Danny Laursen
Danny Laursen
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Houdini Quick Tip: Use Blender's AgX Color Management in Houdini
Support on Patreon: www.patreon.com/dannylaursen
The quick answer for anyone just looking for "How to change OCIO config in Houdini" is:
Open your houdini.env from your Houdini preferences folder
Set the OCIO environment variable to
OCIO = mypath/config.ocio
This Houdini quick tip tutorial showcases different qualities of ACES and AgX color management when rendering in Houdini with Karma inside Solaris. Thanks to Magnus and Søren from Tumblehead for exploring this with me.
Troy Sobotka's AgX
github.com/sobotka/AgX
Eary Chow's AgX
github.com/EaryChow/AgX
Skientia's blog page on AgX
skientia.co/cgi/rendering-transform
Chris Brejon's chapter on AgX
chrisbrejon.com/cg-cinematography/chapter-1-5-academy-color-encoding-system-aces/
Feel free to ask any questions or leave feedback in the comments.
Chapters:
00:00 - Intro
00:15 - ACES
00:29 - ACES vs AgX Comparisons
00:49 - Qualities of AgX
01:27 - Downloading AgX
01:40 - Using AgX in Houdini
04:22 - Post Processing AgX Renders
05:20 - Outro
Instagram - danlrsn
Behance - www.behance.net/dannylaursen1
Artstation - www.artstation.com/dannylaursen
Переглядів: 1 418

