/r/Houdini
The subreddit to discuss and learn about all things relating to the Visual Effects suite Houdini by Side Effects Software.
Welcome to /r/Houdini. This is a place to discuss, show-off and help each other with all things related to Houdini.
Useful Resources:
Houdini Doc / hou/python commands
SideFX Official Tutorials search 'masterclass' ⭐⭐
Curated google doc Tutorial List ⭐⭐⭐
Think Procedural Discord
Matt Estela's cgwiki! ⭐⭐⭐
Entagma's videos ⭐⭐⭐
Houdini blueprints to share .hip recipes
Peter Quint's Tutorials
LesterBanks (cg related blog)
CmiVFX Tutorials (non-free)
Pluralsight/Digital Tutors Tutorials (non-free)
To relax: pedohorse's Vimeo
Here are some other subreddits that you might be interested in:
/r/Houdini
Anyone can help me recreate this or link material to where i can learn to do this in houdini i made this in blender a couple of months ago
I know that you can sell .hda only if you are using commercial version. Only .hdnac file can be sold for indie users & it can only be opened by other Indie users.
Now as an Indie user I want to ask if I can sell .obj, or .FBX models created in houdini? Will that be a problem? WHat about procedural materials created in COPs, can I sell materials in image texture form?
So i'm new to Houdini and I was following along with this tutorial and I found out that my fluid was snapping to the surface somehow? I tried the methods shown to stop volume loss but it kept snapping, can someone help?
Made a pretty cool rig using Apex in Houdini 20.5! Considering I'm not a rigger, this was a super fun challenge to dive into, and was surprisingly straight forward :)
video
Hello everyone!
As a long time Blender user, I'm now getting more comfortable with Houdini's advanced sims/procedural features, but I still feel like I'm missing some very simple elements...
For example, I build my scene in the obj context, and then import my different elements in Solaris, where I create and apply materials, lights, etc. But what if I want to edit a shot while I look at the finished lit up scene ? Currently, I know no way of doing this, I have to look in solaris, then switch back to obj, make the change without seeing its impact on the scene, go back to solaris, test the render view, etc. That seems absurdly complex (at least coming from Blender), am I missing something ?
Thank you !
I was trying to figure out a way to set up Apex rig controls where an animator could deliberately choose between fk and ik controls in the middle of animation.
I am considering to make two guides that are parented to the actual joint (one for ik control and another for fk), so that maybe instead of switching they just both exist and update each other simultaneously. Not sure what is the better way.
Is there any material or documentation that I could look up something like that?
Hey,
I am exploring the vdb analysis nodes and been playing around with vdb advection. I had some interesting results but I wonder how I get the laplacian to work and bind them correctly.
I keep getting this error:
This is the vob setup I am using:
Anyone has an idea what how to make it work?
Thanks!
Problem #1 : When moving the roll height, the ring slides along the ground when I want the pivot point to stay in place.
Problem #2 : When moving the roll rotation, the whole ring spins about the Y axis when again, I want the contact point with the ground to move along the ring, as it would in real life.
Any ideas how to make this work? I tried turning the bottom of the ring into a curve with a carve, then deleting all but the last point that moves along that curve, and using its P to feed the pivot transform but couldn't get it to work. Thanks
Hey everyone,
I recently accepted a project as a cloth sim artist, and I’m facing a bit of a challenge. The client wants the simulations to be as stylized as possible—big folds, no small details, very clean.
I know there are two key things to achieve this:
Is there anything else I should focus on to improve the results and get closer to their desired look?
P.S.: They want the style to resemble the cloth simulations in the animation Luca.
I had a blue tint bug on karma xpu, so i rolled back my gpu drivers but now the rbd material fracture node doesnt work, it says this on the houdini console: "OpenCL Exception: ptxas application ptx input, line 9; fatal : Unsupported .version 8.6; current version is '8.5' clBuildProgram (-9999)". I currently have 560.81 driver version installed, blue tint appears on higher versions. is there a way to fix this issue.
Differential line growth/paint drop marbling
Hello.
I am messing with vellum cloth and was wondering if there was a way to alternate some settings in the vellum node and see the result on one frame like f53 for example without running the whole simulation. I tried time shifts but they need to run the simulation to refresh
I checked online and saw someone mention quasistatic vellum simulations that seemed to do the job but I'm having some issues making it work.
Is it a viable solution and, if so, am I doing something wrong?
The first image is a dynamic simulation type and the second quasistatic
Thanks!
while meshing suddenly other geo appers from no where
Hey Guys, I was trying to export Crowd Sim From Houdini to Unreal but all I'm getting is static mesh. can anyone tell me what could be the issue?
I have an object file from maya which is already organised into groups/primatives, there's alot of objects so I just want to UV flatten and UV layout them onto different udims based on their maya group names.
I'm pretty sure this can be kind of automated but right now I don't know what I'm doing wrong.
The manual approach that works is File node - Load OBJ - load all geo Blast node - type in wild card such as "objectsA_grp" - Delete no selected. Then uv flatten -- UV layout - change udim setting and move it.
I'm pretty sure there is a way to use "for loops" to grab objects of different names /grouping and lay them out on different udims but nothing works.... The "for loop" dosnt pickup the attributes even when using a connectivity node...
Any ideas?
I can export other formats if it's easier to work with, I tested with obj but maybe fbx or alembic is better?..
I have a HDA with a parameter with some keyframes set. I also have a python function in my HDA's PythonModule that I want to call only when the keyframes on that specific parameter are modified or new keyframes are created on it or deleted by the user.
I've messed around with callback events but I'm just getting confused at this point due to UI interaction behavior and all sorts.
I've also tried just sticking python directly into another parameter's expression to get it to run every frame and check what I'm doing but this is obviously just bad for many reasons.
What's the easy way to do this? Apologies if the question/context is confusing.
The question is when we project a Voronoi texture on a curved surface, we would like to remove all unnecessary points except the Voronoi polygon so that the polygon is clean
A personal project I did a while ago - inspired by a dish I had in a restaurant - what do you guys think? (:
Happy to share this project i did back in October.
All done in Houdini, KarmaXPU and Nuke.
Hey guys, I'm trying to animate a boat going in the water but my flip sim just creates space in the water for the boat and a few displacements around the boat. It looks realistic but isn't too visually impressive.
I'd like to add a few small waves being pushed from the side of the boat like in this video.How would I go about achieving it ?
I know how to do basic flip sims but I can't find a tutorial for this kind of effect.