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Kev Ryan
Приєднався 19 сер 2010
Frustum culling a Pyro Simulation in Houdini (toNDC)
Here's a handy tip on how you can cull a Pyro Simulation in Houdini using the Camera Frustrum, extremely useful for awkward simulations where things are moving very very quickly. Trust me
Check out my portfolio at: www.kevryan.net
Follow me on Instagram: @KevRyanCG
#houdini #Tutorial #quicktip #constraints #SOPS #sidefxhoudini
Check out my portfolio at: www.kevryan.net
Follow me on Instagram: @KevRyanCG
#houdini #Tutorial #quicktip #constraints #SOPS #sidefxhoudini
Переглядів: 526
Відео
Houdini Quick Tip - Matching Parented Transformations with vtorigin and vrorigin.
Переглядів 2753 місяці тому
So as I say in the video, every few months I come back to needing this bit of Hscript for something and forget it completely, so that stops now. It's in a video for the rest of my increasingly forgetful life. If it helps you too then great!
(REUPLOAD) Follow a curve, in SOPS? (Houdini Quick Tip!)
Переглядів 1963 місяці тому
I made this tutorial months ago and the end was chopped off somehow? I must've been running out to the pub or something. Either way, here's the full video! Here's a method to have an object moving along a curve in SOPS rather than using constraints. Might be pointless but I feel there's some fun tips along the way, and to be fair I'm uploading it mainly for myself as a reference! Also you can t...
Custom Instancing in Solaris! (Quick Houdini Tutorial)
Переглядів 3 тис.8 місяців тому
A quick reference tutorial on how to set-up instances in Solaris, in the same way that we would use a copy to points with a variant attribute. It's also revealed on the thumbnail! I had trouble tracking down the information I needed for my specific issues, and had to piece the method together from other longer tutorials. So I figured I'd record a tutorial of what I found for everyone else's ben...
Wind Tunnel in Houdini 20!
Переглядів 17 тис.9 місяців тому
So I made a video using a Wind Tunnel set-up that did relatively well and had people asking me for a tutorial. So here it is!
I simulated a Kilometer of Ribbon in Houdini
Переглядів 4379 місяців тому
Me: Hey, for our next project, let's just make a small Instagram loop again. Also Me: Make a 50 second long-shot with a kilometer of vellum! So this was an awkward one but I wanted to turn it around quickly (3 days!) so it utilizes a lot of denoising. But still I'm happy with how it turned out! Might stick it onto a farm someday and crank up the samples! It also thought me an important lesson a...
Wind Tunnel
Переглядів 6579 місяців тому
Another idea that started small and got out of hand. But fun was had along the way! The Cybertruck was provided by VizPeople, the Astronaut by lnkd.in/e-iJ5TXt, and the Toilet by PoliigonHQ The animated Capybara is a new addition in Houdini 20! I love it!
DUCKS (Karma Instancing)
Переглядів 2079 місяців тому
I'll make a tutorial of this set-up soon! So this silly project simply began as a way for me to stress test and become more familiarised with the Solaris workflow in Houdini. I was still stuck a few versions behind in my professional work, as is the way with studio pipelines, and somewhat fell off the personal work due to the demands of VFX. However what began as my usual silly short Instagram ...
Quick Wetmap Tutorial with Houdini (With the Solver SOP)
Переглядів 9 тис.2 роки тому
This is a quick* tutorial on how to make a wetmap in Houdini. I kept forgetting how to do this myself and found I was trudging through hour long tutorials to find the same technique, and or redownloading the same set-up form Tokeru to remind myself how to do a fade with a Solver Sop. Either way, they're both in here, and it takes less than 4 minutes. *Quick meaning I don't explain everything. I...
Blender's Wave Texture in Houdini Vops!
Переглядів 8372 роки тому
For a recent project I found myself needing to recreate Blender's Wave Texture in Houdini Vops. It was an awkward process, which is the way sometimes with Houdini, but I felt there were some good tips and tricks here worth sharing that you might find handy. Also this isn't a Blender Vs Houdini vid, I love them both.