Відео

Houdini Quick Tip: Controlling Karma Subdivisions in Solaris (H20)
Переглядів 1,1 тис.2 місяці тому
Support on Patreon: www.patreon.com/dannylaursen Download HIP file for free: dannylrsn.gumroad.com/l/kmcceq This Houdini quick tip tutorial goes over the various options for controlling render time subdivision in Karma. We use the Solaris nodes Render Geometry Settings and Mesh Edit to control the type of subdivision and the quality. This allows you to control the "dicing quality" for each mesh...
Houdini Tutorial | Blooming Flowers | Model, Animate, and Render | Part 4
Переглядів 5 тис.4 місяці тому
Support on Patreon: www.patreon.com/dannylaursen Download HIP file for free: dannylrsn.gumroad.com/l/saqioy In this part of the tutorial series, we will go over the workflow I use to build a flower based on photo reference using the setup that we have created over the past three tutorials. We will lay out the setup in a way that makes it easier to navigate when moving back and forth between the...
Houdini Tutorial | Blooming Flowers | Node Layout | Part 3.5
Переглядів 2,2 тис.4 місяці тому
Support on Patreon: www.patreon.com/dannylaursen Download the HIP files for part 4: dannylrsn.gumroad.com/l/saqioy This video goes over a few changes I made to the node layout between part 3 and the following part 4. These are not drastic changes, but they are certainly worth making for a more friendly experience modeling flowers. A few nodes have also been changed to add a bit of functionality...
Houdini Tutorial | Blooming Flowers | Model, Rig, and Animate | Part 3
Переглядів 7 тис.6 місяців тому
Support on Patreon: www.patreon.com/dannylaursen Download HIP file for free: dannylrsn.gumroad.com/l/jttwdp Flower Animation Part 1: ua-cam.com/video/aUajIqvl6H4/v-deo.html Flower Animation Part 2: ua-cam.com/video/ZNUK_-U1eXE/v-deo.html In the first two parts, we went over procedural modeling for a single petal, procedural rigging, and how to animate and deform a single petal. Then we distribu...
Houdini Tutorial | Blooming Flowers | Model, Rig, and Animate | Part 2
Переглядів 11 тис.7 місяців тому
Support on Patreon: www.patreon.com/dannylaursen Download HIP file for free: dannylrsn.gumroad.com/l/uvwzw Check out part one if you didn't already: ua-cam.com/video/aUajIqvl6H4/v-deo.html In the first part, we went over procedural modeling for a single petal, procedural rigging, and how to animate and deform a single petal. In this part two of the Houdini flower tutorial series, we will create...
Houdini Tutorial | Blooming Flowers | Model, Rig, and Animate | Part 1
Переглядів 31 тис.7 місяців тому
Support on Patreon: www.patreon.com/dannylaursen Download HIP file for free: dannylrsn.gumroad.com/l/wnchk This is the first part in a tutorial series that will go through creating procedural flower blossoming animations in Houdini. In this part, we go through some basics of procedural modeling and KineFX to create a single flower petal with a rig that allows the user to shape and animate betwe...
Houdini Easy Flipbook | Free HDA | Works for Solaris
Переглядів 1,7 тис.9 місяців тому
Support on Patreon: www.patreon.com/dannylaursen This is a short overview of two HDAs I have made to make rendering flipbooks easier for myself. Consider this a brief tutorial on how to use the tool. To install: move the .hda files into your /documents/houdini19.5/otls folder If you use the tool and have any feedback, please let me know about it, and I will do my best to update the tool. The HD...
UE5 / Houdini Tutorial: Render Abstract Landscapes in Unreal Engine
Переглядів 3,1 тис.Рік тому
Support on Patreon: www.patreon.com/dannylaursen In this tutorial, you learn to render abstract landscapes in Unreal Engine 5. We will create an interesting heightfield in Houdini which we will bring into Unreal Engine. In UE5, we will create materials, apply textures, setup lighting, animate a camera and our lights. In the end, we will have a beautiful render that could be used for a motion gr...
UE5 Studio Render Particles | Unreal Engine 5 / Houdini Tutorial (Pt. 2/2)
Переглядів 8 тис.Рік тому
Support on Patreon: www.patreon.com/dannylaursen Learn how to set up a basic studio render setup in UE5 while dealing with millions of particles simulated in Houdini. You will render an EXR sequence from Unreal Engine 5's Movie Render Queue and deal with the ACES color management in DaVinci Resolve. You will also learn to apply better motion blur in DaVinci Resolve since UE5's motion blur does ...
Fast Houdini to UE5 Particle Export | Unreal Engine 5 / Houdini Tutorial (Pt. 1/2)
Переглядів 12 тис.Рік тому
Support on Patreon: www.patreon.com/dannylaursen Learn an advanced workflow to export up to two million particles from Houdini to Unreal. It works similarly to SideFX Labs' Houdini to Niagara. Instead of exporting the Houdini particle data to a json file that Unreal Engine reads, we export to an exr sequence. This exports much faster from Houdini and it can be loaded on the GPU, making the simu...
Houdini Particles in UE5 | Houdini to Unreal Engine 5 Rendering Tutorial
Переглядів 31 тис.Рік тому
Support on Patreon: www.patreon.com/dannylaursen Learn to render POP or Vellum particle simulations from Houdini in Unreal Engine 5 by going through Niagara, UE5's particle system. Set up lighting, cameras, and high quality render settings using UE5 ray tracing for VFX / motion graphics quality. This tutorial is aimed at intermediate Houdini users who are new to Unreal Engine. SideFX Labs is re...
Unreal Engine 5 / Houdini Tutorial: Easy Houdini to UE5 Rendering
Переглядів 27 тис.2 роки тому
Support on Patreon: www.patreon.com/dannylaursen Learn to render Vellum simulations from Houdini in Unreal Engine 5. Set up lighting, cameras, and high quality render settings using UE5 ray tracing for VFX / motion graphics quality. This tutorial is aimed at intermediate Houdini users who are new to Unreal Engine. UE5 and Houdini project files and all assets used are available here. Free with c...
The Labyrinth - Title Sequence (Unofficial)
Переглядів 5512 роки тому
This title sequence is a tribute to the kitchen sink sci-fi paintings by Simon Stålenhag. It draws out the eerie feeling in the all-too mundane institution of Granhammar, and the secrets that lie beneath. This project was created over the span of a month as an elective project at the Animation Workshop. My goals for this project were to develop my sense for design and cinematography, and to div...
GONE - Unreal Engine Short Film
Переглядів 1,5 тис.3 роки тому
GONE. All life has gone. Only the Gods remain. A short film solo project created in Unreal Engine. This short film was produced over the span of three months. When I started making this film, I knew nothing about Unreal Engine. I quickly learned from teachers such as Joe Garth, creator of Brushify, Unreal Sensei, and many more. This has taught me lots about environment creation in Unreal Engine...

