Houdini grasslands lesson 1 grass

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  • Опубліковано 23 сер 2024

КОМЕНТАРІ • 46

  • @umbra7299
    @umbra7299 2 роки тому +10

    absolutely love the houdini videos where the guy is saying everything he's doing, allows to stay focus on our own houdini window without having to check the video every 5 sec, thank you, very enjoyable video

  • @qyoinqyuri
    @qyoinqyuri 6 місяців тому +1

    I was always asked to touch grass. Thanks to you, Mr. Dalvi, I can now tell them that I have.

  • @gorzomastoper
    @gorzomastoper 11 місяців тому +1

    As always amazing! Spreading like this knowlege to people, perfection :)

  • @Popkill_
    @Popkill_ 4 місяці тому

    9:29 if the unshared edges option isn’t enough to give you this result, try adding in the group node keep by normals, direction z, spread angle 67 (for me)
    Really good tutorial btw ! Thanks !

  • @Noah-qd4ts
    @Noah-qd4ts 2 роки тому +1

    I love your teachings! Keep it up

  • @ChrisKania
    @ChrisKania 2 роки тому +5

    Lovely tutorial as always. I tried to figure out how to add a bit of wind. I used Attribute Noise with animation and called it "wind" and then used Scale by Attribute in the Blend Normal With Y option in Scatter and Align node. I don't know if that's how it's usually done...

    • @rohandalvi
      @rohandalvi  2 роки тому +5

      There’s no specific way to add wind. Your method is as good as any other. If you’re doing simulation then you can add a wind force otherwise you can cheat it using any noise map and modifying the position. So your method is good. 🙂

    • @ChrisKania
      @ChrisKania 2 роки тому +1

      @@rohandalvi Thank you, that's helpful and thank you also for the awesome content. Many in the community benefit from these videos.

  • @jamaljamalwaziat1002
    @jamaljamalwaziat1002 2 роки тому +1

    Great content as usual

  • @waynehedd
    @waynehedd 26 днів тому

    Wow this is soooo complicated....

  • @user-xe7hx7em1f
    @user-xe7hx7em1f 2 роки тому

    Your tutorial has benefited me a lot. I hope to see your case about SHOP...

  • @trulycreative9795
    @trulycreative9795 Рік тому

    Just a living legend!

  • @massimobaita7178
    @massimobaita7178 2 роки тому

    Thank You very much, Rohan!

  • @jesjesline
    @jesjesline 2 роки тому +1

    Finally 🥳

  • @mariacepeda5082
    @mariacepeda5082 2 роки тому

    amazing!

  • @Isaacriches
    @Isaacriches Рік тому

    Love the series. One thing has been puzzling me though. When we're using the for-each loop, we're effecting the bend node which is back at the beginning of the tree. This confuses me as I've been viewing the node tree as a linear procedure from top to bottom. Is there any way someone can shed light on why this works? 17:56

  • @user-sl309jd90
    @user-sl309jd90 2 роки тому

    Thank you very much

  • @xvdragneel8659
    @xvdragneel8659 2 місяці тому

    What is the HDRI you are using?

  • @jochenfong3056
    @jochenfong3056 2 роки тому

    thankyou

  • @paoloricaldone6273
    @paoloricaldone6273 2 роки тому

    thanks

  • @SergeBelkin
    @SergeBelkin 2 роки тому +1

    I own most of your tutorials, and still hungry for something new you create. Maybe something more MOPs oriented? Or Motion design oriented?

  • @alejandromontilla1583
    @alejandromontilla1583 2 роки тому

    Thanks mate!!

  • @actofmelt
    @actofmelt 17 днів тому

    Around 34 minutes I had to add a normal after the circle, before the remesh AND after the scatter for the scatter and align to work as it did in the tutorial. not sure why.

