John I really really enjoyed the knowledge sharing tutorial presented by you in a different manner. I really appreciate the way of explaining each and every attributes ,which is very important for concept clearing. This is one of my favorite tutorial which I have like the most. Keep up with the stream and keep making tutorials.....very very informative. Big thanks to you dear,
so glad i came across this tutorial. im a complete houdini noob, and the pace and level of explanations was perfect. Too many houdini tutorials just fly thru the node tree with little to no explanation of whats actually going on. This was a refreshing change of pace, and allowed me to follow along and further my (limited) comprehension of how things are done in houdini. Im looking forward to watching thru more of your content!
You're just awesome! I've learnt so much thanks to you. I already knew how to use vellum grains but the way you teach is very clear and in depth that I finally realized what I was doing and what each setting was for. Thanks a lot!
Amazing thank you very much. I just thinking about using upperres sand nodes after cache. for multpily sand particles and get hi res with little low res cache. but you need some of the params wich were deleted by attr del... :D
Thank you so much, John, this was incredible! Crazy how the time just flew by faster than while following many of the 10-minute ones. And I learned so much too! So refreshing when you just explain stuff in depth while still being very entertaining instead of saying "Well this value got me good results so type that in, it will look cool, trust me." haha I got some questions I'd like to ask you: Inside the DOP net, you used the popforce node instead of the predefined gravity node. Is the popforce node faster in this case or is it just your preference? Can the break up into chunks using fuse be driven by noise instead? Do you think it would be faster and give more detail at the edges of the simulation? Also. I think a paint deterioration/cracking/peeling effect you can see at abandoned places could be cool, so I'm just throwing that out there if you were looking for some tutorial ideas. Thank you again, you are honestly, hands down, the best tutor I've found since I started 3D 4 years ago. Thrilled to go through another tutorial of yours tomorrow. Gotta finish them all!
This is gorgeous, John. Really helpful. Thank you for this. I am hoping to see some hints on constraints for vellum, in future :) btw, one random question, whats your screen resolution ? haha. it looks dope :)
Awesome tut man !! I got one question....how can I make the falling grains swirl or how can I make the grains affect any wind or turbulance force so that the grains would fall in some motion??
Hey John, really awesome tutorial! Thank you for providing such great content. I've had one issue, and for some reason my attribvop1 is animated, but doesn't update when it's sim time. I believe thats why you added the sopsolver, but can't seem to get it to work.
Hi, great video, thanks. I have an issue. After adding "time shift" and "point deform" - the animation does not follow the mesh. What could be the cause? (after disabling "time shift" in the loop everything works)
I think vellum is a little more stable with high particle counts above around 5 mil. It also gives better clumping and friction behavior. Feel free to test it out for yourself, it should be easy to run the same animation through each solver and benchmark.
I'm stuck at the dopnet stage where creating a vellum object node. Unlike your example there is nothing appearing in the geometry or constraints fields and as a result the character disappears. I'm using an fbx character, is there any way to fix? Many thanks for this wealth of information, John. Very generous of you to share!
Use VDB Reshape SDF node with value of 1 as shown on video. This will help you hold the shape and have the velum object filled. Have the same issue, fixed this way. Hope it helps! Or, you could load walk_with_animation node as initial geometry for velum object.
After I went through the steps of removing the animation and reapplying it so I have a fixed number of grains and so no errors happen, I'm still getting some of the glitches from before I did that, any idea what caused this?
I have a question, How would you do this using pop grains ? i tend to bring the grain source animation using @P = point(0, 'P', @ptnum); but i cant make Disintegration except for the first frame.
It should be possible, you could re-use the sopsolver from this setup but instead of setting stopped, set mass to 0 to stop them. Then anything you want constrained to the animation update the P directly as you were doing.
IDK anybody doing these kinds of in-depth tutorials, really appreciate it, man!!
Great to hear! Thanks for the encouragement :D
The point deform node solved my main problem. Thanks John!!!
Easily one of the highest quality tutorials out there. Thank you kindly for this. The nearpoint tip especially, was some tier 1 stuff.
Thanks so much for the great feedback! Tier 1 strats are the only strats you'll find here :D
Thank you so so so much for putting VEX attributes and stuff on your website.
Yes, glad to hear you found it helpful !!
Thank you very much for the thorough explanation of your progress. Houdini can really look complex until you understand the reason for each step.
Holy shit man, with scene file included. You are awesome, looking forward to seeing you at Twitch.
Rare detailed explanation.Thank You very much, John!
You are welcome!!
John I really really enjoyed the knowledge sharing tutorial presented by you in a different manner. I really appreciate the way of explaining each and every attributes ,which is very important for concept clearing. This is one of my favorite tutorial which I have like the most. Keep up with the stream and keep making tutorials.....very very informative. Big thanks to you dear,
I’ve been looking for something like this for months! Great video, packed with useful knowledge and easy to digest :) keep it up!
Thanks, love to hear such positive feedback :)
so glad i came across this tutorial. im a complete houdini noob, and the pace and level of explanations was perfect. Too many houdini tutorials just fly thru the node tree with little to no explanation of whats actually going on. This was a refreshing change of pace, and allowed me to follow along and further my (limited) comprehension of how things are done in houdini. Im looking forward to watching thru more of your content!
