1. When dealing with growth solvers, often you not only need the growth itself, but a direction vector. For exapmple to copy feathers on to a surface. In this tutorial Manuel explains how to calculate direction vectors on the surface by using the gradient.

    01:00 Importing the geometry
    01:37 Remeshing
    02:15 Preparing the seed
    04:50 Precalculating neighbours
    08:45 Writing the solver
    13:00 Visualizing the result
    15:00 Using polyframe to compute the gradient
    18:30 Creating the orient attribute
    22:00 Removing points that are not infected

    Thanks to our supporters on Patreon and a special shout out to Mohammed Al Abri, Chris Hebert, Nick Nick, Bahaman jahanbakhshi, John Kunz and Joseph Howerton - thanks for truly believing in us!
    patreon.com/entagma

    Initial geo:
    entagma.com/wp-content/downloads/DFG_testgeo.zip

    Project File:
    entagma.com/wp-content/downloads/DFG_end.zip

    # vimeo.com/263843286 Uploaded
  2. At this year's VERTEX event in London, The Mill's Will MacNeil talked about some of their recent design work, with a focus on two projects:

    1) MUSTANG - Mill+ joined forces with Global Team Blue to create a colourful and playful new spot for Ford Mustang’s latest campaign, ‘Make it Personal’.

    2) LUSH - Mill+ joined forces with Lush to create a 2-minute film created via biometric data visualization - the aim being to visualize the physical response someone has to a Lush spa treatment. Essentially, turning biometric data into art.

    In the past year, Houdini has invaded The Mill's Design Department. They've seen the software move from a tool they occasionally turn to in a jam, to become their go-to 3D app for design projects.

    Will MacNeil is an award-winning motion graphics designer and animator, and he's worked across a broad range of projects in VR, installations, music videos and commercials.

    # vimeo.com/264290972 Uploaded 5,050 Plays 3 Comments
  3. When you're done with this free lesson, check out how to destroy a whole building in the next lesson:
    appliedhoudini.com/#/rigids-ii/

    Find this lesson on my main Applied Houdini page here too:
    appliedhoudini.com/#/rigids-i/

    Check out the entire Applied Houdini catalog in one place here:
    appliedhoudini.com

    Applied Houdini is a production quality oriented series created by Steven Knipping(vimeo.com/161576184), currently a Senior Rigid Body Destruction / FX Technical Director at Lucasfilm's Industrial Light & Magic (Rogue One: A Star Wars Story, Star Wars: The Force Awakens, Avengers: Age of Ultron). Benefit from production proven workflows while also getting an in depth explanation of why things works they way they do. Best of all - each video is crammed with actual information and footnotes instead of gratuitous talking and dead space!

    In Rigids I, we will talk about how to combine memory-efficient packed geometry instancing with Houdini's implementation of the Bullet solver to create super complicated sims quickly and easily! We will also talk about the fundamentals of how rigid body simulations work, including constraints, matrix transformations, and other key attributes. Voronoi fracturing and just how that algorithm works is also demonstrated in detail. Finally, we build to a waterfall of porcelain pig heads shattering on the ground!

    # vimeo.com/185820853 Uploaded 24K Plays 28 Comments
  4. Download link for Hip file. (Scroll to bottom of the page)
    rohandalvi.net/blog/

    This tutorial covers a basic introduction to particles in Houdini 13.

    Topics covered in this video are as follows:

    Basics of particle emissions
    Emitting particles from Geo and attributes
    Adding velocity at Geometry level
    Adding forces
    Using Vex Expressions
    Creating groups and using Wrangle POP
    Creating custom turbulence Force using VOPS
    Adding color and scale for rendering
    Caching particles to disk

    regards
    Rohan Dalvi
    rohandalvi.net/
    Signup for my newsletter
    rohandalvi.net/newsletters/

    # vimeo.com/95644892 Uploaded 53.3K Plays 36 Comments
  5. Animal Logic's Matt Estela joins SideFX's Scott Keating. At this year's SIGGRAPH, Animal Logic's Matt Estela spoke about 'non-VFX VFX', giving examples of how they use procedural techniques on VFX projects. This proved very popular, giving both new and long-term users some ideas of using Houdini that aren't in the usual simulation realm. Quite a few people asked if it could be recorded, others had more specific questions about this or that technique - so a webinar is the perfect format to deal with both of those requests. Matt demonstrates the same demos he showed at SIGGRAPH, but this time with less time pressure and the ability to field questions. Plus he throws in some other tips and tricks along the way!

    CG WIKI (MATT'S VFX BLOG): tokeru.com/cgwiki/
    HOUDINI FILES: sidefx.co/2dvfx5M

    # vimeo.com/188152206 Uploaded 9,136 Plays 23 Comments

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