КОМЕНТАРІ

  • @Godkiller08
    @Godkiller08 9 годин тому

    Quick questinon, when you include textures into your file, for example in Redshift, do you have to turn them also to agX ?

    • @DannyLrsn
      @DannyLrsn Годину тому

      Hey, no, that's where this workflow is a bit more simple than ACES. Base color/diffuse maps should be loaded as srgb, everything else is raw. This is because AgX is just a view transform applied on a linear render. Someone mentioned getting good results from rendering ACES images and applying the AgX transform to them afterwards as well. Haven't tried myself, but it sounds interesting.

  • @Godkiller08
    @Godkiller08 9 годин тому

    Thanks a lot, never heard about agX, some renders do look kinda washed out but it seems much more reliable with colors

  • @RichardRiegel
    @RichardRiegel 4 дні тому

    Super useful, but.. hmm... I think I set everything correct, included 0 percentage of 'kill particles'. Despite that the particle render is flickering so much... :/ (UE5.4/3090) ..any solution?

  • @user-qj2vv4rn7l
    @user-qj2vv4rn7l 7 днів тому

    I cannot access the files on Gumroad. What should I do?

  • @Nileina
    @Nileina 28 днів тому

    too much vex for me, i don't have the level yet hehe but great job bro ! Its amazing

  • @3rdVisionStudio
    @3rdVisionStudio Місяць тому

    Awesome project! Just a note - ( i don't know if its just me) but none of the hip files work, has masking errors and does a weird skipping thing during the animation blending. The wrangle codes are also completely different/changed in the hip files vs the tutorial video. I managed to get the flower working through some tweaking, but might be very confusing to people learning houdini.

    • @DannyLrsn
      @DannyLrsn 27 днів тому

      Hi, thank you for your comment! If you have time to spare, it would be really helpful for me if you could show me specifically what those errors are. You mention "masking" errors. What do you mean by that? As far as the wrangles, I built the project files while recording these videos and didn't intentionally change anything in between finishing the recordings and uploading the project files. So if there are any inconsistent wrangles, I would love to either fix them or write a note about the change so people can follow along. Could you point me to a wrangle in the project that has changed from the last time you see it in the recordings to the 01_flowerTutorial_004_end.hiplc file? A thing I should have mentioned, and will work to update in the descriptions (potentially add a readme file) is that there will be warnings about incomplete asset definitions, but because the assets are unlocked for editing, this warning doesn't stop anything from working. Thank you!

  • @halyna3D
    @halyna3D Місяць тому

    Great content. Thanks a lot. Do you think it can be done with Alembic or USD format as well? If yes, will it be quicker and easier? I found that big simulations in UE get the error: ....hbjson is too large for 32-bit reader (2619545642), use TArray64. Any idea how to fix it?

    • @DannyLrsn
      @DannyLrsn Місяць тому

      @@halyna3D hey, you could definitely try. This method doesn't scale well, but in my experience ABC or USD wouldn't either because you would need to bake the positions of thousands of spheres instead of thousands of points. I have a two part video series explaining a custom method similar to this where you bake point positions as an exr sequence for Niagara to read. That method allows for up to 2 million particles and is relatively fast to export.

