Making LOKI TESSERACT under 20 Minutes in Houdini!!!

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  • Опубліковано 8 січ 2025

КОМЕНТАРІ • 55

  • @ReticsDigital
    @ReticsDigital Рік тому +1

    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.

  • @shor1222
    @shor1222 Рік тому +4

    Thank you very much for the lesson! Special thanks for showing the rendering settings, not many people do it, it helps very a lot

  • @vsdifer2
    @vsdifer2 Рік тому +2

    Thank you so much. Best explanation of the process so far. Please do more of magical fx tutorials with advection.

  • @mrz3r068
    @mrz3r068 Рік тому

    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 :)

    • @mrz3r068
      @mrz3r068 Рік тому

      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 :)

  • @anujrajawat7000
    @anujrajawat7000 Рік тому +3

    You are amazing mentor..the way you teaches its fabulous...big fan sir

    • @indianvfxschool
      @indianvfxschool  Рік тому +1

      Thank you for your kind words. Means alot 🙏

    • @Vishnu.s_Official
      @Vishnu.s_Official Рік тому

      ​@@indianvfxschool Bro please make a tutorialbout realistic fireworks in houdini 🙏🙏🙏

  • @KartikSinghBashera
    @KartikSinghBashera Рік тому +2

    Cool sirji

  • @AnkushKumar-yt7nb
    @AnkushKumar-yt7nb Рік тому +1

    Sweet , simple and beautiful as our sir ❤.

  • @danny0boii
    @danny0boii Рік тому

    you are so good at explaining, thank you very much!

  • @IstyManame
    @IstyManame Рік тому +1

    What are your pc specs? All the simulations are really smooth

  • @jartangaming
    @jartangaming Рік тому +2

    Cool Sir 🤩

  • @VijayNoel2219
    @VijayNoel2219 Рік тому +3

    WOW ❤

  • @parmeetsingh6432
    @parmeetsingh6432 Рік тому +2

    best😍

  • @sumityadav8920
    @sumityadav8920 Рік тому +2

    Fantastic ❤

  • @someoneedits
    @someoneedits Рік тому +1

    Ohh God wow ❤

  • @elekurio1369
    @elekurio1369 5 місяців тому

    Nice tutorial, thank you from Italy

  • @arbajhussain66
    @arbajhussain66 11 місяців тому

    wow great sir

  • @arcturus2685
    @arcturus2685 5 місяців тому

    Amazing!!!!!

  • @alyona_bocharova
    @alyona_bocharova 11 місяців тому

    cool! thank you 💚

  • @Nathaniel_Philipp
    @Nathaniel_Philipp Рік тому

    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

    • @indianvfxschool
      @indianvfxschool  Рік тому

      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
      @clementregazzoni4646 Рік тому +2

      Just disable the setup, pyro and particles nodes display.

    • @MysteriousArt0
      @MysteriousArt0 Рік тому

      Dude u saved some very new beginers life!!!@@clementregazzoni4646

    • @kerorie7
      @kerorie7 7 місяців тому +1

      @@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

    • @kerorie7
      @kerorie7 7 місяців тому

      @@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 ?

  • @marcopirisinu6060
    @marcopirisinu6060 Рік тому

    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?

  • @Driftnitronexus
    @Driftnitronexus 5 місяців тому

    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

  • @jrgensrensen3019
    @jrgensrensen3019 Рік тому

    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.

  • @hanapolak8435
    @hanapolak8435 Рік тому

    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?

  • @rahulrajverma5098
    @rahulrajverma5098 Рік тому

    Sir, how can we visible the box like in your video you played first.

  • @amankamalvashi9584
    @amankamalvashi9584 Рік тому

    Plzz make a hiper beam tutorial

  • @jbrox8072
    @jbrox8072 Рік тому +2

    🔥🔥🔥🔥

  • @tanishqgupta8330
    @tanishqgupta8330 Рік тому

    in intro your cube is rotating , i wanted to ask that you have put keyframes on the box or on the camera

  • @shu6hedits
    @shu6hedits Рік тому +1

    i want to learn houdini from basics to advance what about full course

    • @indianvfxschool
      @indianvfxschool  Рік тому

      Please contact us on our website www.indianvfxschool.com

  • @shreyansh9o
    @shreyansh9o Місяць тому

    some of the particles are leaking the box even when i took the uniform divisions of static object upto 600

  • @Govind_C
    @Govind_C Рік тому

    Sir please tell me a junior fx artist salery stars from ?

  • @sriharivijayaraghavan9226
    @sriharivijayaraghavan9226 Рік тому

    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 :)

    • @indianvfxschool
      @indianvfxschool  Рік тому +1

      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.

  • @rupeshsathawane5168
    @rupeshsathawane5168 Рік тому +2

    ❤❤

  • @curiousmonk7990
    @curiousmonk7990 Рік тому

    pls can you share specs of your workstation?

  • @dsbl-s8e
    @dsbl-s8e Рік тому

    Why doesn't bumping work?

  • @arttemplarno5257
    @arttemplarno5257 Рік тому

    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?

    • @indianvfxschool
      @indianvfxschool  Рік тому

      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.

    • @arttemplarno5257
      @arttemplarno5257 Рік тому

      @@indianvfxschool WOW!! - Thanks i am going to investigate it :)

  • @guristoski2625
    @guristoski2625 Рік тому

    Post your animation file please

  • @artadecram_9624
    @artadecram_9624 7 місяців тому

    Sorry but it can't be reproducible. In volumerasterizeattribute there is no density attribute 2:31 even if i create it manually

  • @daylixght
    @daylixght Рік тому +1

    this is so cool 🤯amazing work🤍