Discover and read the best of Twitter Threads about #Houdini

Most recents (22)

Here is a selection of the *coolest* 3D maps, visuals, and map-like worlds from the past months you don't want to miss. Wonderful dynamic, interactive, static, creative or artistic visuals PART 3. #Dataviz #3dMap #GIS #3D #Cartography #GISchat 1/20🧵
spatial_occasions | @spatial_occasions mesmerizing and stunning visualization of the flight networks on the Globe. Just perfect. Made in #Blender3D. #B3d #3DMap #GeometryNodes #Dataviz 2/🧵
Terence Fostodon's | @researchremora perfect mix of 3D and 2D with a brilliant style. Ultra productive 3D map maker, worth every follow! Made in #rstats with #rayshader. 3/🧵
Read 21 tweets
#PierrePalmade
"Aux enquêteurs, le jeune homme affirme avoir entendu Pierre Palmade se vanter au cours d’une conversation de pouvoir «𝗱𝗶𝘀𝗽𝗼𝘀𝗲𝗿» d’un enfant de 7ans et d’un autre de 9ans pour satisfaire ses penchants sexuels."
#Pédonarcos ImageImage
"Magistrats et enquêteurs prennent très au sérieux son témoignage. Des médias auraient en effet été destinataires de vidéos incriminantes pour #PierrePalmade"

Image
#PierrePalmade un ministre et/ou fils de. étaient présents

Non assuré, coké, boosté aux drogues de synthèse #Limitless

Mimi Marchand dite "grand-ménage de printemps" intervient

Le tel disparaît puis réapparaît #Houdini

"Intrusion" dans sa maison

ImageImageImageImage
Read 11 tweets
#Houdini pro tip; Here is a quick way to create air(ish) effect for large liquid simulations that detail makes simulation much more realistic. Just multiply the velocity by distance from surface. 🧵⏬ @sidefx
1-Create and dive in a sopsolver Image
2-Getting particles and surface field. Image
Read 4 tweets
It's time to solve some fluid dynamics equations! These are the well-known Navier-Stokes Equations which describe the motion of a viscous fluid. #ue5 #niagara #gamedev #techart #houdini #math
Image
There are three or four unknows in this system of equations, depending on whether we are in 2D or 3D case. The main unknows are: the velocity (two or three components) and the pressure.
The first equations, one for each component of the velocity, are called "momentum equations" and are basically Newton's F=ma applied to a little fluid element. The last equation is the "continuity equation" and it means that the flow is incompressible, i.e., density constant.
Read 26 tweets
Started with a landscape in #midjourney. Used a depth map in @sidefx #houdini to create a scene mesh. Imported to #UnrealEngine5 @UnrealEngine to add grass and animate. Added music. Breakdown thread 1/8 #aiartprocess #MachineLearning #deeplearning #aiartcommunity #genart #aiia
I could have created a similar scene in just Unreal Engine and Quixel but I wanted to see what I could do with this landscape image I generated in #midjouney 2/8 #aiartprocess
I'm also trying to do more collaborations with other AI Artists so I used this as an excuse to research depth maps further and see how I could push them. I generated this LeRes depth map using "Boosting Monocular Depth Estimation to High Resolution" on Github. 3/8 #aiartprocess
Read 8 tweets
#Houdini Quick breakdown of just a simplified faked dynamic web part.

Thread... Image
So this is an overview of the visual controls and basic code to control the web. Complete control over the shape and also the decay over time. Let's look at each section of code... Image
// @u 0.0 ---- 0.5 ---1.0
f@ramp = chramp("shape",@u);

