absolutely love the houdini videos where the guy is saying everything he's doing, allows to stay focus on our own houdini window without having to check the video every 5 sec, thank you, very enjoyable video
@qyoinqyuri6 ай бұрын
I was always asked to touch grass. Thanks to you, Mr. Dalvi, I can now tell them that I have.
@rohandalvi6 ай бұрын
😂
@gorzomastoper11 ай бұрын
As always amazing! Spreading like this knowlege to people, perfection :)
@waynehedd27 күн бұрын
Wow this is soooo complicated....
@Popkill_4 ай бұрын
9:29 if the unshared edges option isn’t enough to give you this result, try adding in the group node keep by normals, direction z, spread angle 67 (for me) Really good tutorial btw ! Thanks !
@ChrisKania2 жыл бұрын
Lovely tutorial as always. I tried to figure out how to add a bit of wind. I used Attribute Noise with animation and called it "wind" and then used Scale by Attribute in the Blend Normal With Y option in Scatter and Align node. I don't know if that's how it's usually done...
@rohandalvi2 жыл бұрын
There’s no specific way to add wind. Your method is as good as any other. If you’re doing simulation then you can add a wind force otherwise you can cheat it using any noise map and modifying the position. So your method is good. 🙂
@ChrisKania2 жыл бұрын
@@rohandalvi Thank you, that's helpful and thank you also for the awesome content. Many in the community benefit from these videos.
@Noah-qd4ts2 жыл бұрын
I love your teachings! Keep it up
@user-xe7hx7em1f2 жыл бұрын
Your tutorial has benefited me a lot. I hope to see your case about SHOP...
@actofmelt18 күн бұрын
Around 34 minutes I had to add a normal after the circle, before the remesh AND after the scatter for the scatter and align to work as it did in the tutorial. not sure why.
@trulycreative9795 Жыл бұрын
Just a living legend!
@jamaljamalwaziat10022 жыл бұрын
Great content as usual
@massimobaita71782 жыл бұрын
Thank You very much, Rohan!
@jesjesline2 жыл бұрын
Finally 🥳
@xvdragneel86592 ай бұрын
What is the HDRI you are using?
@user-sl309jd902 жыл бұрын
Thank you very much
@mariacepeda50822 жыл бұрын
amazing!
@jochenfong30562 жыл бұрын
thankyou
@paoloricaldone62732 жыл бұрын
thanks
@Isaacriches Жыл бұрын
Love the series. One thing has been puzzling me though. When we're using the for-each loop, we're effecting the bend node which is back at the beginning of the tree. This confuses me as I've been viewing the node tree as a linear procedure from top to bottom. Is there any way someone can shed light on why this works? 17:56
@alejandromontilla15832 жыл бұрын
Thanks mate!!
@SergeBelkin2 жыл бұрын
I own most of your tutorials, and still hungry for something new you create. Maybe something more MOPs oriented? Or Motion design oriented?
@stepanshnder18507 ай бұрын
how i can import material for unity???
@doodlesnack30822 жыл бұрын
First
@yohup2 жыл бұрын
what envoirenment map are you using?
@Helios.vfx. Жыл бұрын
For some reason the bend attrib I created at the beggining won't work and neither at the min 18:00 not sure why
@user-mf6lr7hh7g Жыл бұрын
what is your computer configuration?
@frigbychilwether2 жыл бұрын
HI, thanks for this. Is this for-each workflow better than using copy stamp or are they completely different things ?(I'm new user of houdini)
@rohandalvi2 жыл бұрын
Copy stamp is the older method. For each is the newer method. Better to stick with for each. I have a video on how to use for each, for copy stamping, you can look that up.
@frigbychilwether2 жыл бұрын
@@rohandalvi Hi, thanks for the clarification.
@emepicuta38992 жыл бұрын
Amazing! Will it be ready for later using as a source for a sim?
@rohandalvi2 жыл бұрын
What kind of a simulation do you have in mind?
@emepicuta38992 жыл бұрын
@@rohandalvi Basically being able to add some dynamics to the grass rather than only having it static. For example feeding it into a vellum sim, and therefore setting it up in a way that is mindful of what its needed to have a somewhat fluid and not superheavy sim.
@rohandalvi2 жыл бұрын
@@emepicuta3899 you should be able to feed to into any kind of a sim but then it won't be treated as packed primitives. Which means it will take a lot of Ram to render it. If that's not an issue then you can run out through any kind of a simulation.
@adriendelmas14462 жыл бұрын
is all that possible to simulate ? (vellum hair for grass plasticity for example )
@rohandalvi2 жыл бұрын
It should be possible to simulate as long as you have a ton of Ram. Because once you simulate it won't be treated as instances or packed primitives anymore.
@carlosrivadulla89032 жыл бұрын
Do u think Houdini ll handle geometry like Clarisse at some point?
@rohandalvi2 жыл бұрын
Clarisse viewport is purpose built for handling massive scenes. Unless sidefx does some kind of a massive rewrite of their viewport tech , I don’t see it happening.
@notBaf02 жыл бұрын
@@rohandalvi Isn't Solaris/Hydra/USD supposed to tackle this? not familiar with Clarisse so I don't have a point of reference.
@rohandalvi2 жыл бұрын
@@notBaf0 USD is just a scene exchange format and Hydra is a viewport api (i think) but that won't magically make your software handle billions of polygons in the viewport. Look up any video of Clarisse on KZbin. They were doing billions of polys in the viewport way before usd even showed up. I think it's up to the developers to decide what the viewport is built for. Better playback for animation. Better smoke and particle display. More geometry handling. Houdini has a great viewport for smoke and stuff. But it's not great at handling tons of geometry.
@notBaf02 жыл бұрын
@@rohandalvi Ahh ok, thank you for clarifying. I can barely fill my VRAM with my scenes so I didn't have a frame of reference. Coming from a C4D background, Houdini's viewport is as best as it can get for me 😂
@rohandalvi2 жыл бұрын
@@notBaf0 watch a Clarisse video. It will blow your mind😄
@bondell1840 Жыл бұрын
Can i open the file on houdini 18.5?
@rohandalvi Жыл бұрын
It should be possible. Most of the tools are the same. But Some things can cause issues. You'll have to try it out and see.