  • @dirtcreature3d
    @dirtcreature3d Місяць тому

    My favorite workflow is rendering into AcesCG colorspace and then tonemap to AGX in davinci with a DCTL

    • @DannyLrsn
      @DannyLrsn Місяць тому

      That sounds interesting! I'll have to give that a go

    • @iamopia
      @iamopia 19 днів тому

      @dirtcreature3d hey, thanks for the tip! I found some vids on doing that, specifically for CG renders. can you share whether you use some specific settings in Color Space Transform node or they wary based on the shot? from what I've found in "Setting up AgX on DaVinci Resolve" video, the author recommends keeping Input color space as ACES (AP1) and Input Gamma as Linear (the same as it's done with ACES), but Output Color Space is set to ARRI Wide Gamut 3 and Output Gamma is ARRI LogC3. my shot looks nice and I wonder how other people do that. :)

    • @dirtcreature3d
      @dirtcreature3d 19 днів тому

      @@iamopia yeee im pretty sure the vid your referencing is the one I watched as well I use the aces transform node, input set to Aces CG and output set to arrilog and then DCTL node after with the AgX profile selected

  • @MagnusMllerart
    @MagnusMllerart Місяць тому

    Nice! Agx looks great 😍

  • @ocdvfx
    @ocdvfx Місяць тому

    I appreciate you!

  • @daabomb114
    @daabomb114 Місяць тому

    Will this work with custom texture uv materials from fbx files?

  • @gppanicker
    @gppanicker 2 місяці тому

    I'm new to Houdini and I'm finding this tutorial quite challenging to follow. I see many comments appreciating the explanation, which makes me wonder if I'm missing something. Is anyone else having a hard time, or do you have any tips for a beginner like me? I'd really appreciate some support!

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      Hi, thank you for your feedback. I initially marked the tutorial series for beginners, but after receiving community feedback, I updated it to be marked for intermediate users. I think going through one of the beginner series like NineBetween's Houdini Isn't Scary will help this flower series make more sense. Something that will certainly help you, though, is to download the project files so you can compare my setup to your own along the way.

  • @gppanicker
    @gppanicker 2 місяці тому

    I'm so tired....

  • @AsirisC
    @AsirisC 2 місяці тому

    Great tool. I don't need anything fancy and this just do the job. I would appreciate a bit more controls over the video/gif settings, since the default compression is too heavy.

  • @MagnusMllerart
    @MagnusMllerart 2 місяці тому

    This suuper useful, more please ❤

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      Thank you Magnus!! Will do, boss :D

  • @brokenfix
    @brokenfix 2 місяці тому

    I'm a bit broke so I can't pay for a third party renderer. Is Karma good enough now compared to something like Redshift?

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      I would say it's good enough for most things at this point. I'll be sharing more quick tips over the coming weeks that will hopefully help people coming from Redshift work with Karma

    • @brokenfix
      @brokenfix 2 місяці тому

      @@DannyLrsn That'd be amazing. Thanks! Subscribed.

  • @harshmittal4548
    @harshmittal4548 2 місяці тому

    Please make more videos on houdini to unreal engine ❤

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      Hi, what would you like to see from Houdini to Unreal?

    • @harshmittal4548
      @harshmittal4548 2 місяці тому

      @@DannyLrsn Hi there! Anything you can create videos on is so valuable to me because I am very new to the Houdini to Unreal Engine workflow. Since you asked for particular topics, I'd like to see hair simulation with animated vertex color like in this [video](ua-cam.com/video/G0TkJIHlnRo/v-deo.htmlsi=vmDNYl21Pu0ZRMRK). I tried to export hair from Houdini to Unreal, but it seems that animated vertex color is not working by using attributes. Hope you have a great day! 💖

  • @spiderbrr
    @spiderbrr 2 місяці тому

    Thank you 🙂

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      You're welcome :)

  • @philippwelsing9108
    @philippwelsing9108 2 місяці тому

    NICE.Thank you!

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      You're welcome!

  • @menace5172
    @menace5172 2 місяці тому

    I hope you keep posting these type of tips and hanks for the video.

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      Thank you! I have a few of these planned so there will be more to come in the near future

  • @ivyjasmine0207
    @ivyjasmine0207 2 місяці тому

    May I ask you a question about how to import this animation into unity after adding materials?

