http://www.papicrunch.net/GC-houdb/./ Mograph http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1410 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1410 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=cFx_mograph.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : cmiVFX</li> <li>Media : Video</li> </ul> <p>Most of the time Houdini is spoken of, in terms of its usage, is in creating massive visual effects shots which require Particles and Dynamics. The purpose of this video was to show Houdini being used for creating something relatively different. Motion Graphics is a huge field and Houdini, because of it’s procedural nature is a great tool to create various types of elements that can be used for motion graphics. The inspiration for this video came from films like “Iron Man” and “Tron Legacy” especially the various UIs that can be seen in those films. The video, through a singular animation, will demonstrate how you can create the elements required to create such a User Interface. Also, the video will show how these elements can be animated using very few parameters so the user has the maximum amount of control over the animation without having to animate a massive number of parameters. Instructor Rohan Dahlvi, will also briefly cover how these elements can be rendered and composited.<br /> <br /> Chapter Descriptions<br /> Modeling Central Loader<br /> <br /> Starting the project. Using a NURBs Tube, Carve SOP and Font SOP to create and animate the Central Loader.
<br /> Modeling Secondary Ring<br /> <br /> Using the same NURBs Tube to create a secondary ring around the central loader.
<br /> Modeling Random Arcs<br /> <br /> Modeling multiple arc around the loader using COPY SOP and Copy Stamping. Also setting color for the arcs using Ramp parameter.<br /> Creating Animated Waveform<br /> <br /> Creating an animated waveform using VOP SOP and turbulent noise.<br /> Creating Animated Bars<br /> <br /> Creating an animated bars type graphical display. Animating the bars using the Channel Frames function (chf) and copy stamping to offset the animation for every bar.<br /> Creating Animated Bars Continued<br /> <br /> Applying the same technique from the previous chapter to create and outer ring for the entire UI.<br /> Create Dataline's<br /> <br /> Creating Datalines to surround the UI. The Datalines will be created using Add SOP and copy stamping. We also modify the text using copy stamping.<br /> Datalines Continued<br /> <br /> Creating a more complex variation of the Datalines with control over the direction of the lines based on their position on the arc upon which they are copied.<br /> Animating Ui Part 1 And 2<br /> <br /> Animating the UI using a single animated parameter using channel referencing, Timeshift SOP and copy stamping.<br /> Houdini Plexus Basic<br /> <br /> Using Houdini to create an effect where a central dot connect and disconnect to other dots based distance. The effect primarily uses the Foreach SOP<br /> Houdini Plexus Complex<br /> <br /> Continuing the previous effect but allowing all the dots to repeat the same process using Copy Stamping. This will allow you to recreate the effect created by the AE plugin called Plexus<br /> Spaceship Model<br /> <br /> Modeling the centre of the spaceship using basic NURBs modeling. The completed spaceship model is shown briefly.<br /> Spaceship Animation Part 1,2,3,4 and 5<br /> <br /> Forming the spaceship from curves and animating the effect. This is done primarily using the Carve SOP and the animation is controlled using a single parameter which is offset using the &quot;chf&quot; function and copy stamping.<br /> Spaceship Rendering<br /> <br /> Merging all the elements into a single file and setting up the timings for all the various animated parts.<br /> Spaceship C Final Result<br /> <br /> Rendering and getting the final look. The lines/curves are rendered using the width attribute. We will also see how we can do the basic compositing in COPS.</p> Effects Controlling your Fractures http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1409 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1409 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=dT_controlling_fracture.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Digital Tutors</li> <li>Media : Video</li> </ul> <p>In this Houdini tutorial we will learn the process to follow in order to pre-fracture an object beforehand to make it fall apart in a controlled manner.<br /> <br /> To do so, we will use some Voronoi fracture in combination with a constraint network in the bullet solver of Houdini. We will break the network in a customized way in order to reach the wanted effect. We will then add some smoke and dust to complete the effect.</p> Dynamics HIP Tricks Volume V http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1408 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1408 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=cFx_hip_tricks_5.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : cmiVFX</li> <li>Media : Video</li> </ul> <p>Introduction<br /> A little bit of history of the Hip Tricks Series and an overview of everything that will learn in this title, get ready to be blown away with information.<br /> <br /> Simple Compositing<br /> We start by setting the basics straight, we all need to be on the same channel before we dive into hard into compositing, so if you know little about the subject, this will prepare you for everything else that’s coming.<br /> <br /> How To Integrate 3D Into COPs Directly ( Workflow )<br /> We will learn the basic workflow of getting the 3D and 2D compositing parts of Houdini to play together, they love each other and play really nice wit each other, once you learn the basics you can see lots of opportunities to enhance and take advantage of the power that Houdini puts at your hands and how easy is to get to the creative part an artist.<br /> <br /> Creating The Death Ray<br /> Taking this 3D to 2D workflow we’ll create an amazing Death ray effect, focusing more on enhancing simple 3D geometry, taking that and making it look 100 times better by applying a few clever effects. This is a key lesson that helps you realize the power of COPs, a must see.<br /> <br /> Green Screen Using The Keyer COP<br /> Of course we had to do green screen and Houdini is actually no stranger here, it has a really nice Keyer for the job, we’ll use production footage from the movie Tears of Steel from ( CC ) Blender Foundation. This lesson will helps us see how to make production footage and extract a matte, will do a simple composite and apply a few effects to better integrate the composite.