Great tutorial! You can create an exponential function so that the large and small points coexist in a space according to their size: int line = addprim(0, “polyline”); float exponent = chf("exponent"); // COMPRESSION float inputScale = chf("scale"); int numPts = chi("numbers"); for (int ptNum = 0; ptNum < numPts; ++ptNum) { // ADJUST COMPRESSION float adjustedValue = pow(float(ptNum) / float(numPts - 1), inputScale); float t = fit01(pow(adjustedValue, exponent), 0, 1);
int point = addpoint(0, set(0, 0, t)); addvertex(0, line, point);
Hi, Great Tutorial! I'm trying to follow along and I got stuck at the Part where to drop the copy to points node. It seems like the pscale and the Normals dosent work when I have the skeleton Node in my tree. Because when I try to scatter the leafes on the points the all have the same size and the don't orient on the normal. does anybody know what the problem could be? I am really unexperienced with the rigging part in Houdini.
Thanks for such a great tutorial Marco, I really enjoyed watching this one! There was so much knowledge dropped in this, I’ll definitely be watching it again. You’re a natural teacher and this was an impressive first go at making tutorials. I hope to see more! 🙏
Hi! This is an amazing tutorial. I'm attempting to follow along in 19.5 but can't to get past the part where you're using the rig attribute wrangle to roll the curve. For whatever reason, instead of rolling, the curve is growing (almost like a scaling effect). Am I doing something wrong? Also, I also can't visualize the point normals on my curve :\
If you decrease the fuse distance maybe? Or polyextrude before the calculating the velocity? Inconsistent point count is an issue, don't understand attribute transfer myself.
Hi.Very nice tutorial. I have a problem creating the mask in 7:07 min. My visualisation window viewer don´t shows the same scene list options. Do you know how to see them and activate the red visualizer? Them ask ain´t work. Thank you.
Thank you for your nice tutorial. It really helpful for me. I wonder that my visualizer cound't find generic and why dosen't have various menu like you. How can I see generics in visualizers.
could i have a link to your leaf textures?) also i saw that u used a texture for a keylight, can u pls share it, or its just a ramp with a black/whites points?) tnx for all your work! I have learned a lot of new things
Hi mate, your tutorial is amazing. But the parameters of the block_end1 node are not shown in the time shift, so I didn't succeed. How to adjust block_end1? thank you very much!
@@marcolondero Hi!Did I use the "for-Each point" with no success. ”Time offset“ is not currently possible. But in your video below "foreach_end1" is "Gather40". This has not been adjusted, I only have "Merge40" under "foreach_end1". I don't know if there is a problem here. Sorry to trouble you again!
Thanks, I'm not planning to release the hip file at the moment, since everything is explained in the video. If you have any further questions or doubts feel free to contact me and I'll help you
Hello. Thanks for this lesson. Difficult for a beginner. I have some errors in the code with noise. Can you attach the project or copy the code? Maybe on gumroad. I would have bought it) Or just on a file hosting service. Thank you!
A good tip on making the skeleton would be to follow this method: ua-cam.com/video/F86-TDRzjnc/v-deo.html It creates a skeleton in the centre of any geo allowing you to create a line down the leaf. Then you can use a Resample node and check output curveu attribute to give you an float attribute from 0 to 1 running along the whole leaf to then apply the noise to etc. Great tut!
Thank you so much for this! So well explained. For intermediate knowledge, this really gets you a huge step further. HOPE to see more from you.
thank you so much!
hello bro did you finished the project i need some help please
@@lemmen7420 Yes, I think I did. What's the problem about?
when i'm using the time ofset it's not working for me they are all doing animation at the same time@@philippwelsing9108
Grazie Marco, spieghi benissimo e anche la tua pagina instagram è un gioiello.
interesting, very cool project!
Mesmerizing beauty⚡👍
Awesome tutorial, thanks!
Also: 0:15 "I am not a Houdini expert..." (Shows a nodetree that takes-up half of the screen at max zoom-out) :-)
That is very serious tut! Very cool result !
Great tutorial! You can create an exponential function so that the large and small points coexist in a space according to their size:
int line = addprim(0, “polyline”);
float exponent = chf("exponent"); // COMPRESSION
float inputScale = chf("scale");
int numPts = chi("numbers");
for (int ptNum = 0; ptNum < numPts; ++ptNum) {
// ADJUST COMPRESSION
float adjustedValue = pow(float(ptNum) / float(numPts - 1), inputScale);
float t = fit01(pow(adjustedValue, exponent), 0, 1);
int point = addpoint(0, set(0, 0, t));
addvertex(0, line, point);
// CREATE CURVEU ATTRIB
float curveu = float(ptNum) / float(numPts - 1);
setpointattrib(0, "curveu", ptNum, curveu);
}
Thank you very much, very well discribed.
beautful lighting at the end.
Hi, Great Tutorial! I'm trying to follow along and I got stuck at the Part where to drop the copy to points node. It seems like the pscale and the Normals dosent work when I have the skeleton Node in my tree. Because when I try to scatter the leafes on the points the all have the same size and the don't orient on the normal.
does anybody know what the problem could be? I am really unexperienced with the rigging part in Houdini.