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      Unfortunately I don't know Unity. I would imagine you export as alembic to get geometry caches from Houdini to Unity

  • @ivyjasmine0207
    @ivyjasmine0207 2 місяці тому

    Thanks for your sharing!

  • @RubaoAbranchesFilho
    @RubaoAbranchesFilho 2 місяці тому

    I found the kinefx part kinda confusing, but I don’t really know how to use it anyways… maybe i can try to animate the petals without it, but I can see I’ll loose a lot of control… I didn’t get the part of simulation where you solve the problem of intersections, do you start the sim with the petals separated of each other then animated then to position A and then to position B? I absolutely loved these series of tutorials, a lot of cool tips, especially in the karma section… I can’t wait to try it! thanks for sharing it man!

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      Hey! I'm sorry to hear the kinefx part was confusing. I think it would have been beneficial for me to explain it slower and show simpler examples to help clarify the base concepts before moving onto the flower setup. It might help you to download the project files (free in the description) to break down what's happening in your own time. Regarding intersection: The idea is to move the petals from a state where they have zero intersections (deintersected pose) to the bud pose where there might be intersections, through to the bloom pose. All of this should be simulated so the solver can hand collisions and intersections throughout. I hope to share some more Karma related content in the near future. Excited to see the work you make!

    • @RubaoAbranchesFilho
      @RubaoAbranchesFilho 2 місяці тому

      Thanks man .. I think your explanations are great... I think the Kine FX part is just too advanced for me, cuz I don't have any experience eith this

  • @hendasheng
    @hendasheng 2 місяці тому

    This is exactly the problem I was facing recently, thanks for the clear explanation and demonstration, much appreciated!

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      Happy to hear it was useful for you!

    • @hendasheng
      @hendasheng 2 місяці тому

      @@DannyLrsn The clear explanation even gave me some ideas for extension, and I will do more experiments in other projects. Thank you!

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      @@hendasheng that's awesome! Feel free to send me your work on IG or something when you're ready!

    • @hendasheng
      @hendasheng 2 місяці тому

      @@DannyLrsn Definitely! Cheers!

  • @ArthurBaum
    @ArthurBaum 2 місяці тому

    Thanks for the tutorial. Mh, somehow I'm getting the following error: "...niagara1.hbjson' is too large for 32-bit reader (2802038635), use TArray64"

  • @kerorie7
    @kerorie7 2 місяці тому

    heelo im new to this and i had a bit problem on 02:12 i type exactly on the group expression but the line on the bottom doesn't show up why tho?

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      Hi! I think you would benefit from downloading my project file. Compare the group expression node in my file to the one in yours and see what's different. Good luck!

    • @zdspider6778
      @zdspider6778 2 місяці тому

      Then you probably typed it wrong. It's "curveu" (curve U). And you probably missed when he set it to "Points" at 1:50. It's the very first thing he did after adding that Group Expression node.

  • @tartovo
    @tartovo 2 місяці тому

    Amazing tutorials Danny! Thanks for sharing your knowledge, best houdini flower simulation tutorial I've ever seen. Love your render and karma materials. I have a question, before pt.3 Solaris setup (in 10:18), in my bud pose, each tip of petals intersecting(clipping) each other petals. In solaris setup in your video, the flower bud like frame 100 showing well organized bud pose unlike my bud pose. Did you solve this problem with transform each petal_num or changing some pose?

    • @tartovo
      @tartovo 2 місяці тому

      Solved clipping problem! I didn't assign bottom attribute.. I got new problem ;-; my flower bud is now well organized, but when it perfectly bloomed, petals are streched like melted cheeze.. Is this problem of Cloth bend-stiffness value?

    • @RubaoAbranchesFilho
      @RubaoAbranchesFilho 2 місяці тому

      Looks like you need to increase the stiffness in the stretch parameter… if you don’t it’ll look like rubber or a slimy material, it seems that’s the problem from your description.