You're just awesome! I've learnt so much thanks to you. I already knew how to use vellum grains but the way you teach is very clear and in depth that I finally realized what I was doing and what each setting was for. Thanks a lot!
amazing explanation john.
Alot of useful tips in here! Thanks John!
Full of gems :P
Well done sir! This was a great tutorial, and not overly complicated really appreciate you taking the time to make this.
Best houdini tutorial I've watched so far. I love how naturally you explain things without forcing it. Well done!
Really helpful video. I like the way you explain things it makes sense very fast. Thanks Bro 💯
Amazing tutorial, it's very helpful!!!!
Thanks, great to hear you find it helpful!
Great tutorial, thanks!
Just found your channel, awesome content, thanks!
Thank You very much, John!
Nice tut!
Thank you so much!
Of course, happy to share 😊
Great Tutorial. Thank you
Best ever!
Thanks :) Appreciate it!!
Lets gooooooooooooooooo!
EZ :)
This is great ! Thank you
Awesome!
Amazing thank you very much. I just thinking about using upperres sand nodes after cache. for multpily sand particles and get hi res with little low res cache. but you need some of the params wich were deleted by attr del... :D
Thank you so much, John, this was incredible! Crazy how the time just flew by faster than while following many of the 10-minute ones. And I learned so much too! So refreshing when you just explain stuff in depth while still being very entertaining instead of saying "Well this value got me good results so type that in, it will look cool, trust me." haha
I got some questions I'd like to ask you:
Inside the DOP net, you used the popforce node instead of the predefined gravity node. Is the popforce node faster in this case or is it just your preference?
Can the break up into chunks using fuse be driven by noise instead? Do you think it would be faster and give more detail at the edges of the simulation?
Also. I think a paint deterioration/cracking/peeling effect you can see at abandoned places could be cool, so I'm just throwing that out there if you were looking for some tutorial ideas.
Thank you again, you are honestly, hands down, the best tutor I've found since I started 3D 4 years ago. Thrilled to go through another tutorial of yours tomorrow. Gotta finish them all!
Thanks! I really appreciate the feedback :)
ty !!
Yes !!
This is gorgeous, John. Really helpful. Thank you for this.
I am hoping to see some hints on constraints for vellum, in future :)
btw, one random question, whats your screen resolution ? haha. it looks dope :)
Thanks for the feedback, great to hear you found it helpful! :)
Thankss mannn😭
thanks a lot very helpfull
Yes! Thanks for letting me know you found it helpful :)))
Awesome tut man !! I got one question....how can I make the falling grains swirl or how can I make the grains affect any wind or turbulance force so that the grains would fall in some motion??
❤️❤️❤️❤️❤️
Hey John, really awesome tutorial! Thank you for providing such great content. I've had one issue, and for some reason my attribvop1 is animated, but doesn't update when it's sim time. I believe thats why you added the sopsolver, but can't seem to get it to work.
Hi, great video, thanks. I have an issue. After adding "time shift" and "point deform" - the animation does not follow the mesh. What could be the cause? (after disabling "time shift" in the loop everything works)
Might be a stupid question but why have we used vellum grains instead of POP grains?... I heard that POP are 2x faster than vellum
I think vellum is a little more stable with high particle counts above around 5 mil. It also gives better clumping and friction behavior. Feel free to test it out for yourself, it should be easy to run the same animation through each solver and benchmark.
Spider-Man:- Where do these guys come from?
I'm stuck at the dopnet stage where creating a vellum object node. Unlike your example there is nothing appearing in the geometry or constraints fields and as a result the character disappears. I'm using an fbx character, is there any way to fix?
Many thanks for this wealth of information, John. Very generous of you to share!
Use VDB Reshape SDF node with value of 1 as shown on video. This will help you hold the shape and have the velum object filled. Have the same issue, fixed this way. Hope it helps! Or, you could load walk_with_animation node as initial geometry for velum object.
@@MrSnuffules Thanks so much for this info, Snuff, that’s great, a vital piece of the jigsaw.
Thanks for this question in the comments, saves me a lot of time
@@MrSnuffules Thanks
Thanks for the tutorial, i'd like to know how i can make the same animation with tetures on it?
i'm a beginner so sorry for the dumb question
I have a problem. Whenever I add the vellum solver and put it with the vellum object node it just has an error and the chars disappears. Help?
Update: I had to set my device to the CPU instead of the gpu (if you want to do this email sidefx saying your problem)
After I went through the steps of removing the animation and reapplying it so I have a fixed number of grains and so no errors happen, I'm still getting some of the glitches from before I did that, any idea what caused this?
I have a question, How would you do this using pop grains ? i tend to bring the grain source animation using @P = point(0, 'P', @ptnum); but i cant make Disintegration except for the first frame.
It should be possible, you could re-use the sopsolver from this setup but instead of setting stopped, set mass to 0 to stop them. Then anything you want constrained to the animation update the P directly as you were doing.
Thanks for the help on ODFORCE. I really appreciate it.
@@jameejamshid9921 Yes, hopefully it works for you now!