TUTORIAL - PART I - HOUDINI VELLUM GRAINS ACTIVATION
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- čas přidán 19. 09. 2019
- Hello all, as promised, this is vellum grains activation part 1 of the tutorial series.
Link to the Vellum grains experiments video
• HOUDINI VELLUM GRAINS ...
Project HIP files here: gum.co/KSHWZz
Link to part II
• TUTORIAL - PART II - H...
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Please stay tuned for more tutorials on this series. - Krátké a kreslené filmy
Thank you for these! great tutorials :)
Thanks for watching and you are welcome.
I love this kind of tutorials!, that teach how to make a full project
could you please make more tutorials like that?
Thank you. I sure will try and do start to finish tutorials.
Thanks a lot, really useful
You are welcome. Glad it helped.
Thanks s lot! Very useful video
You are welcome. :)
hey hey, thank's for this tut !!
question : on the attr wrangle ; why do you put i@stopped=3 (why 3) ?
thank you !
You are welcome and thanks for watching. The stopped attr is from houdini documentation. www.sidefx.com/docs/houdini/vellum/vellumattributes.html
search for stopped. I hope this helps.
@@resilientpicture THX ! yes It helps ! and from the last version of Houdini, do you suggest to make grain by the grain Op, or Vellum Op like yours ? thank's !
Well, the regular grains is very slow compared to vellum grains, I would say you would want to use vellum as much as you can unless there's something you can't achieve that can be achieved using regular grains.
@@resilientpicture ok great ! I will tests both technics ! thank's for those tutorials.
Is there any way to set an initial velocity for the grains at activation time? Just adding an @v attribute doesn't seem to work as it gets reset to zero when stopped.
Ok maybe you can try using SOP solver inside of dop network and inside of sop solver using point velocity node.
You may have to use multi solve to connect the sop solver and vellum solver. Hope it makes sense
Smashing tutorial! I'm just wondering, basically this is a rather regular box falloff field in Cinema 4d that is activated with 2 simple clicks. Isn't there a much quicker and coherent way to achieve the same result bypassing all the code? Maybe I'm missing something, very new to Houdini.
Thank you. well, currently activation using a trigger object can only be done using some sort of vex code, that could be as simple as activating particles based on force using active parameter or method in this video etc., But, this is based on my understanding of houdini. I am not familiar with C4D. I hope this helps.
@@resilientpicture Makes sense. Thanks for the answer, looking forward for more! Cheers
Really nice tutorial...
BUT
When the particles leave the bounding object, they lose their 'activated' state and stop moving.
How can I get those particles to stay activated even when they move out of the bounding object.
Many thanks
ha ha!!
Never mind. You covered exactly that point in the next tutorial.
Many thanks, there are very useful tutorials.
Glad you found it. 🙂
if the point number number is consistent, better use attribcopy , much faster than transfer
and if it is not consistent, you can prep an int attribute , and use that with attribcopy
Thank you for the tip. Attr transfer is definitely slooowwww. :)
Hi can you make netflix dark matter portal scene ?
I haven't watched it, but trailer looks awesome and complicated. May be one day I'll give it a try. :)
@@resilientpicture czcams.com/video/mvGV0gRkd8E/video.html
how to export the grains as alembic.
I've responded to your email.
How do we export grains to c4d? I cant see the grains in the view port.
I don't know about c4d but I assume you can export as alembic from houdini and c4d can import alembic
@@resilientpicture I did but the grains are not shown in render viewport
@@bhushankandalkar3104 I honestly don't know about c4d, but are you using lite version?
@@resilientpicture I m using r21 crack
Ok, I am sorry, I can't really help you as I don't know, but I do have to point out using cracked software is illegal. Instead you can use blender which is absolutely free for anything and it's extremely powerful.
can you show me how to create wet cement ?
Sure will, one day. 🙂
@@resilientpicture it would be great if you could show it spraying like shotcrete, an pouring.
hey. somehow my points my emiting; but geo isnt vanishing after the multi-solver part :((was till just the vellum solv.) Help?
I am not sure I understand, Can you please elaborate?
@@resilientpicture ah, I fixed it! Earlier, my geo was a grains object. But there was no displacement to the geo itself. So, man's face stayed, without being moved by wind. If that makes sense.
@@starlight055 alright, sweet, glad you figured it.
@@resilientpicture :)
Though. Question. I've been trying to figure this out:
I want the vellum grains have a life and death. I want them to die after a certain amount of time. I'm unable to figure that out.
Help?
Good question, grains don't have life time as such as far as I know. So you can generate an arbitrary attribute and increment it over time. Then delete grains particles based on this value being higher than a threshold. Hope it makes sense.
the colour code for 18 version is not working
Hello, Can you please elaborate as I just checked the files in 18.5 and it works fine
@@resilientpicture tq