Hey, I am working on a school project and was wondering if you could help me guide through this Houdini project
@HristoVelev3 ай бұрын
Check out the scene first, hope it's quite obvious
@svenwierenga25752 ай бұрын
@@HristoVelev Yes, thank you for your comment. I don't undestand 1:15 the houses merge branch going down. I tried to replicate the nodes but I don't get the same results when you activate leave_houses_only. Could you help me with this? Thank you very much
3 ай бұрын
Very nice setup, thanks a lot for sharing! And here I was trying to animate my ships by hand :'D
@seanfadhilah79025 ай бұрын
big thanks
@MDSJudicator7 ай бұрын
Thank you for this. Great tutorial.
@eliyahumedia7 ай бұрын
Hi, hello, how are you?! How would you go about changing the colors of the pinboard that align to the color values of a ramp TOP? I would like to simulate the look of a heat map. Thanks in advance and great project!
@HristoVelev7 ай бұрын
Glad you like it! I've been out of Touch for a while so I can't say off the top of my head, but I'll be coming back to it in the next couple months
@eliyahumedia7 ай бұрын
alright! looking forward to it! @@HristoVelev
@vladartiomav24737 ай бұрын
Nice tutorial, but I should mention, if somebody uses Redshift, then you don’t need to pack the pieces at the end. Because redshift actually unpacks it anyway. Didn’t test with Karma or other renderers though.
@steinfeldt Жыл бұрын
that's phenomenal! Thanks so much!! Do you know how to get it worked on an animated input? it doesn't slide down anymore then. Thank you!!
@DigitalEkimose Жыл бұрын
Thanks a lot for taking time to create this video. 😊
@RMAFIRE Жыл бұрын
Insane 🔥💫
@TRUSTlabel Жыл бұрын
interesting approach with the sequencing, thank you. but have you tried your patch with a recent TD version? the scalez graph looks much like yours with my input source, but seems to have only very limited influence of the pins. also when i reduce the rows (and cols) the board becomes a strip instead of a square. can't seem to figure either problem out...
@HristoVelev Жыл бұрын
I've been deep in Houdini world for a couple years, so I haven't tried that in new builds unfortunately. Same principles should apply though :)
@toxicade1xl5 Жыл бұрын
Is this still available for download anywhere?
@asier7400 Жыл бұрын
Thanks!
@321Green1Fork123 Жыл бұрын
Can the gravity and constraint network nodes go after the rigid body solver? That's how one of the examples in class im doing is taught
@HristoVelev Жыл бұрын
Yes, there's not much difference in the order of these most of the time
@HristoVelev Жыл бұрын
Unlike with sops :)
@321Green1Fork123 Жыл бұрын
@@HristoVelev cool, good to know, thank you!
@edersouza1881 Жыл бұрын
Hey mate ay chance to redo this useful tutorial from scratch. It is a bit confusing for beginners at the moment.
@antoniopepe Жыл бұрын
nooon Man... i had this ideas of rename the constraint type, but i lost in my mind... and after whatch this video i remember to try, and works . i did dis inside a sop solver inside a dop network because my constraint connection are build over time, and not before the simulation, so my problem is to remove constraint based on some mask attribute over the attach mesh. i read this value and if i remove the constraint all the sim go crazy. BUT if i rename the type to "none", instead of remove prim, all works great. PRIMITIVE WRANGLE INSIDE THE SOP SOLVER // in the 3 input of the wrangle i connect the obj merge of the geo with the remove animated attribute // Read the near point of 3 input int nearpt= nearpoint(2,v@P); // Read the near point value remove from the geometry int remove = point(2,"remove",nearpt); if(remove>0){ //@Cd={1,0,0}; //Set the type from attach to none >> so the attach constraint is removed s@type= "none"; } I have another way of do this , by Vellum Constraint Property and activate the Remove checkbox and Vex (in this case the removed constraint dont cause problems) int nearpt= nearpoint(2,v@P); remove=point(2,"remove", nearpt); thanks again
@3dforever717 Жыл бұрын
Hi! Very nice tuto, but I've some issues after the simulation... When I transfer with the "transformpieces" my original mesh start to deform itself after some dozens of frames! Have you some idea to avoid that? Please! 🙏🙏
@HristoVelev Жыл бұрын
The cool thing about a setup like this is that it allows the rig to bend, the render boat could also bend if you transfer the animation using a point deform. If you don't want it to deform you can make it stiff enough, give the pieces some constraints that would also make it stiffer, or use another method that is simpler - with a triangle at the base of the boat that you ocean deform, and then get normal of that, centroid, and up vector that you choose. Then you can copy to points the boat using that data. This is simple and fast, though not as fancy :)
@3dforever717 Жыл бұрын
@@HristoVelev Thank you so much for your answer ! I'll try this after my holiday break... And Merry Christmas ! 😁🎄😉
@HristoVelev Жыл бұрын
@@3dforever717 Merry Christmas to you too :)
@hannesbolman4710 Жыл бұрын
dont work in h18.5. pls provide the scene
@elyseresseguie8680 Жыл бұрын
My boat keeps capsizing :(
@HristoVelev Жыл бұрын
You might try making the collision geometry a bit wider
@stevensilcock Жыл бұрын
Glad you supplied the hip file. Otherwise it's a bit tricky working out what you've done unless you flag each node as you work your way through the project. If you can't see the node parameters it's a guessing game really. Got any hip files for masonry tiling where you can divide an area up according to your tile size with a set gap around each one & all of them as well, like you would if actually tiling a floor. Cool wooden flooring though...very rickety though....watch your step I say...lol.