Crawling Ooze with Volume Advection (Houdini Tutorial)
Переглядів 1,7 тис.2 роки тому
A beginner to intermediate tutorial detailing a handy set-up for breaking up the leading edges of typically rounded and blobby Viscous fluid simulations, that can be used to create crawling or undulating ooze effects. I don't cover how I set up the meshing or rendering of the fluid in this tutorial, or the specific settings for the last "skin" simulation, but if anybody wants a video for that I...
Houdini Quick Tip - Creating UDIM tiles with VEX
Переглядів 1,9 тис.2 роки тому
In this video you will learn how to use some simple VEX and the UV layout SOP to automatically and interactively create UV tiles. This is a reupload my first attempt at a tutorial that was on my vimeo page, but with some added Audio and editing! Still a bit messy but the tip is solid.
Houdini Quick Tip - Removing Points with VEX
Переглядів 11 тис.3 роки тому
A quick video about a VEX function that I find incredibly useful in my day to day Houdini work.
Kino Promo 2013
Переглядів 638 років тому
A promo I made years ago for the Kinopolis film festival, uploaded here so I can embed it on my website!
Final Fantasy VIII - The Irish Jig (Remix for Paddy's Day 2013)
Переглядів 4,9 тис.11 років тому
An animated St. Patrick's Day Card/Music video. The song is my own remix of a piece of the Final Fantasy VIII soundtrack known unofficially as "The Irish Jig" and the video is a re-texture of my "Pick a title*" animation with a heap of extra old-timey effects added on top. Wishing you all the best on this Paddy's Weekend. www.kevryan.net - Made using Blender, Photoshop, After Effects & Ableton....
This is great! Makes you think about what else this could be used for.
Straight to the Point and learned value info!! You Rock Dude!! thanks a bunch!
Do you know there would be a way too loop it? I'm trying to create a wet/rain texture for unreal.
Sure, You'd need to have a wetmap simulation where it starts and fades away completely within a set-time frame, then use two time offset nodes in seperate branches to offset your wetmap to half the time of the overall simulation in both directions. So if it's 100 frames then you'd have an offset with $F+50 and another with $F-50. Then you can use a point wrangle to combine it all together. Put the main branch in the first input and your offsets into the 2nd and 3rd then use the point expression like: @wet += point(1,"wet",@ptnum); @wet += point(2,"wet",@ptnum); Should nicely add it all together and loop then for you.
@@KevRyanCG ah great info! Thank you for sharing!
incrediable tutorial!
Good stuff!
tank you for sharing this knowledge. I'm just wondering is that possible take velocity from smoke for apply particles movement? i have tried, but velocity is starting only when smoke start to impacted by static volume. thank you
Tnx♥, Very nice video!!
Nicely short and to the Point thanks a lot
wait. ism't that the blener head xD
;)
awesome. do you have anything with reference to animated instances?
I'm afraid I don't but when I made this tutorial it began as a windy forest scene I was messing with that I must return to at some point. Though the tutorial I was looking at for that is right here - ua-cam.com/video/NMlYf_T9Nb0/v-deo.html My specific tutorial was for the process of making all your instances in Houdini as merged packed objects so I could instance them, like for debris.
ua-cam.com/video/WOCcT93D0rk/v-deo.html actually this one might be easier to follow. I'm going to have a go of it today.
@@KevRyanCGthank you. I took advantage of having a long weekend and just completed part 3. It seems to be a decent approach, although looking in the comments section there are other folks who think that perhaps it's a bit cumbersome. But I have to say It's very effective. Certainly better than what I've done on my own. There's another gentleman named Josh Weber, who has put out a tutorial regarding animated instances although his tutorial has very poor audio. It's more of a casual mention than an actual structured tutorial. Difficult to follow / interpret.
@@KevRyanCGha, that's on my list too!
@@tomallen5837 Man I've been on this all day and I can't really figure it out right. Best I did was make an instance set-up in Sops and referencing that in and creating native instances. There's some method with Value Clips that I just couldn't get to work, though I saw it on a sped up video on vimeo and it seems to be the way to do it. Sadly the artist didn't divulge too much more information. I'm going to look into it further then I'll make a video once I find out.