    • @tartovo
      @tartovo 2 місяці тому

      @@RubaoAbranchesFilho Thanks a lot! I increased substeps in vellum solver and solved problem! I also increase stretch stiffness parameter too :)

  • @harshmittal4548
    @harshmittal4548 3 місяці тому

    Hii, bro my unreal engine crashes while importing alembic file with 'flatten tracks' feature off do you know how to solve this problem??

  • @ArujiChipps
    @ArujiChipps 3 місяці тому

    Looking forward to part 4.5!!! XD this series is solving so many practical doubts for me. Tutorials of this quality are rare, I'm very happy to have found this channel.

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      Haha, let's see if I ever figure out what I wanted part 4.5 to be. Glad the tutorial was helpful for you!

  • @sjm418
    @sjm418 3 місяці тому

    Hi Danny, I've been working through this series with a cherry blossom with really good results compared to other tutorials. For my flower I am only using 5 petals, and for some reason when I am closing them they don't close in a logical order and they intersect. This gives my vellum sim some ugly collisions. It looks like the growth solver, moves the points based on point order (0 then 1 then 2 etc) however in the phyllotaxis wrangle the order of the points is random, so a petal that is on the bottom will close before the one on the top. I've tried a sort node and various methods but I still can't figure out how to close them in order from top to bottom.

  • @nononsense2688
    @nononsense2688 3 місяці тому

    THANK YOU FOR THIS SMALL SERIES. I really thing this is a great approach to learning houdini, both simple modeling and intermediate sim skills.

    • @DannyLrsn
      @DannyLrsn 2 місяці тому

      Thank you for the nice words!

  • @simondanaher3390
    @simondanaher3390 3 місяці тому

    Great tutorial Danny, thanks for sharing the scene files. I notice that some things are broken in the scene when using 19.5 rather than 20. The growth attribute is missing at the petal surface noise VOP. Not sure at what point in the graph it get baulked, but H does throw a lot of param errors on opening the scene in 19.5. The flakey backwards compatibily is one of the more frustrating aspects of houdini. I have 20, but I'm sticking with 19.5 atm as it seems more stable.

  • @coraldoyle9652
    @coraldoyle9652 3 місяці тому

    *Promosm*

  • @MrLinvalT
    @MrLinvalT 3 місяці тому

    Hello Danny ! Great tutorials and super versatile set up, i'm having a lot of fun with it ! If i have a flower with 4 petals and i want them all to bloom at once, how do i stop the growth attribute to go one point after another ?

    • @MrLinvalT
      @MrLinvalT 3 місяці тому

      oh well i guess i found out, i just changed the line of code in the "growth animation" node from "float mask = fit(map, p, p + t, 0, 1);" to "float mask = chf("mask");" and i'm animating the slider to get my transition.

    • @DannyLrsn
      @DannyLrsn 3 місяці тому

      @@MrLinvalT Hey thank you for the kind words! Yes, that seems like a solid solution. If you still want a little variation in the growth, increasing the "Transition Width" can make the transition even more uniform. Would love to see your results when you get there :)

    • @MrLinvalT
      @MrLinvalT 3 місяці тому

      @@DannyLrsn Absolutely i'll send them to you once i finished my killer set up hehe !

  • @EliRezik
    @EliRezik 4 місяці тому

    hey man, great tutorial, any idea why unreal wont import my alembic file of a RBD simulation? I read somewehre it might be because I have faces with more than 4 vertics, but I'm not sure of how to clean that from the rbdmaterialfracture results. any tips you can give?

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      Thank you! I think you explained it yourself. Houdini has a "Divide" node that can triangulate meshes for you. Maybe use that on the results on the rbdmaterialfracture?

    • @EliRezik
      @EliRezik 3 місяці тому

      @@DannyLrsn thank you Danny, got that fixed :)

    • @DannyLrsn
      @DannyLrsn 3 місяці тому

      @@EliRezik Awesome!

  • @suboer
    @suboer 4 місяці тому

    Can I do without the "dl merge animation sequences" node? My houdini version 19.5 probably doesn't have it.

