Super Photo Real
Super Photo Real
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Fully Procedural and Dynamic Catapult | Trebuchet HDA | Houdini
Trebuchet HDA:
⬇ Download: superphotoreal.gumroad.com/l/trebuchet
Control arm length, rope length, aim rotation, arm starting position, counter weight mass and release angle or frame. These parameters affect both the model and the simulation. The arm position parameter controls the pivot angle of the arm but also animates the winch and pulley system. The counter weight fills up with rocks the higher the mass value. For the simulation it's all handled with RBDs. The projectile release is controlled with either a specific frame or the angle of the rope relative to the arm, this allows for animation precision and control.
⚙ Software: SideFx Houdini 20 Indie
✴ Gumroad: superphotoreal.gumroad.com/
Please leave a comment or email if you encounter any bugs or problems with the HDA and a fix will be upload as soon as possible. Thank you for your feedback
- SuperPhotoReal
#superphotoreal #vfx #cgi #3d #houdini #sidefxhoudini #vfxtutorial #vfxbreakdown #HDA #usd #karma #render #solaris #lops
Music from #Uppbeat (free for Creators!):
uppbeat.io/t/all-good-folks/dirt-off-your-boulder
License code: 2VDAJV16OC4HTMYZg
Переглядів: 1 130

Відео

Write Attributes to Disc with VDB Volumes | Attribute Cache HDA + Scene | Houdini
Переглядів 475Рік тому
Attribute Cache HDA: ⬇ Download: superphotoreal.gumroad.com/l/attributeCache Attribute Cache used for writing out masks with version control. Updates to both Align HDRI and Attribute Wedge and a breakdown of the demo lighting scene ⬇ Season One Bundle [25% Off Code: SPR25]: superphotoreal.gumroad.com/l/seasonOneBundle Attribute Wedge: ua-cam.com/video/ywDDVgJ5pig/v-deo.htmlsi=FhcAbr_tYrT0ZzXH A...
Dynamic Material Assignments for Lookdev | Material Path Editor HDA + Scene | Houdini
Переглядів 1 тис.Рік тому
Material Path Editor HDA: ⬇ Download: superphotoreal.gumroad.com/l/materialPathEditor Assign material tags and shaders easier and more dynamic inside houdini. Set material tags to either the path or name attribute on the asset. This can either be imported into LOPs or other packages and will work with multi render engines. Use a LOPs Material Library to easily automatically load in existing sha...
Asset Variation and Batch Creation | Attribute Wedge HDA + Scene | Houdini
Переглядів 3,1 тис.Рік тому
Attribute Wedge HDA: ⬇ Download: superphotoreal.gumroad.com/l/attributeWedge Batch creating assets with variation from an initial setup alongside debugging layouts. Dynamically update and instance multiple assets with specified attribute variation. Control with random value between range boundaries and seed input. Debug using bouding box layout with a series on types, including axis and grid. ⬇...
Asset Placement with Keyboard Controls | Surface Placer HDA + Scene | Houdini
Переглядів 1,3 тис.Рік тому
Surface Placer HDA: ⬇ Download: superphotoreal.gumroad.com/l/surfacePlacer Interactive asset placement with mouse and keyboard controls. Speed up your workflow when placing assets on a surface. Set rotation, asset variation, distance along normal and scale with mouse wheel and hotkeys. Automatic terrain orientation and instancing keeps the sceen light weight and fast. ⬇ Season One Bundle [25% O...
Dynamically Locate the Suns Angle within a Lat/Long Image | Align HDRI HDA | Houdini
Переглядів 1 тис.Рік тому
Align HDRI HDA: ⬇ Download: superphotoreal.gumroad.com/l/alignHDRI Dynamically location the sun or lights position in spherical coordinates and converting that to euler rotation on a direction light. This allows for real time light direct to be calculated and instantaneously aligning when loading a new HDRI. Cutout mode allows for geometry with texture to be placed in the same location as the l...
Unique UVs for Each Geometry Instance | Instance To Texture HDA + Scene | Houdini
Переглядів 630Рік тому
Instance To Texture HDA: ⬇ Download: superphotoreal.gumroad.com/l/instanceToTexture Harness the power of instancing but with the flexibility of per object uv coordinates, allowing for hand painted textures in software packages such as Substance, Mari or Photoshop. On export point attributes will store the uv scale and udim position on the point cloud along side a baked alembic cache that can be...
Attach Atlas Textures to Vellum Curves for Simulation | Atlas Dynamic HDA | Houdini
Переглядів 699Рік тому
Atlas Dynamic HDA: ⬇ Download: superphotoreal.gumroad.com/l/atlasDynamic Attach Quixel Megascans atlas textures to vellum curves for simulation and interaction. Combine with the Atlas Cutter HDA to automated the process from texture to simulated geometry. Atlas Cutter: ua-cam.com/video/sUxwWLR1RMo/v-deo.html ⬇ Season One Bundle [25% Off Code: SPR25]: superphotoreal.gumroad.com/l/seasonOneBundle...
Auto Build Material X Shaders with Preview Icons | Auto Material HDA | Houdini
Переглядів 1,9 тис.Рік тому
Auto Material HDA: ⬇ Download: superphotoreal.gumroad.com/l/autoMaterial Automatically build a material X shader based on tags in image files within a folder. Custom tags can be linked to custom files that will be connected with givem param names on the shader itself. Improved tiling for instant break up with rotation and scaling of texture tiles. Material preview image in the network editor ma...
Distance, Contact and Bounding Box Masks | Mask Maker HDA | Houdini
Переглядів 933Рік тому
Mask Maker HDA: ⬇ Download: superphotoreal.gumroad.com/l/maskMaker Distance, Contact and Bounding box masks with post processing options. Distance allows you to create a mask from one object to another with fall off, normalizi g and self occluding options. Contact allows for masks such as tyre tracks, footsetps or impacts combined and cached over a frame range. Bounding box offers a normalized ...
Cut Out Quixel Megascans Atlas Textures with LODs | Atlas Cutter HDA | Houdini
Переглядів 880Рік тому
Atlas Cutter HDA: ⬇ Download: superphotoreal.gumroad.com/l/atlasCutter Split Megascans atlas textures into individually plants/leaves with alignment grouping. Alongside position and normalize scaling automatically from the base. Output options include, card, low res and high poly for the required levels of detail. Low res options lets you reduce the bounding and padding while maintaining the fu...
Calculate AO, Curvature, Thickness, Normal and ID Masks | Mesh Map HDA | Houdini
Переглядів 1,2 тис.Рік тому
Mesh Map HDA: ⬇ Download: superphotoreal.gumroad.com/l/meshMap Calculate Ambient Occlussion, Curvature, Thickness, Normal and ID masks all in one handy node with controls for remapping, blur and quality. Toggle to Visualise or write to a certain attribute name. Ray number and angle lets you fine tune the qualty and falloff for AO or curvature for specific asset requirements. ID clustering allow...
Ray Traced Point Cloud for Frustum Culling | Camera Ray Mask HDA + Scene | Houdini
Переглядів 739Рік тому
Camera Ray Mask HDA: ⬇ Download: superphotoreal.gumroad.com/l/cameraRayMask Generate a ray traced point cloud within a selected camera frustum for single frame or cached over a sequences. Comtrols let you finalise the rusult with point distance culling, mask distance and blur. Very useful when laying out assets and culling scattering so unseen instances are not generated. You can also remap the...