Nice 👍
From a total newbie who didn't even know what 'Frustum Culling' meant initially, thank youu
Yeah it's the kind've thing you'd use on particle sims quite a bit, on the volume sop there's a tab that lets you create a volume from your camera which you can use to group points and then delete. Potentially saving on memory at rendertime. But it's also worth looking up fromNDC and creating frustrums from boxes too. I had covered it in this tutorial but clipped it for time. Again, it's incredibly handy stuff.
awesome!
🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
Very cool, was looking forward to this
Good tip! What's the advantage of this over a parent constraint?
Ha I don't know, I've been thought to use Houdini in a very script heavy way so my knowledge of constraints isn't up there. Even for a look at I'm finding the position of the object, getting a vector direction and converting that into matrix rotation. Why? Flexing I guess.
this is such a brilliantly useful tip
thanks for sharing ! 🙌🙌
👌
Clear, useful, and straight to the point. I guess you're just begging for me to subscribe now hahaha can't wait to sit down and watch a couple more videos.
Thanks!
Thank you!
This is brilliant , Kev, this is very good for those workhole, space travel kind of animations
Thank you! Yeah it's just handy to have things at SOP level sometimes, and being able to extract and create the euler parameters is good to know too.
@@KevRyanCG Indeed, sir, thank you once again
There MUST be a simpler way! :D
HA! There is, I said it right at the start, with constraints and stuff. But this is more about learning things via an elongated and silly process that can be applied to other situations. Matrices and Cracktransform tend to pop up when doing any sort of serious Houdini work.
exactly what i was looking for to make some basic bubbles in my flip sim, thank you sir!
You're very welcome :)
love how straight forward this was
massively helpful (also laughed that your most recent comment is you rewatching it hahah)
It's April 2024, and I'm saving my ass by rewatching my own tutorial because I'm in a crunch and can't be bothered to figure it out again. Pro-tip, make tutorials for everything and leave them online!
Wow, thx for this video, so efficient and straight to the point !
really great, thanks. I was trying to have my smoke go around a really big spherical object, but the density kept being "eaten" by the collider. I just needed to turn on fill interior on the vdb from polygons because I wasn't computing the sdf far enough inside the collider.
Oh thanks! I'll have a look at that myself, I was having trouble with adding wind having the smoke just getting eaten by the colliders as well.
substeps wouldve fixed it too most likely but if you dont need pixel accurate colliders its not necessary to do over the fill interior
@@SwipeLess For really big geo I just manually adjust it to what I needed by using the interior/exterior voxel band instead of fill interior. It worked better and way faster than adding more substeps. Adding substeps can help, but didnt solve the problem no many how many I added.
@@evanrudefx good that it worked, using volume colliders too with vdb from polygons etc sdf name "collider" and having same voxel amount as the sim itself will be the most accurate way
Thank you!!
Thanks , easily helped me figured out why it wasnt working when I tried on my own !
Thats great! Short, lots of info and straight forward. Thanks!
The best!
Thanks so much for your tutorial. 😀
This way is not working on still static objects , smoke is just getting deleted after touching the collision
I made this 2 months ago and had to come back to it to remember how to do it. This is exactly why I do this.
what if we need to different material for each types of instance object
Entagma has one on wind tunnels too. Great stuff!
Yeah that's where I started but it kept hitting walls with the newer Sparse Solvers and so it needed some extra tweaking to get working. I stand on the shoulders of giants! Hell I even did an Entagma Tutorial today for living particles.
Well done! @@KevRyanCG
Thank you!
Thank you man!
🤘
Gorgeous! Simple and super handy! Thanks man!
A life saver, thank you so much !
*Thank you for sharing, Happy new year 2024*
So Blender is for humans, and Houdini is for geniuses...
Very useful! Thank you!
awesome!!!!
You should use minimal OpenCL since you have set the maximen bound. It is way faster, and you can still cache it .(caching is faster than live simulation)
Ya know, I've not really tried the OpenCL in simulations, my card is a bit out of date and I find it chugs along a bit. But I'll look into it, thanks!
@@KevRyanCG if your GPU memory is low (mine is 12G), you can limit the loop range, size of the simulation, or voxel size , just for quick tweak. And then switch to sparse to cache.
hi, how to do that ?
This is genius. Could you recreate every blender texture node in VOPS? That would be godly.
Great! what hardware is? thanks
It’s Houdini