![Jafar Dashtinejad](/img/default-banner.jpg)
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Jafar Dashtinejad
United Kingdom
Приєднався 12 лип 2018
Houdini FX TD
04. VEX Geo Backface Cull
Doing backface cull in houdini using vex from a camera view.
Переглядів: 125
Відео
Ocean Wave Splash
Переглядів 305Місяць тому
Houdini Flip fluid splash r&d, Used Karma XPU for render and used MEgascans assets for environment. Softwares : Houdini 20 Hardware : CPU : AMD Threadripper 3970x, Ram : 256 GB, GPU : Nvidia 4090 Cache Size : 325 GB
In Mantra
Переглядів 3463 місяці тому
Here is another personal project.Did the sculpture a while back, Had some time to do lighting & rendering in Houdini using Karma CPU.Added few extra procedural geo layers like face scatter and armor details. grooming and sims also done in Houdini.
Smoky Skull
Переглядів 2478 місяців тому
Didn’t expect this quality of sim on a gpu. Been playing around with Embergen for a day and quite surprised with the capabilities and speed. This is simulated in 1 billion voxel grid (3x upscale). Used Nvidia RTX 4090.
Houdini Rain simulation
Переглядів 2,4 тис.9 місяців тому
Recent personal project to try some of new features in Houdini 20. The main focus was mainly on USD and karma. For the rain sim I used pop and SOP ripple solver, comp done in Houdini's COPs. Karma CPU used for rendering. Environment models are from Megascans.
Houdini ocean wave
Переглядів 912Рік тому
Personal project during my free time which took about 2 weeks to finish. - Particles count is roughly 70 million - max memory peak : 200 GB - cache size 500 GB
03. VEX Calculate angle between edges
Переглядів 1,4 тис.Рік тому
Another vex related video explaining how we can calculate angle between edges in Houdini using dot and acos functions. Download Scene: drive.google.com/file/d/1UAQ8kwn3uogcqMkWoe0IdK0_rDfAVnvH/view?usp=share_link
23. Convert Houdini Instances To Geometry
Переглядів 1,8 тис.2 роки тому
Convert Instances to geometry in Houdini. #houdini #convert #instance #arnold Download Scene : drive.google.com/file/d/1-QuRZPvZ8VkSdtxohF8kuCxxHOVwzJJ0/view?usp=sharing
22. Retime & Subframe generate in Houdini
Переглядів 7 тис.2 роки тому
Useful technique to easily generate subframe data after RBD sim or animated geometry loaded from disk and also good way to retime any geometry based animation. Download Scene: drive.google.com/file/d/1tkTl6fkN_aM0XnRebkpCG9NV6VtPF_RK/view?usp=sharing
Houdini Destruction R&D
Переглядів 6 тис.2 роки тому
Destruction test I did a while ago using Sidefx Houdini Rendered by Redshift.
Houdini Rushing River Flip Simulation.
Переглядів 15 тис.2 роки тому
Rushing river R&D in my spare time. Render using Mantra Softwares : Houdini, Nuke. Hardware : CPU : AMD Threadripper 3970x, Ram : 256 GB, GPU : Nvidia 2080ti. Water Mesh Polycount : 10 milion Whitewater Particles : 50 milion Cache Size : 700 GB
Destruction r & d
Переглядів 7 тис.2 роки тому
Another destruction test in my spare time, Modeling and sim in Houdini and rendered using redshift. I'll share the model as free asset soon which is destruction ready without intersection.
Houdini Destruction r & d.
Переглядів 2,3 тис.2 роки тому
House destruction test. Mainly focused on RBD sim.
17. Controlling Pyro Simulation Using Curve Force
Переглядів 3,5 тис.4 роки тому
17. Controlling Pyro Simulation Using Curve Force
01. VEX Color Ramp From Bounding Box
Переглядів 3,3 тис.4 роки тому
01. VEX Color Ramp From Bounding Box
02. Vellum Peeling Effect Walkthrough
Переглядів 1,2 тис.4 роки тому
02. Vellum Peeling Effect Walkthrough
15. Display text in Houdini viewport
Переглядів 1,8 тис.4 роки тому
15. Display text in Houdini viewport
11. Timeoffset animated copied geometry
Переглядів 3,8 тис.4 роки тому
11. Timeoffset animated copied geometry
9. Using expression to randomize scatter node.
Переглядів 3364 роки тому
9. Using expression to randomize scatter node.
nice tip but what if we have a self deforming flip baked alembic that is changing point count at each frame . . how can we create subframe data from it . . any solution
Still confused. It works like a warp?🤔
No actually, it uses a different technique behind the scene, if you watch my vex xyzdist & primuv video you'll get how it works. when we use timeshift and scatter by enabling prim num and prim uvw option it creates those attributes and attributeinterpolate node use those attribs to keep the the points on closest pimitive by using intrinsic uvs. hope this help otherwise please watch the mentioned video for more details.
amazing
thanks for this video
Do you bring into Nuke or any other post production software? If yes, what is your total size?
If you asking about the render file size on disk it was roughly 3 gb, if the question is about the whole project it's 325 gb. We won't bring all 3d simulation geo directly to post production software of course, we render it as image sequence and comp 2d layers
@@JafarDashti okay thank you. That helped me understand things more
looks great🔥🔥
احسنت
Wow!
Fuck me that's cool!
Beautiful
funny how this was made 2 years ago
Dammm that is cool
please make a tutorial
I would love to see the water shader for this...
does this work for something that is not a grid?
if the geometry has uv it works regardles of the geometry shape. So the answer is yes
wow ! looks fantastic. Sets a very ethereal and surreal vibes. Love the colors as well ! I wonder if you add some procedural moving organic fluid, it would add to this entity.