КОМЕНТАРІ

  • @vladyslavlavrenov9167
    @vladyslavlavrenov9167 Місяць тому

    Dope!

  • @harshmittal4548
    @harshmittal4548 2 місяці тому

    So cool

  • @MrNelsinhoPiquet
    @MrNelsinhoPiquet 5 місяців тому

    Hi there, I bought the hda. Is it possible to have the scene file as well??? Please!!! =)

    • @SuperPhotoReal
      @SuperPhotoReal 4 місяці тому

      Hey, thanks for you purchase. Unfortunately this this scene is using megascans assets i'm unable to sell or distribute it. Future scenes i'll make sure i can give them away with the HDA

    • @NelsinhoSouto
      @NelsinhoSouto 4 місяці тому

      What do you have on the atri wrangle path??? After the atlas and before the out null? Before going to lops ??? Thanks

    • @SuperPhotoReal
      @SuperPhotoReal 4 місяці тому

      ​@@NelsinhoSouto The wrangle is setting the @path primitive attribute for USD. code is: s@path = concat("atlas", itoa(i@variant));

  • @adethecoda8150
    @adethecoda8150 5 місяців тому

    Hi, great work! Bought it, thank you. Problem is, that it does not show up in 20.5. I tried it with an asterix, still not showing up... my own HDA in the same directory are shown, I added the dir to the PATH variable. I can only load it as an "old" matnet material, but that does not work with solaris.