@HristoVelev Жыл бұрын
Glad it helps :) masonry is actually simpler, except the ties. For the rest - it's regular intervals so you can copy lines, and blast of the odd points on odd lines and even points on even lines, and copy bricks on these points :)
@stevensilcock Жыл бұрын
@@HristoVelev sounds like a good reason to make another video...;-). I'm a landscaper so do paving, block retaining walls etc. Use Houdini for client visualizations, hoping it saves them making any changes once you've started...hate that...plus building it in 3D first, is good for calculating quantities & working out levels etc. Devil's in the detail. Plus I like the problem solving part of it...esp. with Houdini....how many ways can you do something....lol. Not to mention the power of procedural modelling vs destructive....so cool. So lately I've been focusing on making brick/block retaining wall, paving/tiling/decking, and also fencing HDA's or prototypes. I've made quite a few already, some work, some don't, but always looking for better ways to do stuff....plus trying to learn VEX to harness it's full potential....but no programming background so tends to make my brain bang....lol.
@HristoVelev Жыл бұрын
@@stevensilcock it's quite a journey indeed! New discoveries every day, and enjoy the process :)
@RaZzor72 жыл бұрын
How do you orient the houses along the roads?
@HristoVelev2 жыл бұрын
Poly frame from the curves, use the tangent as normal, and 0,1,0 for up
@zhongpingyang19552 жыл бұрын
thanks
@aaronversiontwo49952 жыл бұрын
Could you have a setup that goes the other way? You have a pop grains simulation with objects like rocks which are various shapes copied to points. Then use that as a guided RBD sim to achieve collisions between the rocks and othe collision geometry?
@HristoVelev2 жыл бұрын
You now have the rigid vellum constraints that you can use for that, to be the rigid parts of the simulation, and stay in Vellum for the whole thing
@gt_kenny2 жыл бұрын
What's going on in the background with all the shouting? Angry Blender artists coming for you Hristo? :D
@HristoVelev2 жыл бұрын
Heh most likely 😀
@LordBax2 жыл бұрын
Great tutorial. I wish I'd found these videos when I first started with touch. Back then I found a lot of tutorials that just rebuilt their network from scratch and a lot of the reasons why they chose certain parameter values or made certain decisions were never explained. I think your style of teaching of going through each node and explaining how you made your decisions is such a great way of teaching.
@HristoVelev2 жыл бұрын
Thanks, glad you like that, I also feel that explaining the fundamentals is most valuable
@LordBax2 жыл бұрын
@@HristoVelev Of course. I'm sorry if you know this but you can instance directly from TOPs now so there is no need to convert it back to a CHOP. I don't think that was a feature when you made this.
@HristoVelev2 жыл бұрын
@@LordBax yeah lots of improvements in this area, when I get back to TD from Houdini will be some new research :)
@naveendranath3632 жыл бұрын
Hey, The tut was very useful. Can we use the same method for mantra render as well.
@HristoVelev2 жыл бұрын
It's a bit different in how you set up the AOV but otherwise yes :)
@CR-qc9sl2 жыл бұрын
Why don't you start at the very beginning ?
@zalagu6542 жыл бұрын
Thank you Hristo!
@sams_3d_stuff2 жыл бұрын
NICE!
@BenSyzek2 жыл бұрын
This is awesome. Thank you!
@JacysVFX2 жыл бұрын
Nice, and I found to get the particles rbd working you must use the mask with particles* instead of particles. Very weird I know.
