/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
Hey everyone, I need some help with a VEX snippet. Here's what I'm trying to do:
class
are fully covered by mask1, I want to activate another point attribute called mask2 for that entire class.particularly interested in the 'kickback' effect that the blood flow has when the heart is pumping blood
I've tried with a simple pop sim, with a popcurve force and another pop curve force that has the same curve but with opposite curves, but the setup isn't working amazingly
So basically i have a base mesh here with just spheres scattered onto the surface, i want to make it so on impact with the ground the spheres break apart or scatter. I know i need to use RBD i think but can anyone help point me in the correct direction to achieve this? I am fairly new to houdini so i know the basics but more indepth stuff i am abit new too. Thanks!
I´ve been looking into the muscle sim side of houdini and want to try it on a character that I have. What I am missing is a relatively low poly and non-overlapping male skeleton and muscle geo to fit into the character body.
I know the elements for this can be sourced online but making it non-overlapping and appropritely low poly is pretty tedious and time consuming work that I simply dont have the time for as it stands.
Are there some resources like that online that I might have missed? Thanks!
Hey,
Chatgpt helped me with texturing particles with a texture map and rest position to stick the map to the particles. This works pretty accurate excepts its stretches the map. I cant find the texture settings to manually squeeze it in the right aspect ratio.
When I ask for a solution it comes with a solution that's not working so I wonder what the solution must be then.
Picture below is the solution it provided with the best results.
Cheers!
I have a black screen in mantra render, i set my camera and lights properly i guess, cant find any solution on forums
Whats up all. I'm curious about learning more about fields and how I can use them to do particular things, make certain masks etc. and I need to do it for a project. I'm curious if anyone knows of any tutorials or courses that cover fields and how they work and core concepts, as well as workflows and that type of stuff.
To give you an example, I have an image from someone else here to demonstrate my explanation. In the pic, you can see that there are 2 sets of particles, 1 with high density and 1 with low density (represented by red, with low density, and blue, with high density). I want this liquid to remain exactly as it is until a collider (perhaps a stick or something similar) sweeps through this container. When the collider sweeps through, I want it to activate the particles so that the red ones will do as they should and rise above the high-density particles in blue, but as I said I only want that to happen after the collider sweeps through, and "activates" them.
I'm certain I can use fields to do this in some way but my understanding and workflow around fields is EXTREMELY lacking so I'm hoping to learn more about them as a core concept so I can do this stuff on my own in the future. Any suggestions are welcomed.
This will be a 3 part tutorial on how to control 3d curves inside Houdini. We will get into vex and vops using curveu attribute for the setups. Hope you enjoy.
Hi,
I posted this issue yesterday; RBD Fracture issue
I had issue with RBD Material. And some didn't fractured completely below;
I solved this today..
I made new name as default;
All object got fractured well.
This is my object before fracturing.
This was my old name before.. when I had issue.
If the name is too long, does it cause issues with functionality?
Hi, so I'm attempting to make a procedural staircase with a curve as a guide (the plan is to make it a tool for unreal and place it with a spline) and the problem I'm facing right now is that i need to add along one out of two points along the curve up float to give the serrated staircase shape. How could I do that?
Hello Everyone,
Im a video producer, with some 3D experience (Zbrush, 3DS max, UE5) and a am currently looking to create something similar to this https://www.youtube.com/watch?v=KKz3Ju_CGew&ab_channel=ChangiAirport, at first I thought UE5 might be the quickest and eaasiest eay, but I cant find many tutorials with realistic water simulation.
Which leads me to Houdini, do you guys know any tutorial I could try to get something like this? I have no experience in Houdini, but feel confident enough I can learn the basics for what I need, and could be my way to finally learning Houdini.
Thank you all in advance.
I just installed the gcc9 version and seems the same as the qt6. Do the gcc9 or py310 includes a terminal version of houdini like mayapy?
My whole end goal is essentially just trying to take a Transform SOP's pivot rotation (visually shown in the viewport as the transform pivot handle) and extract it as a vector. This way I can then apply this rotation pivot vector to future transform SOPs to effectively copy the rotation pivot across. Note that I'm not talking about the rotation of the geometry, I'm talking about the pivot since I've already figured out the geometry rotation successfully.