    • @SuperPhotoReal
      @SuperPhotoReal 5 місяців тому

      @@adethecoda8150 Thanks for the download 🙌 I’ve only checked with 20 not 20.5 I’ll let you know if I release a new version of the HDA as things might have changed. Thank you for the feedback

  • @heavensssblade
    @heavensssblade 6 місяців тому

    Unfortunately both 1.0 and 1.1 not working. Houdini 19.5.716 py3.7 Gives this error: Error running callback: Traceback (most recent call last): File "Sop/SPR_attributeWedge::1.0/widge_build", line 1, in <module> File "Sop/SPR_attributeWedge::1.0, PythonModule", line 76, in build AttributeError: 'NoneType' object has no attribute 'set'

    • @heavensssblade
      @heavensssblade 6 місяців тому

      Also if I have for example two noise nodes and I want to adjust their offsets separately - how can I define it in the wedge node? Both of these noises have exact same attribute name when I copy the offset parameter reference.

    • @SuperPhotoReal
      @SuperPhotoReal 5 місяців тому

      So your error is because that parm doesnt live on the input node. What i would do is subnet yourset and promote what parms you want to be set on the inside. Then you can point to those parms on the subnet from the wedge node. This will solve your probmem with parms named the same aswell, becuase yo cant have the same name on the same node, so you could call it "noisa1" & "noise2" for example. Hope that helps and thanks for purchasing the HDA :)

    • @heavensssblade
      @heavensssblade 5 місяців тому

      @@SuperPhotoReal amazing! thank for reply! I'll check this soon

  • @Emeteriowallace
    @Emeteriowallace 6 місяців тому

    Beautiful work!❤

    • @SuperPhotoReal
      @SuperPhotoReal 6 місяців тому

      @@Emeteriowallace Many Thanks 🙏

  • @samuelchamalet4248
    @samuelchamalet4248 6 місяців тому

    Hello ! Thank you so much for the free asset, as a new Houdini user, it is in insane to me that this functionality is not built in ! I can't seem to use though, using the stable Houdini 20 version, and doing "import -> Houdini Digital Asset", it doesn't show up as an option when creating a node in a Material Library... Am I missing something ? Thank you !

    • @SuperPhotoReal
      @SuperPhotoReal 6 місяців тому

      Glad you like it :) so on the material library in LOPs there is a drop down menu called "Tab Menu Mask", if you put a "*" instead of what is set by default, all the suggested shader nodes will appear, inclushing the Auto Material

  • @supernovapenguin
    @supernovapenguin 7 місяців тому

    Wow Superb

  • @karimoh3154
    @karimoh3154 7 місяців тому

    nice, thank you

  • @Animate_MagiCC
    @Animate_MagiCC 9 місяців тому

    Me: Supposedly working on a project... Trebuchet: exist. Wait was that a trebuchet asset? A full on Trebuchet in Houdini, just how cool is that! I love it, thank you so much.

    • @SuperPhotoReal
      @SuperPhotoReal 9 місяців тому

      My pleasure to make trebuchets more accessible to everyone 😂

  • @selflesswon
    @selflesswon 10 місяців тому

    Do you have a discord for people that buy the Season One Bundle ?

    • @SuperPhotoReal
      @SuperPhotoReal 10 місяців тому

      Currently there isnt a discord but its something i'll be setting up in the near future and i'll email the link to any previous customers. Thanks

  • @vincentthomas8492
    @vincentthomas8492 10 місяців тому

    Neat idea! :) now the polyreduce should ideally takes place place before simulation i think, isn'it?

    • @SuperPhotoReal
      @SuperPhotoReal 10 місяців тому

      Yes the asset should be reduced before sim. They’re packed so it’s really fast anyway. You’re only after the transform data

  • @clao_80
    @clao_80 11 місяців тому

    Amazing, thanks a lot!

  • @MrsDam236
    @MrsDam236 11 місяців тому

    Amazing HDA so far! However the release option doesn't work, the rope keep attached to the projectile, which gives a fun effect yeah but it's not working ^^ Any thoughts?

    • @SuperPhotoReal
      @SuperPhotoReal 11 місяців тому

      If the release angle is too small sometimes it won’t actually reach it. Try setting it to a larger value or using the frame release method. Otherwise sometimes Houdini bugs and you need to clear the cache. I’d recommend going to the start frame and using the cache manager to clear all. Let me know if you're still have issues

  • @GuidoCh3D
    @GuidoCh3D 11 місяців тому

    This is amazing, i was looking for a course that teaches how to do a Catapult & Ballista for a personal project i´m working on. Did you saw any course to build this? I would love to find one to build one myself!! Thank you for sharing.