Here we are creating a u attribute typically @curveu but all it does is create a value starting at 0 peaks to 1 in the middle then goes back to 0 at the end. This is how we control the bend later...
Read 7 tweets
Did a post recently about nice normals for inflating and deflating mesh inside #Houdini. @PaleoPixels gave the suggestion to do it with vex and so I did... All I can say is, what a great learning experience. You can find the code in the description, enjoy :)
@sidefx @sidefxlabs
//Get point position and set neighbour directions
vector pos1 = point(0,"P",@ptnum+1);
vector pos2 = point(0,"P",@ptnum-1);
vector dir1 = normalize(pos1-@p);
vector dir2 = normalize(pos2-@p);

vector ang1 = normalize(dir1+dir2);
vector ang2 = normalize(ang1*-1);
//Apply angles to normal based on cross-product direction
vector cproc = cross(dir1,dir2);
float up = cproc.y;
if(up > 0){
v@N = ang2;
}else{
v@N = ang1;
}
Read 3 tweets
I've been building an open source database of physically based values for CG artists. Happy to finally launch it!

physicallybased.info

#rendering #PBR #UnrealEngine #b3d #CG @MaterialXcg #lookdev #OpenSource @UnrealEngine
@MaterialXcg @UnrealEngine Sensor sizes for different crop formats are now available in the database as well: physicallybased.info Image
Added support for @godotengine so you can see relevant values for this engine ImageImage
Read 6 tweets
with #Houdini #flip stick on collision enable
the flip velocity is following object velocity. The main point it Normal scale need to larger than Tangent scale
here is #houdini #flip without stick on collision enable. There are no points velocity follow object collision
the Max distance on Stick On Collision will define world space (meter) unit the distance collision velocity effects on the Flip particle velocity, here is 0.1 met, the thickness of particles follow the collision object velocity define the distance larger than above animated gif
Read 3 tweets
Been experimenting with Vellum distance constraints using them as muscles and bones.

Driving them with phased sine waves can be quite fun:

#Houdini
Here is the constraint network:
The gray and green constraints are rather stiff and maintain structure. the magenta ones pull and push to create motion.

I also experiment with friction so that the "toes" have high friction in their planting cycle and low when lifting.

#Houdini
haha that died the compression death...
try picture: Image
Read 7 tweets
Dear Artists 👋

No matter if your home is #Blender3D, #Cinema4D, #AfterEffects, #Houdini , #Substance or #Photoshop, projects grow organically. You iterate and explore, clients request variations or change their mind.

🧵 A thread about version control and how it can help. (1/8)
💡 Version control is a workflow that originated in the software industry and is the standard for software development.

❄️ This difficult and technical concept is made dead simple by Snowtrack. Our tool makes version control accessible to all creatively minded. (2/8)
🗄 Version control manages your project and file iterations. It allows you to save the entire state of your project directory and restore it when needed. (3/8)
Read 8 tweets
Today's @motionoperators #QuickTip + @origamivfx #ODTools 'Copy Spare Input from Clipboard':

1-Create 1 pt
2-Add some falloff (Noise + Time in this case)
3-Add falloff output as spare input
4-Read the attribute with point() expression

RT 4 more tips🥰
#houdini #motionGraphics
This is the point() expression that I used:

point(-1, 0, "mops_falloff", 0)

🔴"-1" will read the first spare input of the node.
🟠"0" is the point number index
🟢attribute that you want to read
🔵component index of the attribute, for example one Color (vector) have 3 components Image
In this video we can see how we can use the same thing to control the color of the light this time, just changing the last component value of the point()🙂

Basically we can always read one attribute to control one parameter in #houdini

RT 4 more tips🥰
#motionGraphics #indiedev
Read 4 tweets
I get this question a lot. I’m not sure what’s the best way or most accurate way of doing this but I can tell you how I do it. This is a mini #tutorial - #houdini #fluid #simulation #vfx @sidefx 🧵
I make 90% of these in a SOP solver and don’t use the bigger solvers like flip or pyro. Basically I started this one by making a simple motion. Don’t remember what exactly but say making particles move towards the center.
Then I convert that v to vdb field, I usually use the attrib rasterize for that. then I use the vdb non-divergent to make that field non divergent.And then transfer than v field to points. I use wrangle I think you can use the vdb node,I think vdb advect points if you want.
Read 5 tweets
Some bonus #houdini web draping R&D ImageImage
For random thread fusing, just a few iterations of Fuse > Blur > Resample > Fuse > Blur > Resample etc. does the job quite well
For cheap one-side-elevated sag/gravity, simple curveu manipulation does the trick
Read 6 tweets
Made a simple solver that takes a normal-map and spits out a displacement map.

