13:12 If particle collide is not visible or not collecting particles, you can add the collision target sop path to pop collision detect. Thanks for this amazing tutorial.
thank you for the tutorial 🙏! First houdini task ever here! probably not the easiest one I picked. I didn't understand everything I was following haha. It was nicely explained though! One thing I could not make out though is the particules impulse count change at 19:00 there is a screen cut as well so maybe you did something else during the cut but in my scene no matter what number I put in that field, It doesn't change anything in the viewport or the render which is supposed to make it look much better. I would be very grateful for any additional help on that part :)
thank you for this tutorial, I do have a question though, if you dont mind helping out, at 17:13 in the video when changing the point scale for the render, it doesnt shrink the scale for the object each render frame still shows them to be like large bubbles like at 16:42. tried a few approaches but seem to not know the issue
Check Attribute Promotion: Ensure that the point scale attribute is correctly assigned to the particles you want to scale down. It should be assigned to each particle individually. You can use a Point Wrangle or Attribute Create node to set the point scale attribute. Check Attribute Type: Make sure the point scale attribute is set as a float attribute with a proper range. It should typically have values between 0 and 1 for scaling purposes. Verify Attribute is Connected: Ensure that the point scale attribute is connected to the Render node. In Houdini, the point scale attribute often controls the size of particles when rendering. Check the attribute field in the Render node and make sure it's set to point scale or whatever name you assigned to the attribute. Frame Range: Verify that you are making changes to the correct frame range and that you are rendering the frames where you expect to see the changes. Sometimes, issues arise if you are viewing a frame that doesn't have the updated attribute. Override Attributes: Check if there are any attribute overrides at different points in your node network that may be affecting the point scale. Overrides can sometimes unintentionally reset attributes.
@@clementregazzoni4646 i have one more problem when i went to mat network and add principled shaders the colour in the render port doesnt show up why ?
Hi, thanks for your tutorial. I try to recreate thi effect but I've some many errors in smokeobj_sparse-->pyrosolver_sparse nodes because don't working and I've change it with smoke obj-->pyrosolver. Second problem is when I add popadvectbyvolumes-->popsolver I can't see the particle but only the yellow rays like in pointvelocity node. How is possible?
Ok when we create cube for tesseract sphere box and then transform and all that done null but when switching pyro and particle the boxes remain even if i change and switch to mountain instead of showing the emitter it show box
i am having trouble rendering it out, either the file directory doesnt exist. And when i try to open the rendered image, it is corrupted. i have set it to render from frame 1-240. When it is finished rendering, file shows only one image, and that image is corrupted.
Hello, when I set up emission color in principled shader nothing happens. My particles stay white, even when I render them out. Can you help me with any advice please?
Why do we need to adjust the point scale at the obj level? we can use a pscale attribute to control it right. is there any specific reason why u did it this way for this specific instance? amazing tut tho. Awesome :)
Thanks. No specific reason, it's just lot easier to control from obj level. However if you want to randomize pscale or something like that, then we'll have to do it from attributes inside sop itself.
Create and Simulate the VFX: In Houdini, create your VFX, whether it's particles, fluids, smoke, or any other effect. Ensure that the simulation looks as desired in Houdini. Cache the Simulation: To ensure that your simulation data remains consistent, cache it in Houdini. Common cache formats include Alembic (.abc) or OpenVDB (.vdb). Export Textures and Materials: If your VFX relies on textures and materials, ensure that you export them along with your simulation data. Use industry-standard file formats like PNG or EXR for textures. Export as FBX or Alembic: For geometry-based VFX, export the scene as an FBX or Alembic file. These formats preserve the mesh and animation data. Set Up Attributes and Metadata: In Houdini, you can use attributes and metadata to control various aspects of your VFX, such as color, scale, and other properties. Ensure that these attributes are correctly set up before exporting. Geometry Optimization: If needed, optimize your geometry for real-time rendering in Unreal Engine. Reduce polygon count and simplify geometry where possible. Importing into Unreal Engine: Import the FBX or Alembic: In Unreal Engine, use the Import feature to bring in the FBX or Alembic file that you exported from Houdini. Unreal Engine supports both of these formats. Import Textures: Import the textures and materials you exported from Houdini into Unreal Engine. Make sure the texture paths are correctly set up in your materials. Set Up Materials: In Unreal Engine, create or assign materials to your imported assets. You can use the materials you exported from Houdini as a starting point or create new ones using Unreal's Material Editor. Attribute Mapping: If your VFX relies on custom attributes or metadata, you may need to set up custom shaders or Blueprints in Unreal Engine to interpret and use these attributes. Particle Systems: If your VFX includes particle systems, Unreal Engine has a powerful particle system editor. You may need to recreate or modify the particle systems in Unreal to match your Houdini simulation. Lighting and Rendering: Adjust the lighting and rendering settings in Unreal Engine to achieve the desired look. Unreal Engine offers a wide range of options for real-time rendering and post-processing effects. Performance Optimization: Unreal Engine has tools for optimizing performance. Ensure that your VFX runs smoothly by adjusting LODs, culling, and other performance-related settings. Testing and Iteration: Test your VFX in Unreal Engine and iterate as needed to achieve the desired result. This may involve tweaking materials, adjusting particle behavior, or optimizing performance. Packaging: When you're satisfied with your VFX, package your Unreal Engine project for distribution or use in a game or application.