At first this sounds simple but, unless I've gone down the wrong path, it seems to be very difficult. This is because the pivot's rotation is affected by three different parameters in the Transform SOP.
When you rotate with the Transform SOP, it has three different vector parms to enter rotation data for: pre-rotate, pivot rotate, and rotate. If you play around with them, you'll realize the node combines them in order like this: pre-rotate --> pivot rotate --> rotate. The resulting rotation is then applied to the geometry/pivot.
That's all handy dandy and all. But I for the life of me can't get my VEX to mimic this behavior using matrix math. This is down to that pesky order in which rotations are combined. Currently my logic is to relative reference the 3 rotation parms into a detail wrangle, convert them to matrices, multiply them with eachother in the order explained above, then finally convert the resulting matrix back into a euler vector. But rotating some geo with this new vector shows an incorrect rotation in certain cases (again, all down to the order in which the rots are used). I can tell its incorrect since I'm just doing a direct comparison of the viewport handle I'm calculating (visualized on a Transform SOP) to a second Transform SOP that's being used as my ground truth.
Basically after studying transform matrices and how to combine them for rotation calculations I'm getting stuck in this instance and I simply can't figure this out anymore (my brain is too small). But maybe there's just a simpler way to extract the euler rotation of the pivot handle.
Can anyone give me any ideas, or even better some simple working solution/VEX for this problem that I can go off of? Much appreciated, thanks everyone.
Hi bros from reddit
currently i am working on a scene something like the image above
and i have landscapes converted to polygons and volume but rendering two things at the same time takes too much time (like immense more than hours per frame using 4080 super)
probably it is because of volumes and polygons are interacting too heavily.
so my question is how can i shorten the render time?
i am considering rendering two things seperately and composite later but landscape will be has no shadow :{
Hi everyone!
I’m building a PC for Houdini (mainly small-scale sims, vellum, and fluid—nothing too intense in terms of VFX). I'm relatively new to Houdini, and I wanted to get some advice on whether my current setup is well-balanced for my needs. I use Redhsift. Thanks so much in advance! 🙏
Gehäuse CORSAIR 3500X ARGB GEHÄRTETES GLAS MID-TOWER
CPU: AMD Ryzen 7 7700 8-Core
Mainboard: ASUS® TUF GAMING B650-PLUS WIFI
RAM: 64 GB Corsair VENGEANCE DDR5 6000MHz CL40
GPU: RTX 5080 16GB
SSD: 2 TB CORSAIR CORE XT MP60 (bis zu 5000 MB/R, 4400 MB/W)
CPU-Kühler: Hochleistungs-CPU-Kühler der FrostFlow 360-Serie ARGB
The build is already pushing the top of my budget, so if anyone has suggestions on where I could save some money without compromising too much on performance, I’d really appreciate it!
Hi
I used material fracture, but when I check it with exploded view node, It seems not fracturing all.
I can see wood grain, but most pieces not exploded.
I tried adjust parameters, there is not big changed.
-> most pieces not exploded completely like others (when I check it with exploded view)
How can I solve this?
Thank you for your reply in advance.
I'm new to the software, for the last 3Y I used Blender and other apps for unversity studies. I would like to use houdini but still don't know whether to use the app for VFX or modeling. Where can I start? From the donut tutorial? Are there any tutorials or even training courses that you recommend? (possibly with certificates)
Hi, I'm having an issue with this node. When I select uv quick shade and I click to open the tex folder is nothing. Does anyone know what the problem is or how can I fix it?
I have a rocket trail simulation. At the end I cached it and added a PyroBakeVolume after.
When I put a null and select it the look is suddenly different. And I actually like this look better although I can't explain why it's different.
But when I import it in /stage (Solaris) I see the look like I see in the PyroBakeVolume not the Null (although I selected the Null when importing - I used the Quick Setup->Create Render Stage from PyroBakeVolume to create the rendering).
So I am baffled on why the look with the null looks different and why the look from the Null is not reflected in /stage (because I selected it). Any ideas?
I'm using Houdini 20.5
UPDATE
I found out the issue...it was the Masking in PyroBakeVolume...it was on. When I put if off I can see the same in PBV what I see in the Null. So I can see the same in Karma.
Hi, I'm having an issue with this node. When I select uv quick shade and I click to open the tex folder is nothing. Does anyone know what the problem is or how can I fix it?