Hello, I know its been some time but I was wondering if I could get any help here. I am currently following the cleaning up method of my rocks, the setup is working correctly, but I am getting these weird banding effects on my final cleaned mesh, why is this caused? It isn´t quality related, so I have no idea. Thank you to anyone who might know the answer.
@Ben Catman - yes i am getting exactly to the point where voronoi fracture give me HUGE issues with the interior detail. meaning, that when i tweak the interior detail it doesn't translate to the cut of the voronoi. any chance anyone has a scene to copy from an old scene?
So great stuff, so professional and well directed. One thing only - if you are using H18 or above, you run into issues as some nodes are not existing - like for each loop , and other nodes have changed. Thats a real pain with Houdini ;)
yes i am getting exactly to the point where voronoi fracture gives me HUGE issues with the interior detail. meaning, that when i tweak the interior detail it doesn't translate to the cut of the voronoi. any chance anywhere i can download an old scene to get it from there?
@@raphaelgort5499 If you use the rbd interior detail node you can skip the entire point vop step since this node has noise already build in and it aligns pefectly with the fractures. The fractures itself won't be broken up though, but you can get those details through noise in the volume steps.
I'll answer this in case you're still confused or anyone else is curious. First, to clear up what a cross product does... if you create a cross product with the X and Z axis vectors (1,0,0 and 0,0,1 respectively), the result is the Y axis (0,1,0). It creates a new vector that is perpendicular (90 degrees) to the plane you define with the first two vectors. Now for this process.. it's really common to use the N and 0,1,0 as your base for the first cross product as it creates a sort of vertically oriented plane. The resulting cross product is a vector that runs horizontally, but parallel to the surface. The second cross product usually uses the N and first cross product as the base. The result is that you get a vector which runs vertically parallel to your surface... From which you can do all sorts of cool things related to orientation. Hope that helps!
Yeah, he's using a much older Houdini build, I believe 16 or 16.5, which is why this series is free because it needs to be updated for newer versions of Houdini. You can still follow it if you're willing to put in the extra time to troubleshoot because it means a lot of the nodes will have changed as SideFX is constantly improving things. It's annoying and makes learning it harder, but at least they're constantly improving the software - making things faster and more streamlined. For the interior detail, there's a new set of RBD nodes that I believe were added in H17, including the RBD interior detail SOP: www.sidefx.com/docs/houdini/nodes/sop/rbdinteriordetail.html. I think this masterclass should give you more info about all the RBD changes: ua-cam.com/video/lG0iZCv-sPQ/v-deo.html Also, I found this series extremely useful as well when learning about RBD: www.appliedhoudini.com/blog/2018/2/16/rigids-i-fundamentals
This post is an ocean of knowledge
Never stop with these videos, man. Really helpful stuff!
Hours of great learning materials for free? Thanks, Rebelway!
Damn that's high quality training for free. Thank you so much
Once again thank you for the free material, i'd really appreciate a rigging tutorial from you people.
ua-cam.com/video/FFf9zF9rVF4/v-deo.html
@@VictorFrenkel lmao
Amazing... good job Rebelway
Thank you so much for this!
hi, can you mention again which video you worked in volumevop1 in Cliff Wall Part 2 (1:08:30)? I just see this video, it really helps!
Thank you !!!!!!!!!!! really appeaciate.
Hello, I know its been some time but I was wondering if I could get any help here. I am currently following the cleaning up method of my rocks, the setup is working correctly, but I am getting these weird banding effects on my final cleaned mesh, why is this caused? It isn´t quality related, so I have no idea. Thank you to anyone who might know the answer.
@Ben Catman - yes i am getting exactly to the point where voronoi fracture give me HUGE issues with the interior detail. meaning, that when i tweak the interior detail it doesn't translate to the cut of the voronoi. any chance anyone has a scene to copy from an old scene?
So great stuff, so professional and well directed. One thing only - if you are using H18 or above, you run into issues as some nodes are not existing - like for each loop , and other nodes have changed. Thats a real pain with Houdini ;)
yes i am getting exactly to the point where voronoi fracture gives me HUGE issues with the interior detail. meaning, that when i tweak the interior detail it doesn't translate to the cut of the voronoi. any chance anywhere i can download an old scene to get it from there?
It's the only reason they made this course free, I'm assuming
@@raphaelgort5499 If you use the rbd interior detail node you can skip the entire point vop step since this node has noise already build in and it aligns pefectly with the fractures. The fractures itself won't be broken up though, but you can get those details through noise in the volume steps.
@@beyondsanity7123 awesome. thank you
@@King-mj2bn damn that sucks to read. they might as well come out with an updated a new version. some cool ways with other youtube videos
I can't apply this tutorial on houdini 18.5 may I ask why?
This was created in an older version of Houdini. Perhaps that is why.
@@Rebelway I see, thanks. I hope you can recreate this tutorial for 18.5 beacause it is very insightful 😀
Yes you can, you only have to know your way in houdini
Amazing content! One thing I was confused is that at 51:39, the cross product handling. Why doing that?
I'll answer this in case you're still confused or anyone else is curious.
First, to clear up what a cross product does... if you create a cross product with the X and Z axis vectors (1,0,0 and 0,0,1 respectively), the result is the Y axis (0,1,0). It creates a new vector that is perpendicular (90 degrees) to the plane you define with the first two vectors.
Now for this process.. it's really common to use the N and 0,1,0 as your base for the first cross product as it creates a sort of vertically oriented plane. The resulting cross product is a vector that runs horizontally, but parallel to the surface.
The second cross product usually uses the N and first cross product as the base. The result is that you get a vector which runs vertically parallel to your surface... From which you can do all sorts of cool things related to orientation. Hope that helps!
@@ejaworenko Concise, high-quality answers!
Not sure if I missed something, but my voronoi fracture node doesn't have many of the options yours shows such as interior detail.
probably using a different Houdini build
Yeah, he's using a much older Houdini build, I believe 16 or 16.5, which is why this series is free because it needs to be updated for newer versions of Houdini. You can still follow it if you're willing to put in the extra time to troubleshoot because it means a lot of the nodes will have changed as SideFX is constantly improving things. It's annoying and makes learning it harder, but at least they're constantly improving the software - making things faster and more streamlined. For the interior detail, there's a new set of RBD nodes that I believe were added in H17, including the RBD interior detail SOP:
www.sidefx.com/docs/houdini/nodes/sop/rbdinteriordetail.html.
I think this masterclass should give you more info about all the RBD changes:
ua-cam.com/video/lG0iZCv-sPQ/v-deo.html
Also, I found this series extremely useful as well when learning about RBD:
www.appliedhoudini.com/blog/2018/2/16/rigids-i-fundamentals
@@benjaminmarkus3290 Thanks for sharing those links. That RBD stuff looks really cool.