#Houdini Image
I’m incredibly surprised that it even works seeing how horrendous the code is. But doing something really crappy thousands of times seem to result in a fairly ok result.
@sidefx Also why is there an AttributeFromMap and no MapFromAttribute?
Read 4 tweets
This tool was made for environment artists to create bramble for a showcased level in #pathofexile 2 in #houdini #gamedev
Here it is in the exilecon demo #pathofexile
for viewing pleasure #Houdini #gamedev
Read 3 tweets
I had been experimenting with a new stop-motion technique using a CNC milling machine. This is a station ID for @VICETV made with it.
Here are some behind the scenes. During the pandemic, I was working away from Tokyo and shot this in my grandparents' house. Made with #Houdini, @dragonframe, and #Fusion360.
Read 3 tweets
eternal greenery 🌱
made in @sidefx #houdini
rendered with @redshift3d
A still for the details ;)
#houdini #redshift Image
Thank you all for the positive response! It really means a lot 🤍 To answer some common questions:
1. No, you can't buy this as an NFT ;)
2. Check out "Endless Flower Blossoming" by @chriskopic on @entagma amazing resource if you want to create your own 3d flowers
- thank you
Read 3 tweets
Little techart breakdown of our #GGJ21 game Abyssal Plains 👇

you can play it here unnamedcollective.itch.io/abyssal-plains

#gamedev #techart #shaders #GameJamWithHoudini Image
The terrain was made in Houdini with heightfields. Cluster node to split each biome, then use each cluster as a mask to set different noise settings per biome. Polyexpand2d on each cluster to create the breaches mask.

#gamedev #Houdini #GameJamWithHoudini ImageImage
I also used Houdini to scatter the props on the terrain, only exporting points as .csv ( using Labs CSV Exporter ) then wrote a tiny script to import them in Unity and spawn the prefabs instances on them.

#gamedev #Houdini #GameJamWithHoudini ImageImage
Read 6 tweets
凹包だと1ストロークではいかないのだけれど、イラレのscribble効果は角度に応じて適宜ストロークが綺麗に分割されるなあ。始点の処理も丁寧。 Image
Rayを強引に反射させまくってトライしてみたけどこっちなのでは?という気がしてきたな…。あとから繋げるところを繋ぐ感じにすれば漏れなく塗れそう。 Image
step01: get minimum strokes to cover bounds
Read 8 tweets
If you enjoy the recent slicing work I create and post non stop, you should check out @wblut. He's the slicemaster, one of the primary sources of inspiration while developing the early version of my slicing tool.
Another person to note is @jhorikawa_err - his #houdini tricks are💎 Doesn't matter if you're experienced or beginner with the tool, his work will give you new ideas.
And finally @entagma, if you somehow missed them (possible?).
Read 4 tweets
1/n GameDev Environment: A Yak Shaving for fun & profit series™

TLDR: Threadripper 2 high-end dev/workstation build, 2990 vs 1950x perf numbers, compatibility issues, @UnrealEngine fastbuild integration, my poor mans' automating/baremetal provisioning, and the programs I use
@UnrealEngine 2/n After many years of holding out, I finally had to upgrade my dev machine to Win10 so figured it was as good a time to refresh my machine + consolidate the studio machines. Here's the rat hole I went down for two weeks chasing compat issues, msvc compiler bugs, and solutions
@UnrealEngine 3/n Part I: Hardware - Extremely Highend

Here's everything that finally worked together: pcpartpicker.com/user/123janus1…
-2990WX that can be comfortably overclocked to 3.8ghz
-64 gb RAM overclocked to 2933
-Main drive: Intel Optane
-Fast block storage drive: Raid-0 NVMe SSD x4
Read 19 tweets

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