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
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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.
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!
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
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
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!