LOL, this is so gonna be my next class I take when / if I get the time to finish my current Stephen Knipping course on fluids. As of right now, I can’t even find the time to update the darn portfolio….
Rohan Dalvi Creates Presents
LOL, this is so gonna be my next class I take when / if I get the time to finish my current Stephen Knipping course on fluids. As of right now, I can’t even find the time to update the darn portfolio….
Rohan Dalvi Creates Presents
Great collection of Houdini files here to pick apart and play with. Have at it y’all.
Been abnormally busy so any free time I have has been spent away from screens and in meatspace doing things with my actual hands, lol! Here are some Houdini tests I did a month or so ago though. Hoping to carve out more time for blogging and getting new portfolio pieces up before the end of the month? Maybe?
Todays Cloudscape doodle was a lot of back and forth with different settings for clouds. More info below the doodle.
I started with this tut, “Create the Beautiful Cloudscape and Render it with Karma XPU – Getting Started With Houdini ep. 8” using the newer Cloud SOP and Karma render but started to deviate pretty quickly. Couple of issues that I had. Karma kept hard crashing to the desktop, which was a bummer I have been trying to get more into it as a Redshift replacement but it's just too unstable. The Camera Focal Length in Karma was set to something like 50000 which is not real-world numbers so I have no idea what lens I am using. Very odd.
An issue with the tut itself, his use of the Cloud Noise SOP was heavy handed with the Element Size kind of blowing the shape apart. He also did not get into the Scatter Shapes or Flatten tabs on the Cloud SOP which are really cool. I also doubled the Uniform Sampling to get a higher resolution on the clouds. Could possibly double it again I think. Also, I did move the whole project into Redshift as well. (I can’t embed the video for some reason, it kicks back an error. Sorry about that.)
I used a lot of techniques from this tut on making a cloud generator, but interesting enough, most of what he covers is now baked into the Cloud SOP itself which is nice. Flatten, scatter etc…
And here is a screencap showing the difference between 350 and 700 Uniform Sampling.
Just a little study in plywood textures and gobos going on today.
Check out this awesome walk through on a foggy highway build done in Houdini by Anodé Designs.
What a great new node in Houdini for dealing with UVs.
“I'll show how to use a handy feature of the UV Layout SOP to quickly arrange quad groups to perfectly straight islands. I also go over a few features of the Curve SOP that are new to Houdini 19.5”
Moritz Schwind, part of the Entagma team gave a pretty interesting presentation at Siggraph this year that I missed.
I could hug each and every Houdini developer right now. Backup recovered….. whew.
Was enjoying playing around with glass the other day so I started messing with some beer glasses and a sandblasted looking texture on it. The pattern does interesting things as you zoom in and out and it becomes more abstract.
I saw this piece in Portland Monthly shot by Mike Novak and wanted to take a swing at something similar in Houdini. First image is the inspiration, second is my interpretation.
Dang, this looks like a big one for fluids and rendering!
New update to make Quixel behave better with Houdini and RedShift was just released on Denes Dankhazi's Blogfolio. Gotta love anyone with “dank” in their name you know. Get the RedShift fix Here.
Basically, Quixles textures come in wrong, especially the displacement and this fixes that. Wrong might be the incorrect way as it’s fine in Unreal, just a RedShift implementation in Houdini is odd I guess?
“The Quixel Bridge fix for Houdini/Redshift.
For Houdini, I changed the 3D Asset, the 3D Plants and the Surfaces part.
How to use it:
Install the latest update (4.5) for Houdini in Quixel Bridge
The plugin path is something like this: Megascans\Library\support\plugins\houdini\4.5\MSLiveLink\scripts\python\MSPlugin
Download the files and replace the original ones: download
ImportSurface.py goes to the AssetImporters folder
Import3D.py goes to the AssetImporters folder
ImportPlant.py goes to the AssetImporters folder
Redshift.py goes to the MaterialsSetup folder
The changes are significant
Subdiv settings
Shader settings
and most importantly Color Management settings for the RS Texture nodes
Without this you can’t render correctly anything.
Now the colors are using sRGB and everything else is linear as it should be.
You still have to fix the Displacement EXR textures thou.
Open in Photoshop (for example)
You’ll see there is data only in the red channel
Copy that as an the RGB layer and merge (Ctrl+E)
Sometimes you still have to linearize the data, use the exposure adjustment layer with gamma 0.454
Cheers, D”
Was doing a bunch of R&D into close up fluid sims and discovered some pretty cool stuff. I Started with FLIP sims but could not get the detail I wanted, so I started trying out Vellum Fluids. Started getting some interesting results that let me punch in pretty close and they hold up. I went down to 0.007 on the particle size but with some Vellum Post Process it cleans up pretty well.
The Chair study from the other day had a cloth sim on camera right that I made in DOPs, which is what made me want to mess a bit more with some cloth sims and this is the result of that study. This time though, I just made it directly in a vellum SOP with some pinned points. It’s a much simpler workflow for sure. Used good old JSplacement for the textures and displacement and subdivided the cloth mesh with a poly reduce to get the “webbing” stuff.
Worked up another lighting study today for practice. Quick cloth sim thrown in to keep that stuff fresh in my head as well.
On the Oregon coast you can see a bunch of these glass floats at the antique shops and wanted to take a stab at recreating the glass. Fun to light as well.
Was tinkering around with the concepts from this Entagma tutorial and came up with this variation on it. Pretty straight ahead, but kinda fun.
This is a bit older but the vex code is really quite well done and explained. Gonna tinker a bit with it next time I have some time.
I dunno how I missed this video, but it’s the Side-Fx folks going over some new stuff in Labs. Lots of cool new nodes to play with. Just kinda messed around with this ugly thing to try out the new rope and edge wear nodes. I also finally updated to the newest Houdini and Redshift so I can start working with ACES colorspace more which is pretty interesting. Textures seem better without as much tweaking now, check out that floor.
I’ll probably be posting more Houdini links in the future so I can use the blog as a reference. My bookmark folder is a mess….