<br /> <br /> Color correction<br /> Now we need to get the plates to match in color, cause plates can come from so different sources, different cameras, light setups, etc, so we need to match them color wise so it looks like one cohesive composite and the audience never notices that the different elements were separate.<br /> <br /> Custom Passes<br /> A composite is made by different elements, foreground, mid ground, background, etc, but also each of those parts almost always have different subparts on them, we call them passes, layers etc, this are basically elements broken down into more elements like diffuse, specular, reflection, object mattes, etc, this low level elements are use to have better control of the final image and to better address the changes that might come from the supervisor, director or client.<br /> <br /> We’ll see how to make Houdini give us extra image planes, object passes and custom passes exported from Shaders, this is a great lesson and the info just in this chapter justifies the price of the whole title.<br /> <br /> Custom COPs<br /> Now that we played with the out-of-the-box Houdini toys is time to BUILD OUR OWN, yeah, that’s right, we’ll build our tools, why?, well in production you often build custom tools, because you need to do something your way, because the tool doesn’t exist, something you do a lot and don’t want to build from scratch every time and because is freaking fun.<br /> <br /> In this lesson we’ll build from simple to complex to get ready, we’ll start with a Drop Shadow tool, something that Houdini is missing and is really easy to build, then a Glow Tool, again simple basics put into a bundle to recreate a classic effect, stuff starts getting clever here by building a pixelator effect, the tool is easy to do but is clever stuff, then we’ll build our own Chroma Keyer, yeah our OWN, will get the formula, yeah Math, and translate that into Houdini, if that’s not enough we’ll build our own Spill Removal tool, this tool is so freaking efficient, I don’t think I’ve seen something as effective as this even in commercial plugins.</p> Compositing PM - M05 - Flora part1 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1407 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1407 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=sFx_PM_M04.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Side Effects</li> <li>Media : Video</li> </ul> <p>Part one of Flora lessons will be focused on LSystem sequencing. You will learn how to create basic ferns, trees, and plants.</p> Modeling PM - M04 - Buildings part 2 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1406 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1406 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=sFx_PM_M03.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Side Effects</li> <li>Media : Video</li> </ul> <p>In Buildings Part 01 we learned how to create a building using traditional modeling techniques in Houdini. Now we will learn how to convert a one off model into a procedural model and wrap it up into an HDA.</p> Modeling PM - M03 - Buildings part 1 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1405 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1405 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=sFx_PM_M03.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Side Effects</li> <li>Media : Video</li> </ul> <p>In this two part class we will learn how to place schematics in the Scene View and then using traditional modeling techniques model a building.</p> Modeling PM - M02 - Ultimate Gears http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1404 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1404 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=sFx_PM_M02.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Side Effects</li> <li>Media : Video</li> </ul> <p>Get ready for some Math and Python as we create a procedural model that automatically places gears into a scene, allows the artist to resize and determine tooth count and depth. Then allows the artist to place other gears down as Houdini auto calculates size and tooth count for successful gear rotations. Not enough. Let the HDA auto place axils to create gear boxes.</p> Modeling Street Flood Research and Development http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1403 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1403 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=voF_fluid.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Voxel Forge</li> <li>Media : Paper</li> </ul> <p>Here is a couple of playblast from our lastest RnD from Houdini 12.5 beta.<br /> This a workflow developement image are no ment to be final. More to come …<br /> Here is what we end up with the new Flip solver and rigid body.</p> Dynamics Computer Assisted Animation of Line and Paint in Disney Paperman http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1402 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1402 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=dis_paint_line.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Disney</li> <li>Media : Paper</li> </ul> <p>We present a system which allows animators to combine CG ani-<br /> mation’s strengths – temporal coherence, spatial stability, and pre-<br /> cise control – with traditional animation’s expressive and pleasing<br /> line-based aesthetic</p> Technical Papers Blood Splash http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1401 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1401 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=iPs_blood.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Ivan Pulido Suarez</li> <li>Media : Video</li> </ul> <p>Blood Splash Tutorial, in this video i explain how you can do easily a Blood Splash in Houdini with my Digital Asset Blood Splash, is very easy to use, and you can find it in Orbolt.com.<br /> With this Digital Asset you can modifi everything that you needed for make a Blood splash, from the Volume,Particles, Simulation, Forces, Mesh, Shading (SSS, Spec, Refraction...), Cache and rendering with mantra.</p> Dynamics baking transforms to world space in houdini http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1400 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1400 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=toa_baking_transf.