Great video! I watched a few minutes at work a few weeks ago and today I almost punch myself for not liking/bookmarking last time, since I now need to use it for something and needed to re-watch it. Good idea to have something like this for free, it got me to buy your cg-circuit tut instantly :)
Amazing tutorial. I think really good Houdini guys go for the simplest method that gets the job done. And that's how you did it. That's the way of the pros. Amateurs immediately throw in Attribute Wrangle to make it complicated right from the get go but this is how you do it in a production. As fast and easy as possible. Great stuff, subscribed.
Another great tutorial, ty! Would love to see an example of how to generate multiple pulses from the same source, and being able to control their frequency :)
Hey, you can try to plug the "dist" or any increasing attribute into a trigonometric node set to sine, and start from there. Shouldve included this in the tutorial but forgot, oops
it seems to me that he controls it by increasing or decreasing the difficulty in the points finding the next neighbor that meets the requirements set by the VEX code - I can't remember the name of the node - I think it's the compare node in VOPS - I believe
As you said Florian Bard is amazing BUT often he's very hard (like impossible) to follow along. If you will be able to use your excellent teaching skill to bring us this kind of tech flow level (intermediate to adv)..... i think that could be very interesting. At least for me !
Yes I actually had a lot of problems following along his tutorials too. Which is unfortunate because what he is doing is of the top level, he just needs to slow down a bit when recording haha. I'm actually going to be releasing a disintegration course this week, that takes a bit of a different approach.
@@voxyde If I can suggest an idea of a fx that nobody does: an Aggregation FX. One could think of a Dissolve / Disintegration Fx play in reverse, but maybe it's not exactly the same, what do you think about it?
You freeze the geometry at some frame, do the simulation on that. And then this frozen geometry you can use a point deform to make it move like the original
You can use it to drive VFX in general like spreading flames, particles, etc. If you want to render it like this over the mesh itself my best method was to render it out as particles (really small particles) to generate a black and white mask/layer. Then you use this mask in Nuke/After Effects to change the mesh. But mainly this is best used to drive other effects.
I guess this is the best growth reference lesson I'have ever watch
thank you
thank you, learned a lot. Please do more of these 'do the same thing different ways' tutorials)
This is great reference material to go over and over. Invaluable. Thanks
Great video! I watched a few minutes at work a few weeks ago and today I almost punch myself for not liking/bookmarking last time, since I now need to use it for something and needed to re-watch it. Good idea to have something like this for free, it got me to buy your cg-circuit tut instantly :)
Great to hear that! Hope you also found the course useful :)
The best tutorial that!!!!!
Fantastic LOVE IT!
Congratulations!!!
Amazing tutorial. I think really good Houdini guys go for the simplest method that gets the job done. And that's how you did it. That's the way of the pros. Amateurs immediately throw in Attribute Wrangle to make it complicated right from the get go but this is how you do it in a production. As fast and easy as possible. Great stuff, subscribed.
Thanks! There's always a very strong urge in Houdini to over complicate things. I think it's just the nature of the software haha!
Wow,supernice tutorial!!! Thänx a lot!!! Also for sharing the sourcefiles! Love it!
Super easy and quick approach! Thanks for the video!
Your tutorials are really great to follow. Well explained, complete but quite simple :) Cheers!
Another great tutorial, ty! Would love to see an example of how to generate multiple pulses from the same source, and being able to control their frequency :)
Hey, you can try to plug the "dist" or any increasing attribute into a trigonometric node set to sine, and start from there. Shouldve included this in the tutorial but forgot, oops
Neat, Clear and super valuable, the solver part is just amazing! Thanks a million.
That's so incredibly useful. Thank you for sharing.
Glad it was helpful!
so cool and detailed. thanks
Great and beautiful, thank you!
Great TUT
Great job !! 🙌👍
Very informative! Thanks!
Thanks a lot man - really neat tricks to learn !!
Thanks
Thank you very much🙏
I wish I had a shading ending...
its helpful,Thanks。
5:13 „Pretty simple“
Me following the steps for 2h 😂
When it comes to Houdini nothing is truly simple haha!
Great lesson!
I did not understand how you can control the speed of the effect in the simulation version?
it seems to me that he controls it by increasing or decreasing the difficulty in the points finding the next neighbor that meets the requirements set by the VEX code - I can't remember the name of the node - I think it's the compare node in VOPS - I believe
As you said Florian Bard is amazing BUT often he's very hard (like impossible) to follow along.
If you will be able to use your excellent teaching skill to bring us this kind of tech flow level (intermediate to adv)..... i think that could be very interesting. At least for me !
Yes I actually had a lot of problems following along his tutorials too. Which is unfortunate because what he is doing is of the top level, he just needs to slow down a bit when recording haha. I'm actually going to be releasing a disintegration course this week, that takes a bit of a different approach.
@@voxyde Sounds good! Push on the VEX side !!!
@@voxyde If I can suggest an idea of a fx that nobody does: an Aggregation FX.
One could think of a Dissolve / Disintegration Fx play in reverse, but maybe it's not exactly the same, what do you think about it?
That's nice but what if I want to move the geo? Should i use rest position and how do I do it?
You freeze the geometry at some frame, do the simulation on that. And then this frozen geometry you can use a point deform to make it move like the original
@@voxyde thank you
This is great but how do you actually use it? Does one render it out as a matte? Or - is it later connected to something else, procedurally?
You can use it to drive VFX in general like spreading flames, particles, etc. If you want to render it like this over the mesh itself my best method was to render it out as particles (really small particles) to generate a black and white mask/layer. Then you use this mask in Nuke/After Effects to change the mesh.
But mainly this is best used to drive other effects.
Why are we plugging random to the seed coz directly connecting seed to Cd looks wrong & doesn't seem to be working.
How did you click reset the ramp??? lol @ 2:35
control + middle mouse click on the text
@@voxyde awesome thank you!!!
How can I give another like?
tell your friend that uses blender about me hehe
Ok
Do you know why Houdini 19 isn't showing the Labs Group to Curve? Thnks!
You need to make sure SideFX labs is installed ua-cam.com/video/TmTORjg6q9s/v-deo.html
@@voxyde sweet. Thank you!