    • @SuperPhotoReal
      @SuperPhotoReal 11 місяців тому

      Thank you! I didn’t follow any tutorial, just RnD and build myself unfortunately. Have a look through the HDA, hopefully it makes a bit of sense on how I built it all. Good luck with your own catapult 🙌

  • @JoshBarlow137
    @JoshBarlow137 11 місяців тому

    10/10 🔥 gonna have to try and sneak this in the background on the next project I work on.

    • @SuperPhotoReal
      @SuperPhotoReal 11 місяців тому

      Many Thanks! it'll be my Pixar "A113" 😄

  • @BenImber
    @BenImber 11 місяців тому

    So sick bro. Super very good

  • @lega_xyz
    @lega_xyz 11 місяців тому

    This is so good! great work!

  • @mc4232
    @mc4232 11 місяців тому

    The hda I didn't know I wanted! I'm going to have way too much fun with this 😂

  • @dmitry_miller
    @dmitry_miller 11 місяців тому

    Super cool! Thank you! 🔥🔥🔥

  • @TaylorColpitts
    @TaylorColpitts 11 місяців тому

    This is awesome! Well done 😁

  • @waitingforrender
    @waitingforrender Рік тому

    really nice tool. question is only for indie. i have houdini fx

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      Thank you, yes unfortunately I only have an indie license. If I get a full FX license in the future I’ll definitely rewrite it

  • @qsmakar
    @qsmakar Рік тому

    Can I add redshift material?

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      Yes this will work with any render engine in Houdini, it is only adding the material tags to path or name attribute. If you’re using the material library node in LOPs then it will auto load and export the wildcards for your material assignments

  • @zyka1627
    @zyka1627 Рік тому

    Does this work in Houdini version 20? Thank you.

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      Yes it works fine in Houdini 20, I've updated the the scene file on Gumroad. Thanks

  • @mc4232
    @mc4232 Рік тому

    So much easier this way, thank you 🙌

  • @wewantmoreparty
    @wewantmoreparty Рік тому

    super thanks

  • @SuperPhotoReal
    @SuperPhotoReal Рік тому

    Version 1.1 is now live on Gumroad and previous customers will have been emailed with a download link. An Error message when no input is detected for either a HDRI or directional light has been fixed. Thank you for your feedback

  • @zedgraphicart2374
    @zedgraphicart2374 Рік тому

    Hey ! i have an error , Python error: Traceback (most recent call last): File "<stdin>", line 11, in <module> AttributeError: 'NoneType' object has no attribute 'attribValue'

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      Currently you must have something input into the HDA for it to work. I’ll be updating this shortly so it won’t error with no input. So you’ll receive an update email from gumroad later today. Thanks for your feedback

  • @SuperPhotoReal
    @SuperPhotoReal Рік тому

    There was a small bug with the code that has now been amended. Those of you who have already purchased the product you should have received an email with the amended HDA and demo scene. All new purchases will be with the latest update. Sorry for the inconvenience and thank you for your feedback

  • @MarioSundays
    @MarioSundays Рік тому

    I'm getting this error: Traceback (most recent call last): File "Sop/SPR_attributeWedge::1.0/widge_build", line 1, in <module> File "Sop/SPR_attributeWedge::1.0, PythonModule", line 56, in build File "Sop/SPR_attributeWedge::1.0, PythonModule", line 24, in getWedgeAttribs AttributeError: 'NoneType' object has no attribute 'eval' Even in your demo scene. I'm on Indie 19.5.773 py3.9

    • @christianbelanger7207
      @christianbelanger7207 Рік тому

      @@SuperPhotoReal Hello! I am also getting this message when hitting the Build button after pasting relelative reference. Haven't done much SubNetworks before, could there be a specific work flow that needs to be done with the Subnet before hitting the Build button ? Thanks :)

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      Ok i found a small bug with the code that's now been corrected, i'll be uploading a new version of the demo scene and HDA. Hopefully you'll both get an email with a new download link from gumroad. Please let me know if you don't receive it via email and i can send it to you specifically. Thanks

  • @MarioSundays
    @MarioSundays Рік тому

    Pretty cool, prob a stupid question but this is only Karma right? Not RS.