13:12 If particle collide is not visible or not collecting particles, you can add the collision target sop path to pop collision detect. Thanks for this amazing tutorial.
Thank you very much for the lesson! Special thanks for showing the rendering settings, not many people do it, it helps very a lot
Thank you. Glad you found it useful.
Thank you so much. Best explanation of the process so far. Please do more of magical fx tutorials with advection.
thank you for the tutorial 🙏! First houdini task ever here! probably not the easiest one I picked. I didn't understand everything I was following haha. It was nicely explained though!
One thing I could not make out though is the particules impulse count change at 19:00 there is a screen cut as well so maybe you did something else during the cut but in my scene no matter what number I put in that field, It doesn't change anything in the viewport or the render which is supposed to make it look much better. I would be very grateful for any additional help on that part :)
nevermind, I think it worked! I went a few frames ahead and it started cooking DOP, got a lot more particules after that. Thanks again :)
You are amazing mentor..the way you teaches its fabulous...big fan sir
Thank you for your kind words. Means alot 🙏
@@indianvfxschool Bro please make a tutorialbout realistic fireworks in houdini 🙏🙏🙏
Cool sirji
Sweet , simple and beautiful as our sir ❤.
Can you share hip file?
you are so good at explaining, thank you very much!
What are your pc specs? All the simulations are really smooth
Cool Sir 🤩
WOW ❤
best😍
Fantastic ❤
Ohh God wow ❤
Nice tutorial, thank you from Italy
wow great sir
Amazing!!!!!
cool! thank you 💚
thank you for this tutorial, I do have a question though, if you dont mind helping out, at 17:13 in the video when changing the point scale for the render, it doesnt shrink the scale for the object each render frame still shows them to be like large bubbles like at 16:42. tried a few approaches but seem to not know the issue
Check Attribute Promotion: Ensure that the point scale attribute is correctly assigned to the particles you want to scale down. It should be assigned to each particle individually. You can use a Point Wrangle or Attribute Create node to set the point scale attribute.
Check Attribute Type: Make sure the point scale attribute is set as a float attribute with a proper range. It should typically have values between 0 and 1 for scaling purposes.
Verify Attribute is Connected: Ensure that the point scale attribute is connected to the Render node. In Houdini, the point scale attribute often controls the size of particles when rendering. Check the attribute field in the Render node and make sure it's set to point scale or whatever name you assigned to the attribute.
Frame Range: Verify that you are making changes to the correct frame range and that you are rendering the frames where you expect to see the changes. Sometimes, issues arise if you are viewing a frame that doesn't have the updated attribute.
Override Attributes: Check if there are any attribute overrides at different points in your node network that may be affecting the point scale. Overrides can sometimes unintentionally reset attributes.
Just disable the setup, pyro and particles nodes display.
Dude u saved some very new beginers life!!!@@clementregazzoni4646
@@clementregazzoni4646 you saves my lives bro i was frustating at this for an hours just when i was happy how smooth the process was hahah
@@clementregazzoni4646 i have one more problem when i went to mat network and add principled shaders the colour in the render port doesnt show up why ?
Hi, thanks for your tutorial. I try to recreate thi effect but I've some many errors in smokeobj_sparse-->pyrosolver_sparse nodes because don't working and I've change it with smoke obj-->pyrosolver. Second problem is when I add popadvectbyvolumes-->popsolver I can't see the particle but only the yellow rays like in pointvelocity node. How is possible?