  • @frigbychilwether
    @frigbychilwether 2 роки тому

    HI, thanks for this. Is this for-each workflow better than using copy stamp or are they completely different things ?(I'm new user of houdini)

    • @rohandalvi
      @rohandalvi  2 роки тому

      Copy stamp is the older method. For each is the newer method. Better to stick with for each. I have a video on how to use for each, for copy stamping, you can look that up.

    • @frigbychilwether
      @frigbychilwether 2 роки тому

      @@rohandalvi Hi, thanks for the clarification.

  • @doodlesnack3082
    @doodlesnack3082 2 роки тому

    First

  • @yohup
    @yohup 2 роки тому

    what envoirenment map are you using?

  • @emepicuta3899
    @emepicuta3899 2 роки тому

    Amazing! Will it be ready for later using as a source for a sim?

    • @rohandalvi
      @rohandalvi  2 роки тому

      What kind of a simulation do you have in mind?

    • @emepicuta3899
      @emepicuta3899 2 роки тому

      @@rohandalvi Basically being able to add some dynamics to the grass rather than only having it static. For example feeding it into a vellum sim, and therefore setting it up in a way that is mindful of what its needed to have a somewhat fluid and not superheavy sim.

    • @rohandalvi
      @rohandalvi  2 роки тому

      @@emepicuta3899 you should be able to feed to into any kind of a sim but then it won't be treated as packed primitives. Which means it will take a lot of Ram to render it. If that's not an issue then you can run out through any kind of a simulation.

  • @stepanshnder1850
    @stepanshnder1850 7 місяців тому

    how i can import material for unity???

  • @adriendelmas1446
    @adriendelmas1446 2 роки тому

    is all that possible to simulate ? (vellum hair for grass plasticity for example )

    • @rohandalvi
      @rohandalvi  2 роки тому +1

      It should be possible to simulate as long as you have a ton of Ram. Because once you simulate it won't be treated as instances or packed primitives anymore.

  • @user-mf6lr7hh7g
    @user-mf6lr7hh7g Рік тому

    what is your computer configuration?

  • @carlosrivadulla8903
    @carlosrivadulla8903 2 роки тому

    Do u think Houdini ll handle geometry like Clarisse at some point?

    • @rohandalvi
      @rohandalvi  2 роки тому

      Clarisse viewport is purpose built for handling massive scenes. Unless sidefx does some kind of a massive rewrite of their viewport tech , I don’t see it happening.

    • @notBaf0
      @notBaf0 2 роки тому

      @@rohandalvi Isn't Solaris/Hydra/USD supposed to tackle this? not familiar with Clarisse so I don't have a point of reference.

    • @rohandalvi
      @rohandalvi  2 роки тому

      @@notBaf0 USD is just a scene exchange format and Hydra is a viewport api (i think) but that won't magically make your software handle billions of polygons in the viewport.
      Look up any video of Clarisse on UA-cam. They were doing billions of polys in the viewport way before usd even showed up.
      I think it's up to the developers to decide what the viewport is built for. Better playback for animation. Better smoke and particle display. More geometry handling. Houdini has a great viewport for smoke and stuff. But it's not great at handling tons of geometry.

    • @notBaf0
      @notBaf0 2 роки тому

      @@rohandalvi Ahh ok, thank you for clarifying. I can barely fill my VRAM with my scenes so I didn't have a frame of reference. Coming from a C4D background, Houdini's viewport is as best as it can get for me 😂

    • @rohandalvi
      @rohandalvi  2 роки тому +1

      @@notBaf0 watch a Clarisse video. It will blow your mind😄

  • @bondell1840
    @bondell1840 Рік тому

    Can i open the file on houdini 18.5?

    • @rohandalvi
      @rohandalvi  Рік тому

      It should be possible. Most of the tools are the same. But Some things can cause issues. You'll have to try it out and see.

  • @Helios.vfx.
    @Helios.vfx. Рік тому

    For some reason the bend attrib I created at the beggining won't work and neither at the min 18:00 not sure why