This session will be focused on generating HeightField terrain textures within Houdini. Specifically it will cover the basic pipeline of taking mask and height information from your Heightfield terrain, bringing it into a COP image network to generate textures and splat maps, and finally bringing it back onto your terrain or saving for later use.
This tutorial shows you how to create my geoboil setup in Houdini from scratch. It generates a boiling effect and double walled bubbles on the surface of any object. After that you can use this setup and turn it into a HDA and use it for example in Cinema 4D as shown here: vimeo.com/136953197
Hey guys,
Been a while since I uploaded any tutorials. But been busy with doing my personal teaserfilm 'Tether', which includes a lot of electricity type effects. So I figured i'd make a extensive tutorial on how to make a electricity generator HDA.
Tutorial goes in to detail on how to build the assets and how you could expand on top of it.
Index: 00:00:06 - intro 00:01:09 - seting up controls adding lines 00:04:06 - adding speed controls 00:09:44 - shape splines to base geo 00:10:44 - remove by length 00:14:08 - creating the bulge 00:17:16 - creating width foreach prim 00:22:07 - adding noises 00:37:07 - creating branches 00:46:00 - split branches 00:48:26 - adding width and noises to branches 00:56:30 - spawning by attribute 00:58:55 - hiding parameters in custom interface 01:05:02 - adding thickness for rendering 01:12:00 - rendering 01:15:46 - splitting renders with takes 01:24:01 - comp stuff
In this tutorial, that I did because my ps4 is broken and I have nothing else to do, I'm gonna explain how to use a 4x4 matrix to invert the animation of a plane, this is very useful and I use it almost everyday, not only to invert transformations, but to rotate and align vectors, transform objects, stick objects to another object surface and so on. Keep in mind that this is a math oriented tutorial, so is not the only way to achieve this thing, although I think is one of the most reliable ways to do it, and can be keep consistent through the entire pipeline as any other attribute.