THX!!!!
Looks amazing, what's your material settings for water? Really need it for my project
Thanks! I don’t remember the setting to be honest. I did this couple years ago. But material was the most time consuming to get it right. I played with many shader and mantra settings to get it right. Also the volume material and lighting. If you read previous comments i mentioned the tutorial which helps a lot. But it did my own adjustments at the end.
"Do you know how I can use the UV axis as a color reference axis?"
I’m not sure I totally understood your question but if you want use the uv.x and uv.y as color you can use attribPromote node and change the original class to vertex and new class to point and write uv in original name parameter then use this code to use uv for color using attribwrangle node @Cd = set(v@uv.x, v@uv.y,1);
@@JafarDashti When I followed this video My default model is skewed. Therefore the normal axis gradient,cannot be applied. Is it possible to gradient from the UV axis?🙏🙇♀️
I want to give a gradient to each uv shell.
omg I LOVE YOU
Oh man, you saved me a lot of sim time with this technique! Thank you!
Glad was useful
great tip
This is very nice! thank you! Would be cool to actually take under consideration the side of the curve for angle measurement so you can get convex and concave points. If the angles would be measured outside most of the 90s would be 270s actually. Would love to see your appraoch to this!
I didn’t do any test on that yet, i guess because we make our own vectors it might not make any difference unless we make some changes in algorithm to consider convex and concavity. I think as we deal with only point it’s not easy to get those, i might be completely wrong, will take some time to see if there is any solution I can find. Thanks for the comments!
this looks freaking gorgeous ! Have you thought about making a tutorial on this simulation ? As someone learning houdini at the moment, that would be very apprecaited
Thanks, I’m not planing to make a tutorial on this atm but I mentioned in previous comments also, I highly recommend applied houdini flip tutorials. Basically it’s the same techniques but made some changes for my scene.
do you use, pop fluid node ?
Yes used popfluid for the sim
Very good explanation! Thank you!
Is applied Houdini courses still relevant? Bcz the course is old and outdated compare to new houdini v20
It’s all about understanding the concepts behind fx not the software version update. Every version sidefx adds many new features but the basics and understanding how everything works remains the same as long as the whole system doesn’t change. So my answer is YES!
@@JafarDashti Thanks
Nice one! Thank you :)
Such a great tutorial! Thank you for this! Love your teaching style 🙏
Appreciate the kind words, hope it helped!
Wow! Thank you so much! You saved me a whole lot of headaches 😅👍🏻
Glad was helpful!
This is amazing
Thank you so, so much for this explanation! I have spent a few hours trying to figure out how to do this with CHOPs.
Happy to help
I was scouring houdini forums for a basic "apply color ramp to specific axis" for a day and a half. THANK YOU SO MUCH FOR HOW SIMPLE THIS IS
and what do i do if I want it to be random?
Can use this in the wrangle f@t_off = chf('off') * rand(@ptnum + chf("seed"));
thank u!@@JafarDashti
⭐
Hey It doesn't seems to work with rbd on deformed geometry. The deformed geometry stays fixed but the fracture is happening :(
if your pieces are fractured and each piece also deforming this method is not going to work, because we freeze the pieces using timeshift to extract the transformation matrix. this is usefull for non deforming case but there are solution for deformation. because you have deformation you can move all pieces to world center and using vex to apply deformation based on name attrib for each piece after transformpieces node. there are several solution for deforming case
nice work! Where did you get that model?
Thanks, I made the model in Houdini as can see in breakdown section end of the video 🙂
@@JafarDashti Crazyyy how did you learn about "Destruction-Ready Modeling"?
@@user-fe1zp5gj8k there are 2 simple rules, water tight model(closed) and no intersection will do the job.
@@JafarDashti you means it must not "overlapping" with primitives?
yes exactly@@user-fe1zp5gj8k
That's awesome bro!!!!💥💥
Thanks 🙂
Wonderfully done.
you nailed it bro ❤❤
Looks pretty awesome
Hi Jafar, i try uing the same technique with an alembic file, it's a fluid simulation, but it doesn't work with fluid, is there a way to generate subframe for fluid simulation. Thank you.
Hi, unfortunately this method doesn’t work with fluid meshes as the topology is changing each frame, if you still have your fluid sim particles( assuming it’s water ) you can use a timeblend after the particle cache to generate subframes then do the meshing. Also you need to check add id attrib in flipsolver if that’s the case. write the geo to alembic.
@@JafarDashti Thank you for your reply, i think i have to bake the simulation again, it's took too long to bake so i just try to find some other way to slow the fluid down. Thank you very much
Very helpful. Thanks
Great Render..
Thanks man
Thank you, just what I needed to bake out a quick curvature map and right to the point!
very good job by the way I'm learning to do stuff just like this
Bro. Can you make tutorial on this.? I'm asking this because, Literally it is a great work. I'm tried finding tutorials for this kind of work. Unfortunately, I can't find. If tutu is not possible. Then please the hip file. And please suggest few youtube channels to learn houdini in better manner like you
Hi, unfortunately I don't have much time to make a tutorial for this one at the moment. I highly suggest to watch "Applied Houdini" courses by Steven Knipping. basically his courses are the best around to learn Houdini in general. He has a great course on river simulation which I highly recommend to everyone interested in fluid sims. Learning from UA-cam I suggest Sidefx channel which they have many courses. other channels you can find by search but the problem with UA-cam is everything is scattered around and not well structured. Sidefx released a good course on water fx recently also. Hope this help you to get started.
@@JafarDashti Thankyou so much bro....
make a tutorial on it
It’s a poetry when I see your work