All my hip files from Houdini’s HOULY challenge is over no Patreon and it’s available to patrons of all tiers. Big disclaimer I am working fast and dirty so some of it might be a mess and have some weird workflows. Some files use HDRI’s and I can share those or other external textures unless I made them myself.
I put this shot together for fun using some of the methods from my resent tutorials. Might render this from more angles and I will add some breakdowns and stats later.
It is all done in Houdini and Redshift.
Hi everyone, in this tutorial I demonstrate how to use the Retime node to time ramp a FLIP simulation in a smooth fashion with no jitter or stepping in Houdini 18.
In this tutorial I demonstrate how you can create coiling viscous liquid effects using the FLIP solver in Houdini.
The titles should really be how to rotate the orient attribute but spinning particles is more catchy. Rotation can be a tricky beast and when it comes to particles there are a bunch of ways to control their direction, and when you are stacking multiple rotations things can become a little hairy! I suggest using quaternions to control direction because the qmultiply function makes it very simple to modify the current orient.Continue reading “VEX: Spinning Particles”
Today at work I was loading some really heavy geometry into Houdini that needed FX added to it. Its came in from Maya with thousands of primitive groups for different numbered parts of the geometry. If you tried it before you will know that unpacking heavy geometry with a lot of groups is any easy way to fill up your ram. In this cache filling 64GB and the cracking Houdini after filling the swap as well.Continue reading “Groups to Attribute with VEX”
This is going to scaling sets of numbers so if you are bored already now is a good time to go and browse something else. A friend at work asked how do I round a set of values to the nearest value with an increment of 0.5. Why would you want that you might ask? Its useful for scaling data by specific increments like for driving values along a curve.u value to create stepped noise without using a ramp. Here is how you do it.Continue reading “Quick Tip: Rounding To Decimals”