Ok when we create cube for tesseract sphere box and then transform and all that done null but when switching pyro and particle the boxes remain even if i change and switch to mountain instead of showing the emitter it show box
i am having trouble rendering it out, either the file directory doesnt exist. And when i try to open the rendered image, it is corrupted. i have set it to render from frame 1-240. When it is finished rendering, file shows only one image, and that image is corrupted.
Hello, when I set up emission color in principled shader nothing happens. My particles stay white, even when I render them out. Can you help me with any advice please?
Sir, how can we visible the box like in your video you played first.
Plzz make a hiper beam tutorial
🔥🔥🔥🔥
in intro your cube is rotating , i wanted to ask that you have put keyframes on the box or on the camera
Its the camera.
i want to learn houdini from basics to advance what about full course
Please contact us on our website www.indianvfxschool.com
some of the particles are leaking the box even when i took the uniform divisions of static object upto 600
Sir please tell me a junior fx artist salery stars from ?
Why do we need to adjust the point scale at the obj level? we can use a pscale attribute to control it right. is there any specific reason why u did it this way for this specific instance? amazing tut tho. Awesome :)
Thanks. No specific reason, it's just lot easier to control from obj level. However if you want to randomize pscale or something like that, then we'll have to do it from attributes inside sop itself.
❤❤
pls can you share specs of your workstation?
Why doesn't bumping work?
It is said that houdini's vfx is better then unreal engiine's one - how can we export-import vfx from houdini to unreal engine without quality lost?
Create and Simulate the VFX: In Houdini, create your VFX, whether it's particles, fluids, smoke, or any other effect. Ensure that the simulation looks as desired in Houdini.
Cache the Simulation: To ensure that your simulation data remains consistent, cache it in Houdini. Common cache formats include Alembic (.abc) or OpenVDB (.vdb).
Export Textures and Materials: If your VFX relies on textures and materials, ensure that you export them along with your simulation data. Use industry-standard file formats like PNG or EXR for textures.
Export as FBX or Alembic: For geometry-based VFX, export the scene as an FBX or Alembic file. These formats preserve the mesh and animation data.
Set Up Attributes and Metadata: In Houdini, you can use attributes and metadata to control various aspects of your VFX, such as color, scale, and other properties. Ensure that these attributes are correctly set up before exporting.
Geometry Optimization: If needed, optimize your geometry for real-time rendering in Unreal Engine. Reduce polygon count and simplify geometry where possible.
Importing into Unreal Engine:
Import the FBX or Alembic: In Unreal Engine, use the Import feature to bring in the FBX or Alembic file that you exported from Houdini. Unreal Engine supports both of these formats.
Import Textures: Import the textures and materials you exported from Houdini into Unreal Engine. Make sure the texture paths are correctly set up in your materials.
Set Up Materials: In Unreal Engine, create or assign materials to your imported assets. You can use the materials you exported from Houdini as a starting point or create new ones using Unreal's Material Editor.
Attribute Mapping: If your VFX relies on custom attributes or metadata, you may need to set up custom shaders or Blueprints in Unreal Engine to interpret and use these attributes.
Particle Systems: If your VFX includes particle systems, Unreal Engine has a powerful particle system editor. You may need to recreate or modify the particle systems in Unreal to match your Houdini simulation.
Lighting and Rendering: Adjust the lighting and rendering settings in Unreal Engine to achieve the desired look. Unreal Engine offers a wide range of options for real-time rendering and post-processing effects.
Performance Optimization: Unreal Engine has tools for optimizing performance. Ensure that your VFX runs smoothly by adjusting LODs, culling, and other performance-related settings.
Testing and Iteration: Test your VFX in Unreal Engine and iterate as needed to achieve the desired result. This may involve tweaking materials, adjusting particle behavior, or optimizing performance.
Packaging: When you're satisfied with your VFX, package your Unreal Engine project for distribution or use in a game or application.
@@indianvfxschool WOW!! - Thanks i am going to investigate it :)
Post your animation file please
Sorry but it can't be reproducible. In volumerasterizeattribute there is no density attribute 2:31 even if i create it manually
this is so cool 🤯amazing work🤍
Thank you!