoesaudiovisua9969

    Bro very cool 👽

  • @laplanddream
    @laplanddream Před 3 lety

    So nice! Could you share hip file for 2nd example please

  • @planebreach
    @planebreach Před 2 lety

    Is there any way to reverse the scale of the scatter ? I mean if the mask is fading the object are larger. Can we do the opposite - when the mask is more thick the object - larger, when the mask starts fading - they become smaller.

  • @graphic-nations
    @graphic-nations Před 3 lety

    how is your view port look awesome with shadows?

  • @BradASchreiber
    @BradASchreiber Před 3 lety

    On 18.5.351 maskbyfeature the Group is not showing up. I have the group node under the grid as in the tutorial.

  • @juancarlosgzrz
    @juancarlosgzrz Před 2 lety +1

    how do you randomize rotation and scale after scatter?

  • @cob666fuk
    @cob666fuk Před 3 lety +4

    How are the sci fi elements nicely aligned on a grid on the torus? Mine are randomly oriented (like on the character)

    • @hitta750
      @hitta750 Před 3 lety +2

      would be nice if this could be answered. kinda disappointing to follow the whole video only to get something that doesnt work. maybe including the hip file in the description would lead to less confusion when future updates change how some nodes work.

  • @chrisgg
    @chrisgg Před 3 lety

    Amazing. My sciifi ring version just looks a swiss cheese :) Will you share the HIP on Gumroad?

  • @junglingmitapfel2902
    @junglingmitapfel2902 Před 3 lety

    Really nice! Is there a way to do this with instanced geometry with a material and uvs? I have not yet found out anything about this.. No matter what I do, my assets remain grey.

    • @simonhoudini5074
      @simonhoudini5074  Před 3 lety

      Material and uv are support by default in Houdini instances

  • @dnch
    @dnch Před 3 lety +1

    nice, by the way hod do you get such nice lighting in viewport?

    • @junzheshen3343
      @junzheshen3343 Před 3 lety

      Middle shelf. Change the lighting to the third one. But it depends on your hardware, cuz it takes more computation.

    • @simonhoudini5074
      @simonhoudini5074  Před 3 lety

      Look at the light bulbs on the side of the viewport and use the high quality one. Further add a sky light in the object level

  • @minhtri4881
    @minhtri4881 Před rokem

    Hi Simon, i tried to use this for dopnet1, but there is a warning said object contains duplicate values for the "name" point attribute, when i run the simulation, the rock just drop through ground plain, is there any way to fix this, thank you!

  • @smithpark87
    @smithpark87 Před 2 lety

    I'm studying while watching this tutorial, but I think I eat it because the rotation value is not properly applied when I apply it with mechanical parts.Is there any tip? I want to make the machine look like it's in the tutorial.

  • @MissEldira
    @MissEldira Před 3 lety +2

    are you able to stop the objects from clipping into each other?

    • @simonhoudini5074
      @simonhoudini5074  Před 3 lety

      The scatter and align node outputs a pscale, which holds the distance between points and can be used to scale models nicely.

  • @caspgin
    @caspgin Před 3 lety +2

    So the intersection of geometry is handled automatically?

  • @fran.fernandez
    @fran.fernandez Před 2 lety

    how u get that nice render in the viewport?

    • @simonhoudini5074
      @simonhoudini5074  Před 2 lety

      I have a video about lighting in the viewport of Houdini if you are interested in that

  • @xrossfader
    @xrossfader Před 3 lety

    Wait a second… you merged without a tab key… hot key setup??

    • @simonhoudini5074
      @simonhoudini5074  Před 3 lety +1

      Select multiple nodes and hold ‘alt’ , while dragging an output of a node

    • @mrGr88n
      @mrGr88n Před 2 lety

      @@simonhoudini5074 could U please say how to make that parameter pane pop up over the network view pane (in ur top right corner). I'm searching for this info for 4 hours already =)

  • @brianberk8035
    @brianberk8035 Před 2 lety

    I followed your tutorial but scatteralign isn't scaling the copied spheres at all.

    • @brianberk8035
      @brianberk8035 Před 2 lety

      maybe the 2022 version is different? the copied spheres overlap and there's no interpolation option in maskbyfeature. i was able to get a slight scaling effect by turning off "calculate directional mask" in maskbyfeature, but it just isn't working like your tutorial.