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      Hi, DL Merge Animation Sequences is a node that I created. I vaguely explain how it works in the video so you can either reproduce it yourself or you can download the project files and grab the node from there. Note that when you open the project file it will say something about a missing asset definition, but this error doesn't actually mean anything because the asset is unlocked. Hope that helps!

    • @suboer
      @suboer 4 місяці тому

      @@DannyLrsn Okay, thanks for explaining! I'm sorry, I don't understand English well, so I didn't understand what it was about in the video. Now it's clear, thanks again!

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      @@suboer No worries! Happy to help.

  • @limitlessrender
    @limitlessrender 4 місяці тому

    At 5:35 I found the difference between this tutorial and the .hip file which caused the janky skeleton opening animation: Instead of: float p = fit(f@Frame, 1, 48, 0, 1); Danny changes it to: float p = fit(f@Frame, 1, chi("flower_bloom_length"), 0, 1); and remember to click the button to create the spare parameter. Note: The "flower_bloom_length" is set to "48" which I believe is equivalent to the total number of frames we have set on the timeline for this tutorial (frames 1- 48) - so this depends on how many frames you have on the timeline! :)

  • @3lukemoore
    @3lukemoore 4 місяці тому

    hi Danny just downloaded your .HDA except I cant seem to get it to render a .mp4 only .jpeg I have ffmpeg codec installed im on Mac, is it windows only? if not is there any way to get a OSX version? keep up the good work!

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      Hi Luke! Thank you for your kind words. Unfortunately I don't have access to a Mac to test the tool. I would guess it has to do with the ffmpeg path in the ffmpeg node

    • @3lukemoore
      @3lukemoore 4 місяці тому

      @@DannyLrsn no problem man great tool! ok I managed to track it odnw through the node graph and get it to render out jpegs into the flip book my next 2 questions are is it possible to change the resolution or to get higher quality flip book out put ? and also my nose won't show up in solaris network only .obj any ideas why ?

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      @@3lukemoore Awesome that you got it working! I don't see why it wouldn't show up in Solaris if you have the LOP HDA in your otls folder. In terms of resolution, at the moment it is dependent on the resolution of your viewport. I might rework it in the future so it opens a new viewport with a custom resolution.

    • @3lukemoore
      @3lukemoore 4 місяці тому

      @@DannyLrsn I have the dl_flipbook.1.5.hda in my otls folder, not sure about lop .hda though ?

    • @DannyLrsn
      @DannyLrsn 3 місяці тому

      @@3lukemoore When you get the project on gumroad, there are two HDAs. One object_DL.dl_flipbook.1.5 and one lop_DL.dl_flipbook.1.3. The lop one is for LOPs. However, I no longer have access to the FX license so the LOPs HDA is limited commercial license.

  • @limitlessrender
    @limitlessrender 4 місяці тому

    at 11:10 for any noobs like me: he didn't mention the part where you add the null node (OUT_deformedPetalSkeleton) right after uv_deform. So make sure to add it! :)

    • @limitlessrender
      @limitlessrender 4 місяці тому

      Also at 11:59 there seems to be a slight time-skip: For anyone lost: Make sure you have two sets of the "Object Merge" node. The first Object Merge node will be to get/reference the "OUT_capturedPetal". The Second Object Merge node will be to get/reference the "OUT_deformedPetalSkeleton".

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      Hey, thank you for clearing up some of these areas that I didn't pay enough attention to! I'm sure it will be very helpful to other people

    • @limitlessrender
      @limitlessrender 4 місяці тому

      @@DannyLrsn no thank YOU for your tutorial Danny! I know making and editing tuts are hard enough for Houdini. Hopefully I’ll get through the rest of the videos soon! :)

  • @suboer
    @suboer 4 місяці тому

    Thanks for the lesson. I would like you to cut the tutorial video less, because sometimes it is not clear what you are doing or saying)

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      Thank you for the feedback. I agree, it is a bit too chopped up. I'll work on doing this better in the future!

