TUTORIAL - PART I - HOUDINI VELLUM GRAINS ACTIVATION

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  • Опубліковано 10 вер 2024
  • Hello all, as promised, this is vellum grains activation part 1 of the tutorial series.
    Link to the Vellum grains experiments video
    • HOUDINI VELLUM GRAINS ...
    Project HIP files here: gum.co/KSHWZz
    Link to part II
    • TUTORIAL - PART II - H...
    Please like, share and subscribe and don't forget to click on the bell icon for notifications.
    Please stay tuned for more tutorials on this series.

КОМЕНТАРІ • 53

  • @mhze
    @mhze 3 роки тому +1

    I love this kind of tutorials!, that teach how to make a full project
    could you please make more tutorials like that?

    • @resilientpicture
      @resilientpicture  3 роки тому +1

      Thank you. I sure will try and do start to finish tutorials.

  • @ThomasKlyhnChristensen
    @ThomasKlyhnChristensen 5 років тому

    Thank you for these! great tutorials :)

  • @twc3715
    @twc3715 4 роки тому

    Thanks s lot! Very useful video

  • @ol1175
    @ol1175 4 роки тому

    Thanks a lot, really useful

  • @atomboi2028
    @atomboi2028 3 роки тому

    Is there any way to set an initial velocity for the grains at activation time? Just adding an @v attribute doesn't seem to work as it gets reset to zero when stopped.

    • @resilientpicture
      @resilientpicture  3 роки тому

      Ok maybe you can try using SOP solver inside of dop network and inside of sop solver using point velocity node.
      You may have to use multi solve to connect the sop solver and vellum solver. Hope it makes sense

  • @dansidi1
    @dansidi1 4 роки тому +1

    Really nice tutorial...
    BUT
    When the particles leave the bounding object, they lose their 'activated' state and stop moving.
    How can I get those particles to stay activated even when they move out of the bounding object.
    Many thanks

    • @dansidi1
      @dansidi1 4 роки тому

      ha ha!!
      Never mind. You covered exactly that point in the next tutorial.
      Many thanks, there are very useful tutorials.

    • @resilientpicture
      @resilientpicture  4 роки тому

      Glad you found it. 🙂

  • @badcapybara
    @badcapybara 4 роки тому +1

    Smashing tutorial! I'm just wondering, basically this is a rather regular box falloff field in Cinema 4d that is activated with 2 simple clicks. Isn't there a much quicker and coherent way to achieve the same result bypassing all the code? Maybe I'm missing something, very new to Houdini.

    • @resilientpicture
      @resilientpicture  4 роки тому +1

      Thank you. well, currently activation using a trigger object can only be done using some sort of vex code, that could be as simple as activating particles based on force using active parameter or method in this video etc., But, this is based on my understanding of houdini. I am not familiar with C4D. I hope this helps.

    • @badcapybara
      @badcapybara 4 роки тому +1

      @@resilientpicture Makes sense. Thanks for the answer, looking forward for more! Cheers

  • @StudioOriented
    @StudioOriented 3 роки тому

    if the point number number is consistent, better use attribcopy , much faster than transfer

    • @StudioOriented
      @StudioOriented 3 роки тому

      and if it is not consistent, you can prep an int attribute , and use that with attribcopy

    • @resilientpicture
      @resilientpicture  3 роки тому

      Thank you for the tip. Attr transfer is definitely slooowwww. :)

  • @fredericcolin8469
    @fredericcolin8469 4 роки тому +1

    hey hey, thank's for this tut !!
    question : on the attr wrangle ; why do you put i@stopped=3 (why 3) ?
    thank you !

    • @resilientpicture
      @resilientpicture  4 роки тому

      You are welcome and thanks for watching. The stopped attr is from houdini documentation. www.sidefx.com/docs/houdini/vellum/vellumattributes.html
      search for stopped. I hope this helps.