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Toadstorm</li> <li>Media : Paper</li> </ul> <p>-</p> General PM - M01 - Hoses and Pipes http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1399 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1399 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=sFx_PM_M01.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Side Effects</li> <li>Media : Video</li> </ul> <p>In the first lesson we will ease into Procedural Modeling by creating two digital assets. A robust rigid pipe system and a flexible hose system. In addition to modeling we will look at uv strategies and how to convert from NURB based models to game friendly polygons.</p> Modeling Mixamo to Houdini Cloth http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1398 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1398 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=sFx_mixamo_cloth.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Side Effects</li> <li>Media : Video</li> </ul> <p>In this lesson, you will learn how to start from scratch as you set up and download an animated character from the Mixamo website then export the character in Houdini for use in a cloth simulation. You will start with free content from the Mixamo site, export it as an FBX file then import the results into either Houdini or Houdini Apprentice. You will then learn how to properly scale your character and cache out the motion into geometry files.</p> unclassed Masterclass - Cloth http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1397 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1397 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=sFx_mc_cloth.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Side Effects</li> <li>Media : Video</li> </ul> <p>In this masterclass, Senior Software Developer Michiel Hagedoorn takes you through the workflow for creating Cloth sims in Houdini. Learn which nodes control stiffness and damping, how to set up constraints and how to define collision objects. This masterclass will give you the tools necessary to create your own cloth sims in Houdini.</p> Character FLIP Viscosity part I II & III http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1396 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1396 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=flK_flip_viscosity.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Flick765</li> <li>Media : Video</li> </ul> <p>-</p> Dynamics Pixie Dust http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1395 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1395 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=cgS_pixie.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : CG Spectrum</li> <li>Media : Video</li> </ul> <p>Harry Potter's FX Technical Director Gabe Roccisano gives you a free tutorial on how to create basic visual effects using the procedural workflow in Houdini 12. Houdini is the standard software for visual effects in most high end feature film studios. CG Spectrum is dedicated to providing you with the most efficient, industry-driven lessons from industry's best mentors.<br /> <br /> We recommend that you watch the Intro to Houdini FX video which is also available on our Youtube Channel. Be sure to subscribe to our channel or join our mailing list to receive more free tutorials as soon as they are released.</p> Effects Fire Simulation Voxel Resolution Test http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1394 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1394 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=skL_fire_resolution.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Skeel Lee</li> <li>Media : Video</li> </ul> <p>Increased the voxel resolution of the fire simulation using the Gas Up Res DOP to see how much detail can be squeezed out of it.<br /> [ Houdini 10 | Mantra Micropolygon Renderer ]</p> Dynamics Pyro - Shape Settings Wedge Tests http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1393 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1393 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=skL_pyro_shapes.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Skeel Lee</li> <li>Media : Video</li> </ul> <p>Did some quick wedges of the new H12 Pyro shaping settings over the weekend. Thought it might be useful for all the other Houdini users out there as well.<br /> <br /> These are fairly low res simulations of about 2.6MV (cell size=0.08) with resizing enabled.<br /> <br /> Tests were done on an Intel Core i7, 4 CPUs @ 2.67GHz with Hyper Threading, 16GB RAM, GeForce GTS 250.<br /> <br /> OpenCL option was NOT used as there was not enough VRAM to run these sims.<br /> <br /> Cache saving was done on background thread, so the timings recorded shouldn't include time taken to save caches.<br /> <br /> Unfortunately I only have time for viewport flipbooks instead of Mantra renders, so there are artifacts like noticeable voxels etc. However these should still give you a good idea on how each of the major settings affect your Pyro sim.<br /> <br /> Observations from these wedges:<br /> <br /> i) There is an associated cost with using these shaping tools, so turn on only the ones that you need.<br /> From cheapest to most expensive (according to my wedge tests):<br /> sharpening, dissipation, shredding, turbulence, confinement, disturbance<br /> <br /> ii) Some of these shaping tools change the overall shape of the sim<br /> Shape changing: shredding, turbulence<br /> Shape preserving: dissipation, disturbance, sharpening, confinement<br /> <br /> Overall, I think SideFX has done a great job once again at simplifying Pyro usage with these shaping attributes (it didn't use to be so simple in H11).<br /> <br /> Hope you find these wedge tests useful!</p> Dynamics Procedural Smoke Trails http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1392 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1392 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=joC_smoke_trails.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : Johnnycorebrieee</li> <li>Media : Video</li> </ul> <p>It is basically a tutorial on how to create a smoke trail without using Pyro FX!</p> Effects PBR 45 to 3 min render time http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1391 http://www.papicrunch.net/GC-houdb/./?collec=0&filter=none&sort=idDSC&model=item&item=1391 <img style="float:right" src="http://www.papicrunch.net/GC-houdb/./?image=1&amp;collec=0&amp;img=odF_pbr_x10.jpg&amp;x=100&amp;y=100" /> <ul> <li>Author : odForce</li> <li>Media : Paper</li> </ul> <p>optimise PBR mantra</p> Rendering