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      It’s build using Material X nodes, so it will work with Arnold & Renderman. As far as I’m aware Redshift doesn’t support material-X at this current time, just looking at the docs on third party support

    • @alvin3171997
      @alvin3171997 Рік тому

      @@SuperPhotoRealmaterial X is also supported in Karma XPU, right? So karma should work.

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      @@alvin3171997 yes its supported and works in karma render engine

  • @timothybladel84
    @timothybladel84 Рік тому

    Does this only work with Solaris?

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      This HDA was written for LOPs/Solaris so it's not be tested outside Karma. It uses a combination of COPs and SOPS to calculate the lights location in the HDRI and then sets the position, so in theory you could apply this to other Render engines since its just a transform - SPR

  • @paul_colton
    @paul_colton Рік тому

    I am getting an error as soon as I drop the node, 'AttributeError: 'NoneType' object has no attribute 'attribValue''. Any ideas?

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      The HDA will need an input for both the HDRI and light to align, otherwise it'll throw an error since there isn't any attributes for the python sop to read. The HDA will work fine with both inputs connected. I'll be updating this HDA soon with some more features, so anyone who's already purchased will get an email for a new download. Thank you for your feedback and i'll fix this in the next release - SPR

    • @paul_colton
      @paul_colton Рік тому

      @@SuperPhotoReal Thanks! Got it all working. Took me a moment to figure out how to use the instancer to isolate the points but it works now.

  • @kamazooliy
    @kamazooliy Рік тому

    Great tool and price!

  • @carloalleva6513
    @carloalleva6513 Рік тому

    Amazing as always mate!

  • @alaezalfa
    @alaezalfa Рік тому

    Amazing HDA!

  • @workflowinmind
    @workflowinmind Рік тому

    I'm guessing it's an open HDA? If so I would specify it on the GR page, it's a good selling point for such a tool

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      Yes all my HDAs on Gumroad are open. Good idea, thank you for the feedback 🙏

  • @ohallasFS
    @ohallasFS Рік тому

    SUPER tool !

  • @CarlosTaconFernandez
    @CarlosTaconFernandez Рік тому

    Very cool! 😄 Maybe it could be useful to have a checkbox that clamps the dome light, so that it's easier to separate key from fill light in AOVs

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      Thanks 🙏 Yeah good idea! I’ll do an update at some point as I also want to invert the alignment so the HDRI aligns to the directional

  • @mc4232
    @mc4232 Рік тому

    Noicee, takes off all the guesswork trying to match lights to the shoot's HDRI 👌

  • @maxwellsmith6905
    @maxwellsmith6905 Рік тому

    Love it! Another really useful HDA.

  • @JoshBarlow137
    @JoshBarlow137 Рік тому

    really cool setup, need to give this a go with the wetherspoons HDRI's

  • @davidthomas5516
    @davidthomas5516 Рік тому

    This was very... enlightening! Thanks Super Photo Real

  • @BenImber
    @BenImber Рік тому

    sick stuff mate, love it

  • @mc4232
    @mc4232 Рік тому

    I think this is the best one to date 👌

  • @vincentthomas8492
    @vincentthomas8492 Рік тому

    Don't youhave issue in the normal mapping with tiling >1? It should be linked to the Tangent channel instead no? The preview also seems to wipe out as soon as you get out the USD mat context. But Great tool mate!

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      I’ll do some more testing with less than 1 tiling just to make sure it’s all working correctly. Unfortunately I haven’t found a way to keep the background images when you pop out of USD, I’ll have a look and see if there any python but otherwise might be a limitation from Houdini. You can select and reload all the materials to bring them back as a work around. Thank you for the feedback 🙏

  • @dirtcreature3d
    @dirtcreature3d Рік тому

    Dude you’re a legend thank you! Been really digging your hdas!!

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      Thank you, much appreciated 🙏 hopefully lots more to come

  • @mc4232
    @mc4232 Рік тому

    Really handy!

  • @JoshBarlow137
    @JoshBarlow137 Рік тому

    Really nice node, that tiling rotation setup is so good.

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      Thanks :) yeah seems to work pretty well for large areas. Had issues with the normal map being .jpg since the normal map values have to be recalculated to match the rotation. So linear normals only haha

  • @mc4232
    @mc4232 Рік тому

    Looks super useful! Is there a way to fade out some of the contact masks? For example waves wetting sand, as the wave leaves the sand "dries" ?

    • @SuperPhotoReal
      @SuperPhotoReal Рік тому

      Yes great idea to implement, will have that updated in the next version. Thanks 🙏