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.
P.S.: I would absolutely love to see a full tutorial on procedural shading in KARMA XPU from you. The practical info this one alone is more than you get anywhere else. PLEASE? 😍
@@vadimandriushchenko5171 A little update: I want to make sure the quality of part 4.5 is as high as the rest of the series, so I will not post it today anyway. It will come soon! It's essentially just about color management, though, so it doesn't exactly add anything to the flower setup.
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!
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!
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.
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!
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?
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!
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.
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!
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.
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?
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?
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.
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?
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!
@@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?
@@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
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 ?
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.
@@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 :)
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.
Haha, let's see if I ever figure out what I wanted part 4.5 to be. Glad the tutorial was helpful for you!
P.S.: I would absolutely love to see a full tutorial on procedural shading in KARMA XPU from you. The practical info this one alone is more than you get anywhere else. PLEASE? 😍
That sounds interesting. I'll look into it!
@@DannyLrsn NICE! 😍
Amazing work, Danny! Absolutely art directable and easy to understand setup. Looking forward to shaping with this. Thank you!
Thanks Phillip! If you make a flower, feel free to share it with me here or tag me on Instagram or something. I would love to see it!
@@DannyLrsn I will! 🤝
This is exactly the problem I was facing recently, thanks for the clear explanation and demonstration, much appreciated!
Happy to hear it was useful for you!
@@DannyLrsn The clear explanation even gave me some ideas for extension, and I will do more experiments in other projects. Thank you!
@@hendasheng that's awesome! Feel free to send me your work on IG or something when you're ready!
@@DannyLrsn Definitely! Cheers!
omg, I just want to create a project with the exact flower I need. thanks in millions.
That's perfect timing then!
Great! I have been waiting for this tutor so long. Incredible work!
Thank you! I'm glad to finally have it out
Could you please say where we can see bonus part 4.5? Or will you post it later?@@DannyLrsn
@@vadimandriushchenko5171 It's coming tomorrow!
@@vadimandriushchenko5171 A little update: I want to make sure the quality of part 4.5 is as high as the rest of the series, so I will not post it today anyway. It will come soon! It's essentially just about color management, though, so it doesn't exactly add anything to the flower setup.
Hi, great tutorial. Well explained and the results are outstanding. Thanks.
Thank you! I'm glad it was useful!
Hey Danny, Thanks for Sharing!
You're welcome!
Brilliant, thanks for sharing Danny!
Thank you, Magnus!
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!
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!
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
I cannot access the files on Gumroad. What should I do?
thanks for the tutorial
You're welcome. Hope it was useful!
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.
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!
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?
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!
Thank you bro, I wanted to learn how to make beautiful flowers, only you could teach me how to do that
Thank you for your comment. If you make a flower, I would love to see it!
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.
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!
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.
May I ask you a question about how to import this animation into unity after adding materials?
Unfortunately I don't know Unity. I would imagine you export as alembic to get geometry caches from Houdini to Unity
Thanks for your sharing!
hey ! incredible work ! how could you do to put this flwer on a stem and fix it ? thanks !
Hi! The simplest way is just a copy to points onto the tip of the stem
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?
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?
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.
@@RubaoAbranchesFilho Thanks a lot! I increased substeps in vellum solver and solved problem! I also increase stretch stiffness parameter too :)
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?
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!
@@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?
@@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
@@DannyLrsn go it! Had to update Houdini. ty for the tips
I appreciate you!
Thanks for that!
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 ?
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.
@@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 :)
@@DannyLrsn Absolutely i'll send them to you once i finished my killer set up hehe !
*Promosm*