  • @user-cr4oe2by9b
    @user-cr4oe2by9b 4 місяці тому

    Hi Denny, I like you tutorial! However I meet trouble between 4:00-4:20, when I change the amount that nothing happen to the shape

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      Hi, note that in the wrangle I change the expression to say @P.x = amount; Hope that helps!

  • @brandit0sx
    @brandit0sx 4 місяці тому

    Houdini crashes for me when I try to add the Bone Capture Proximity on min 11:28 Does this happend to somebody else? If so, how to fix it?

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      Maybe check if Houdini consistently crashes when you put down a Bone Capture Proximity in other situations as well. Also worth checking if you somehow have millions of points on your petal so it crashes because the calculation is too complex. If it keeps being a problem, you could be on a Houdini version that has a problem with that specific node. In that case, upgrade or downgrade your Houdini version. Hope that helps!

  • @LittleMountain111
    @LittleMountain111 4 місяці тому

    Heydo! I got a question during the karma material step. The way karma is reading the uvs is square by square instead of Individual petals. Do u know what attribute caused this or how to fix it?

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      Hey. I don't really know what you mean by reading the uvs square by square. In SOPs, you can hold spacebar over the viewport and press 5 to switch to UV view to verify that your UVs look as expected. Otherwise, download my project file and check the uv and uv2 vertex attributes. Compare that to your own project to see if there might be something you missed. Hope that helps!

    • @LittleMountain111
      @LittleMountain111 4 місяці тому

      @@DannyLrsn I got it to work, had to rewatch 3.5 and I magically changed. now I'm having some trouble with the displacement using unlit as a preview doesn't let me preview. I compared to your file and nothing changed. Could this error be because I have the education version?

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      @@LittleMountain111 I really doubt that your license has any say in whether displacement works. In terms of using the unlit surface node to preview, remember to take the output of that and plug it into the shader where the standard surface is by default. Maybe watch the part where I explain it again and pay attention to which outputs go to which inputs. If displacement doesn't seem to work, try to increase the displacement scale by 10x to verify that nothing happens. Then check that you actually have values going into displacement by using the surface unlit. Hope that helps

    • @LittleMountain111
      @LittleMountain111 4 місяці тому

      @@DannyLrsn go it! Had to update Houdini. ty for the tips

  • @LittleMountain111
    @LittleMountain111 4 місяці тому

    Thank you for making this 4th part super fast!! Question for you, I'm trying to make a lotus flower which is a very stiff flower but I find that causes a lot of clipping especially on the inside of the flower. any tips for how to fix that?

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      When I made my lotus, I increased the bend stiffness on the cloth constraint quite a lot. The intersections show up because the pin constraint wins against the collision check. You can decrease the stretch stiffness of the pin constraint. You can also increase the collision iterations in the solver to help the collision solve take priority over the constraints solve. Hope that helps!

  • @michel_chartier99
    @michel_chartier99 4 місяці тому

    From 13:00 until the end, the bone deform node is giving me the following errors "Missing boneCapt attribute" and "Failed to update". Any idea why ? All 4 rig pose nodes are working properly and the skeleton blend node isn't giving me any error.

    • @michel_chartier99
      @michel_chartier99 4 місяці тому

      The mistake was actually very simple. I didn't connect the object merge "get_capturedPetal" to the null named the same.

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      Hey, sorry about the late response. I'm happy you managed to figure it out!

  • @bharat5194
    @bharat5194 4 місяці тому

    Appreciate this, Danny!

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      Glad to hear that!

  • @bharat5194
    @bharat5194 4 місяці тому

    Hey Danny, Thanks for Sharing!

    • @DannyLrsn
      @DannyLrsn 4 місяці тому

      You're welcome!

  • @romuk3092
    @romuk3092 5 місяців тому

    thanks for the tutorial

    • @DannyLrsn
      @DannyLrsn 5 місяців тому

      You're welcome. Hope it was useful!

  • @syno3608
    @syno3608 5 місяців тому

    Thank you So much Danny . ! Helped a lot .

    • @DannyLrsn
      @DannyLrsn 5 місяців тому

      Glad to hear that!