Very good tutorial! Thank you!
Thank you so much!
Thanks for such a great tutorial Marco, I really enjoyed watching this one! There was so much knowledge dropped in this, I’ll definitely be watching it again. You’re a natural teacher and this was an impressive first go at making tutorials. I hope to see more! 🙏
Hey Travis, thank you so much for your kind words. I'm glad you enjoyed it :) Hope to have time to make some more tuts in the near future
Thank You very much, Marco!
You're welcome :)
Well done! Waiting for more of this!
Thank you so much
Hi! This is an amazing tutorial. I'm attempting to follow along in 19.5 but can't to get past the part where you're using the rig attribute wrangle to roll the curve. For whatever reason, instead of rolling, the curve is growing (almost like a scaling effect). Am I doing something wrong? Also, I also can't visualize the point normals on my curve :\
have you approached this using KineFX to rig the leaf to get the unfurling animation, instead of using bend SOP? I'm about to try!
Thanks a lot, it's really deeper, very nice
I'm glad you liked it :)
If you decrease the fuse distance maybe?
Or polyextrude before the calculating the velocity?
Inconsistent point count is an issue, don't understand attribute transfer myself.
Awesome, thanks for the tut!
thanks :)
Thank you for tutorial! Is it possible using L-System for modeling and animation Leaf?
totally love it
very kind, thanks :)
Hi.Very nice tutorial.
I have a problem creating the mask in 7:07 min. My visualisation window viewer don´t shows the same scene list options.
Do you know how to see them and activate the red visualizer?
Them ask ain´t work.
Thank you.
thanks! can't wait for more (:
Hi! Can you point me into a dirrection on how to set up a workflow like this and maybe how to make a whole plant like this?
cool🐸
thanks :)
Thank you for your nice tutorial. It really helpful for me. I wonder that my visualizer cound't find generic and why dosen't have various menu like you. How can I see generics in visualizers.
thank you!
Nice. The only leaf intersections are needs to be fixed.
thanks
i was so excited to make the leaf animation but my houdini is crashing 13056: Fatal error: Segmentation fault :(
could i have a link to your leaf textures?) also i saw that u used a texture for a keylight, can u pls share it, or its just a ramp with a black/whites points?) tnx for all your work! I have learned a lot of new things
Sorry for late reply! Yeah sure, link in description. It's just a tree-branches map, but actually it gave me some issues with shadows. Try it!
Hi mate, your tutorial is amazing. But the parameters of the block_end1 node are not shown in the time shift, so I didn't succeed. How to adjust block_end1? thank you very much!
Hi! they are just the default values of a for-each-point: "By pieces or points" and "merge each iteration"
@@marcolonderothanks!you are the most handsome!
@@marcolondero Hi!Did I use the "for-Each point" with no success. ”Time offset“ is not currently possible. But in your video below "foreach_end1" is "Gather40". This has not been adjusted, I only have "Merge40" under "foreach_end1". I don't know if there is a problem here. Sorry to trouble you again!
@@marcolondero Hi,I made it, thanks for the tutorial, thank you so much!😁😁
Hello guys. I have same problem here :(
block_begin and block_end didn't work yet :(
hello , I am trying to do the tutorial ( its a great tuto btw ) but I was wondering what parameter did you use for the custom quality node ?
This video is very good.
Excuse me, can you provide the engineering documents hip file for me to study?Thanks a lot.
Thanks, I'm not planning to release the hip file at the moment, since everything is explained in the video. If you have any further questions or doubts feel free to contact me and I'll help you
Hello. Thanks for this lesson.
Difficult for a beginner. I have some errors in the code with noise. Can you attach the project or copy the code? Maybe on gumroad. I would have bought it) Or just on a file hosting service. Thank you!
IN NOISE : Warning
Bad node reference: "/obj/fern_setup/foreach_begin1_metadata1" in parameter /obj/geo1/NOISE/offset.
same here! we need the projet to learn from it :(
please how did you select multiple points in your edit ? :/
15:20 Why dont you use point velocity?
hello,my houdini version is 18.0.416,why not skeleton node?Is there any other alternative?plz
unfortunatly skeleton node is only available since 18.5. You can try deforming the shape with a simple bend node
can you add mantra workflow too?
Ahh sorry for late reply, only redshift at the moment. But I think it'd be easy on mantra too
@@marcolondero no worries. thanks anyway
感恩了
please i didn't understand the irretation part it is not working for
A good tip on making the skeleton would be to follow this method:
ua-cam.com/video/F86-TDRzjnc/v-deo.html
It creates a skeleton in the centre of any geo allowing you to create a line down the leaf. Then you can use a Resample node and check output curveu attribute to give you an float attribute from 0 to 1 running along the whole leaf to then apply the noise to etc.
Great tut!
If u are not an expert who is going to expert the one who created houdini from scratch
Not Houdini expert 😂
F*** this basic shit :)