Everything Technical

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  1. Sparse Pyro Upres, the easy way

    07:59

    from Julien Depredurand / Added 4,986 245 26

    How to create an upres pyro solver in Houdini 18. To keep things simple, I'm not including re-timing or rest fields in this tutorial, or how to use upres and what it does - there should be other…

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    • 1) Texture Simulation With Uv Island Hopping | Intro

      06:34

      from Yancy Lindquist / Added 830 36 2

      This is a introduction to a series of videos on a technique for smoothly simulating textures between uv islands of arbitrary shape and orientation. This can be used to create flowing water droplets…

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      • Reaction-Diffusion | Houdini OpenCL

        01:04

        from Jakob Buchert / Added 695 42 2

        Reaction-Diffusion Simulation written in OpenCL in Houdini. 250.000 points 15-20fps with 50 iterations per frame Link to the hip file https://apolloc.de/index.php/s/O8PTpnmul5ION5J Thanks to…

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        • Houdini Geometry Gravity

          00:10

          from unrealtour / Added 1,746 136 9

          a simple test geometry based gravity

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          • Custom flocking system (Houdini crowd / popvop)

            00:12

            from Hakim Harrouche / Added 2,289 113 2

            An R&D test done @shedmtl for this commercial https://vimeo.com/256402572

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            • Whitewater - Rapid river test - part 1

              01:16

              from Adam Guzowski / Added 3,350 225 10

              This is my attempt to recreate of mountain rapid river with all that crazy whitewater...

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              • FLIP attribute transfer by collision objects.

                00:41

                from Adam Guzowski / Added 2,085 205 8

                RnD's I did recently. Discovering possibilities of transferring various attribute from collision objects. With this simple method you can create "mask" to control some part of the…

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                • Procedural Creature Generator

                  00:42

                  from Denis Kozlov / Added 9,098 139 6

                  All creatures in the video are created completely procedurally. Random seed numbers displayed by their side is all that's required to automatically generate all the shapes, rigs and animations.…

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                  • quickFlow :: Houdini :: Heightfield COP Trace Isolines

                    15:30

                    from Pedro Alpiarça dos Santos / Added 3,735 134 6

                    Heightfield Isolines made with COP and Trace SOP Scene: https://jmp.sh/kfFQkjy

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                    • Houdini POP Splinter Debris

                      00:04

                      from Florian Eggers / Added 1,261 36 7

                      Since debris rolling is a common task, I wanted to compile this stuff into a handy HDA. All POPs, no RBD and all done in VEX. The HDA supports spherical rolling and, most importantly, splinter rolling…

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                      • Multipass buildings destruction - Houdini

                        01:08

                        from Mattéo Girard / Added 10.9K 451 9

                        Procedural modeling and destruction done in Houdini for a graduation film.

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                        • Houdini meets Flex

                          05:16

                          from XAPKOHHEH / Added 19.5K 582 23

                          integration of Nvidia Flex library into Houdini, made for educational purposes mainly. Flex is a GPU particle physics library by nvidia, made for games, so has limitations all over it. For more…

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                          Everything Technical

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