    • @fredericcolin8469
      @fredericcolin8469 4 роки тому

      @@resilientpicture THX ! yes It helps ! and from the last version of Houdini, do you suggest to make grain by the grain Op, or Vellum Op like yours ? thank's !

    • @resilientpicture
      @resilientpicture  4 роки тому

      Well, the regular grains is very slow compared to vellum grains, I would say you would want to use vellum as much as you can unless there's something you can't achieve that can be achieved using regular grains.

    • @fredericcolin8469
      @fredericcolin8469 4 роки тому +1

      @@resilientpicture ok great ! I will tests both technics ! thank's for those tutorials.

  •  5 років тому +1

    Hi can you make netflix dark matter portal scene ?

    • @resilientpicture
      @resilientpicture  5 років тому +1

      I haven't watched it, but trailer looks awesome and complicated. May be one day I'll give it a try. :)

    •  5 років тому

      @@resilientpicture ua-cam.com/video/mvGV0gRkd8E/v-deo.html

  • @starlight055
    @starlight055 3 роки тому

    hey. somehow my points my emiting; but geo isnt vanishing after the multi-solver part :((was till just the vellum solv.) Help?

    • @resilientpicture
      @resilientpicture  3 роки тому

      I am not sure I understand, Can you please elaborate?

    • @starlight055
      @starlight055 3 роки тому

      @@resilientpicture ah, I fixed it! Earlier, my geo was a grains object. But there was no displacement to the geo itself. So, man's face stayed, without being moved by wind. If that makes sense.

    • @resilientpicture
      @resilientpicture  3 роки тому

      @@starlight055 alright, sweet, glad you figured it.

    • @starlight055
      @starlight055 3 роки тому

      @@resilientpicture :)
      Though. Question. I've been trying to figure this out:
      I want the vellum grains have a life and death. I want them to die after a certain amount of time. I'm unable to figure that out.
      Help?

    • @resilientpicture
      @resilientpicture  3 роки тому

      Good question, grains don't have life time as such as far as I know. So you can generate an arbitrary attribute and increment it over time. Then delete grains particles based on this value being higher than a threshold. Hope it makes sense.

  • @surendirenparthasarathy9087
    @surendirenparthasarathy9087 3 роки тому

    how to export the grains as alembic.

  • @bhushankandalkar3104
    @bhushankandalkar3104 3 роки тому

    How do we export grains to c4d? I cant see the grains in the view port.

    • @resilientpicture
      @resilientpicture  3 роки тому

      I don't know about c4d but I assume you can export as alembic from houdini and c4d can import alembic

    • @bhushankandalkar3104
      @bhushankandalkar3104 3 роки тому

      @@resilientpicture I did but the grains are not shown in render viewport

    • @resilientpicture
      @resilientpicture  3 роки тому

      @@bhushankandalkar3104 I honestly don't know about c4d, but are you using lite version?

    • @bhushankandalkar3104
      @bhushankandalkar3104 3 роки тому

      @@resilientpicture I m using r21 crack

    • @resilientpicture
      @resilientpicture  3 роки тому

      Ok, I am sorry, I can't really help you as I don't know, but I do have to point out using cracked software is illegal. Instead you can use blender which is absolutely free for anything and it's extremely powerful.

  • @sanjaysaho9366
    @sanjaysaho9366 3 роки тому

    the colour code for 18 version is not working

    • @resilientpicture
      @resilientpicture  3 роки тому

      Hello, Can you please elaborate as I just checked the files in 18.5 and it works fine

    • @sanjaysaho9366
      @sanjaysaho9366 3 роки тому

      @@resilientpicture tq

  • @IronMan-yg4qw
    @IronMan-yg4qw 4 роки тому

    can you show me how to create wet cement ?

    • @resilientpicture
      @resilientpicture  4 роки тому

      Sure will, one day. 🙂

    • @IronMan-yg4qw
      @IronMan-yg4qw 4 роки тому +1

      @@resilientpicture it would be great if you could show it spraying like shotcrete, an pouring.