@HristoVelev2 жыл бұрын
Not sure where is that, but check out the names or groups in the geometry spreadsheet - with names for example, there's an index after the text part of the name, and adding the asterisk matches the whole thing :)
@FaddyVFX3 жыл бұрын
I used to learn from you from the days of 3ds max and thinking particles, good you are sharing your thoughts in houdini too. Thanx alot, long journey.
@FaddyVFX3 жыл бұрын
You have very nice channel. Keep adding nice cool video please
@pramodpandit2363 жыл бұрын
good job
@corinaodin3 жыл бұрын
Hello! Thank you so much for your tutorial. I tried to alter your setup in order to use another ship, but I keep having problems with the exploded pieces drifting apart in the simulation. Any ideas what I might have to change?
@corinaodin3 жыл бұрын
Oh, I adjusted the density of the points without changing the connectadjacentpieces! Now it works!
@andvfx3 жыл бұрын
Always coming back to your tutorials, they are so well explained! How do you manage your rbds with the newer build in tools for RBD in sop level? Are you using them more than a more manual approach? I found them great for fast setups, but when you need something specific, setups like you did here I found it way more useful.
@HristoVelev3 жыл бұрын
Thanks! It's either the RBD configure sop or a wrangle, but they do the same thing - setting the active etc attributes
@kg41353 жыл бұрын
Putting noise on top of 'attractionweight' attribute vs the 'strength' attribute is the same? Right?
@HristoVelev3 жыл бұрын
They are different, strength is an attribute on the constraints, meaning how much they resist breaking, and attractionweight is in the points, meaning how much they clump together
@kg41353 жыл бұрын
@@HristoVelev Ah, okay. Was getting confused between both because behaviour of both looks almost the same & btw my teacher taught me attraction weight thing to me for clumping, but will also try your technique you taught here & thanks for replying!
@HristoVelev3 жыл бұрын
@@kg4135 these days I do it with Vellum :)
@kg41353 жыл бұрын
@@HristoVelev What's the difference in both? Speed, Control?
@HristoVelev3 жыл бұрын
@@kg4135 Vellum is the more modern framework. You can do more, it's faster, and you can access it from SOP
@tomklejne39163 жыл бұрын
This was very helpful back when I stumbled on it and I was new and learning Houdini!... now that I'm not new and still learning Houdini its even more helpful! Thank you!
@linusrosenqvist91453 жыл бұрын
Such a weird thing, I was looking for this video because someone mentioned it and then I got a mention about someone subscribing to my videos. So I click to see who it is and this video is the first thing I see. Got kind of mind-fucked
@HristoVelev3 жыл бұрын
Hah that's fate! Cool videos on your channel too, cheers!
@JacysVFX3 жыл бұрын
Wonderful as usual.
@evmlionel3 жыл бұрын
so good! thanks!
@masterfootage54813 жыл бұрын
Cool lesson! In tyFlow, there would be such control over the geometry, eh)
@andvfx3 жыл бұрын
Awesome Hristo! Thanks a lot!
@andvfx3 жыл бұрын
Always coming back to your tutos Hristo! this fast overviews are quite good for a fast understanding of the possibilities. Thanks!
@HristoVelev3 жыл бұрын
Glad you like it! More coming :)
@andvfx3 жыл бұрын
@Hristo Velev will love if you do some tuts replicating some common easy things in tp... not so inmediate in hou. Like having objects as kinematic, and randomly turn them active, Or activating by volume, or replicating the eggtimer for example. Secondary breaking by impact, this kind of things. Anyways, thanks a lot!
@HristoVelev3 жыл бұрын
@@andvfx these are great ideas! Keep them coming
@willgiuliani82513 жыл бұрын
Thank you! And thanks for the scene file!
@melodyyy79543 жыл бұрын
can u show the renderview? also how do i texture the mountain? can u make a tutorial on that? it will be very helpful!
@HristoVelev3 жыл бұрын
There is plenty tutorials on height fields for you to check out first. This is not textured yet -when you render you turn the volume to a surface, and texture that - UVs are easy because it's just a top down projection.
@abdulwadodabdulrahman32413 жыл бұрын
wa, hello hristo i wanna ask you something are you still have exotic matter naiad software ??
@avtpro3 жыл бұрын
Thanks! this is very helpful.
@chillsoft3 жыл бұрын
Thanks for this! :) Awesome!
@logicframe3 жыл бұрын
Great tut! What's the hotkey you use to reset the sim? :)