Basic Procedural Feather || Houdini Tutorial

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  • Опубліковано 2 жов 2024

КОМЕНТАРІ • 20

  • @magneticanimalism7419
    @magneticanimalism7419 2 роки тому +11

    Simon, Thank you so much. I learn some amazing things in your tutorials, especially nodes I didn't even know existed and they have so much potential. You have been a huge inspiration to me, I honestly think I would have given up trying to learn Houdini if it wasn't for your tutorials. Your work on the Sidefx Labs tools are nothing short of amazing, they make life so much easier, you truly are a Houdini Rockstar. I realize how busy you probably are outside of making these tutorials so that makes them even more appreciated, you're a really good teacher, thank you again.

    • @simonhoudini5074
      @simonhoudini5074  2 роки тому

      Thank you so much! Amazing to hear how helpful the videos are to you and inspire you to keep going with Houdini

  • @saqib2789
    @saqib2789 2 роки тому +1

    Sir thank you so much for your videos.
    Please make a series for type of students like me who doesn't know anything.

    • @daniel-kullmann
      @daniel-kullmann 2 роки тому

      have you watched the Houdini Isnt scary course? Its really nice for the beginning :)

  • @MomenElwan
    @MomenElwan 3 місяці тому

    How to send feathers to unreal engine 5.4?

  • @javieralaiz9572
    @javieralaiz9572 2 роки тому +4

    Awesome stuff Simon! You are really helping me to have fun in Houdini again :)

  • @songpeng
    @songpeng 2 роки тому

    Super useful!

  • @RobDeity
    @RobDeity 2 роки тому

    when using the distancealonggeometry node, my program isn't showing any color at all to indicate what I'm doing. how do I make it display the red?

  • @theshizon
    @theshizon 2 роки тому

    Hi Simon. Have you tried using this as a groom and exporting to Unreal like the feathers on the bird in the Meerkat Unreal Demo? Thanks for the tut!

  • @noskov5
    @noskov5 2 роки тому

    omg, today I JUST thought about making the feather procedurally, and you uploaded this tut here! Thank You matte!

  • @FaddyVFX
    @FaddyVFX 2 роки тому

    Excellent work, thank you for this clear information

  • @СеменЛюбас
    @СеменЛюбас 4 місяці тому

    Побольше таких простых вещей)

  • @sebastianlivingston
    @sebastianlivingston 2 роки тому

    Hi Simon, I really like this tutorial. I’d great to take this into vellum and see how it reacts. Have you tried it?

  • @RNaniMation
    @RNaniMation Рік тому

    Bro how to teture this feather?

  • @TheGooGaming
    @TheGooGaming 2 роки тому

    Great video! Thank you

  • @cgnico3978
    @cgnico3978 2 роки тому

    Thanks Simon!

  • @deoclicianookssipinvieira5858
    @deoclicianookssipinvieira5858 2 роки тому

    Thank you!

  • @gyurics.balazs.workflows1846
    @gyurics.balazs.workflows1846 2 роки тому

    I see that you wanted to show a very simple example of using Houdini's procedural modelling power. It is a very clear and great tutorial. But the software shows it's weak points right at 7:35 "what if we delete the mask text inside copy to points node and typing in pscale.." When SideFX will patch out such requirements due to simple modelling workflows? Like why don't they introduce options for such changes? Who is the one that expect from a Maya, Max, Blender what ever modelling tool user artist that when he have to face blockers as copy to points do not following the set up ramp parameters, he should delete mask text and retype "pscale" ? :D It leads just to frustration. Like we are talking about modelling right? So let me introduce the issue from this perspective: deleting the text "mask" + typing in "pscale" is = 8 clicks. By using 8 hotkeys in other dcc tool a modeller is finishing the whole feather. It is all clear, that the programmer mindset (lets be honest in some cases illusion) should keep alive the tech artist FX user base, but if Houdini wanna open to the direction of creative artists one fact should be clear, this hidden programmer role is the biggest blocker that never will lure in creatives to use this incredible software.

    • @khomatech6428
      @khomatech6428 Рік тому

      some creatives are more than happy to just deal with such minor 'blockers'.

    • @balazs.gyurics
      @balazs.gyurics Рік тому

      @@khomatech6428 You are right. Personally I'm some of the "some" that deals happily with it. I written this comment a year ago, when we had a floating content around the web, as program usage percentage in the last 5 years. Houdini was not in a good position. (even that we have apprentice, so legal user count should be higher vs dcc packs that are missing such offers) And I went a bit mad about it :) It is my third 2 years of Indie subscription that I'm running right now. I believe that next to it's FX capabilities Houdini IS the best modelling tool, so why it is not more spread? I still believe that the reason is some left behind expression based (basic) solutions.