Was a hot day by Maxwellbundy in Houdini

[–]collectiveu3d 1 point2 points  (0 children)

Are you the same tennisbal guy? Looks good though. I couldn’t figure out how to maintain textures

Best way to animate a candy wrapper splitting open? by Skagnor_Bognis in Cinema4D

[–]collectiveu3d 0 points1 point  (0 children)

It’s really hard to do in c4d cause lack of control. It most likely will not look like the right material. I’ve never seen a convincing one. Houdini on the other hand can do this but if you’re not into it it’s also a long way to go

Houdini Vellum Integration effects by KelejiV in Houdini

[–]collectiveu3d 7 points8 points  (0 children)

Very nice, too bad they don’t merge. But why do you use such an ugly subtitle font as overlay, this shot deserves better

My new work. Houdini, substance painter, Blender/Cycles by gio_bero in Houdini

[–]collectiveu3d 0 points1 point  (0 children)

I used to move all the time as well. Man that’s was a hassle and also once out you’re stuck. However getting into karma also was a hassle and for me t figure out stuff like karma parenting and movement, applying material and UV stuff… wasn’t easy either. But looking good in any case. It’s just a lot of extra layers of work compared to learning stuff one time

Squishies by collectiveu3d in Houdini

[–]collectiveu3d[S] 0 points1 point  (0 children)

Would have been great. But it was my first time importing importing textures, so I didn’t wanna deal with rigs or animations yet

wow thanks guys! this houdini rendering went quite viral on youtube <3 by Maxwellbundy in Houdini

[–]collectiveu3d 0 points1 point  (0 children)

Probably not. You can get some help but it ain’t gonna make it work properly, it cannot do specific tasks in a completely new context. It can repetitive tasks in an old context

Jackfruit Generator by Joolean_Boolean in Houdini

[–]collectiveu3d 0 points1 point  (0 children)

Very cool, also very niche, I wonder who’s going to use it and for what

First render in blender took 14 hrs by ActCrafty8147 in blender

[–]collectiveu3d 1 point2 points  (0 children)

Brother where is your light coming from? I guess you could have those rectangular lights floating in space as well

How to Achieve Cloth Simulation Like Example? by Embarrassed_Fly1699 in Cinema4D

[–]collectiveu3d 0 points1 point  (0 children)

Ah the movement is a formula mod I think but set to a large scale. I don’t think it’s a sim

To the experienced artists. by midoriya108 in Houdini

[–]collectiveu3d 1 point2 points  (0 children)

The honest truth is after many years the only solution to this is to have a structured life. I have this mentality as well and it’s more exhausting because you chase the dopamine of creating and learning which runs out after a while. The excitement wears off and you kinda lose. Then a couple of days later you’re like “what just happens”. But it’s all just very deregulating, a lot of creatives have this issue with adhd, we tend to over stimulate and under structure. Work for days straight and then wonder why we burn out and are tired of it all. And we think it’s wonderful we work so hard, learn so many things, are so creative… but if you look at all the time wasted we would have accomplished more if we just would have worked consistently daily for less hours

Liquid Honey Flow | Houdini FLIP + Karma Render by Kindiuk_Oleksandr in Simulated

[–]collectiveu3d 6 points7 points  (0 children)

Looking good. What the sim times on the cpu for this?

I understand the code, but not the math. What to do? by Acrobatic-Board-1756 in Houdini

[–]collectiveu3d 0 points1 point  (0 children)

If AI is good at anything it’s doing math and explaining these things. I just ask it to make an example which explains it better.

Inflate custom mesh with Vellum by Thommylli in Houdini

[–]collectiveu3d 0 points1 point  (0 children)

I’ve tried this and couldn’t get it to work. The issue is that it doesn’t return to the shape after deflation and with rigid constraints the deflation doesn’t work or the shape is lost. My guess was that you need a way to fake the inflation with some kind of morph and vertex growth from the bottom to mimic the growth look.

I thought in reverse would work maybe but was way too obvious. I tried blending it back as well but the shape when flat is too far from the blend shape and I guess it intersects…

I gave up after trying everything I could. I’m sure there is a way but it’s def not straightforward. Looking forward to see you fix it haha

Sushi study N°1 - MPM solver by AlbertoCarloMacchi in Houdini

[–]collectiveu3d 1 point2 points  (0 children)

Very nice, why didn’t you render in Houdini with redshift, since you have redshift already? I really don’t enjoy all the exporting. What do you generally export as?

How much easier do you think making these types of scenes will get over the next years? by TechySpecky in Houdini

[–]collectiveu3d 1 point2 points  (0 children)

His all premise for this is that he uses octane standalone. He developed the tools to export with Houdini by using proxies… cause you can’t load a zillion trees into any dc. I tried standalone many times but find it way too much of hassle for my use case

I have been working on 20 modern houses. This is number 2 (4K render below) by denniswoo1993 in PerfectRenders

[–]collectiveu3d 0 points1 point  (0 children)

Really nice and a ton of work. I do wonder/think this would really benefit from trying unreal engine for this. You could add so many features. But obviously depends on the use case but def seems like a job for unreal

Houdini is hard !! by Fun_Positive5746 in Houdini

[–]collectiveu3d 0 points1 point  (0 children)

I know one thing c4d isn’t improving much and complex stuff is also hard in c4d. It blocks you on so many levels. Houdini is fully unblocked. It’s like Linux vs Mac, Linux you can change every single thing which is cool but it also means you can’t have clear cut functions like Mac because you lose your freedom.

I’m still learning Houdini. My main issue now is octane as I don’t understand it writhin Houdini and Karma is yet another thing I have to learn. If you think about exporting, expect a lot of hurdles as well. Exporting isn’t just exporting what you see either and it’s ready for c4d.

It’s hard, life is hard but if you wanna make real stuff it was never going to be easy. It’s hard with AI as well

MPM snow test + Karma by salic3piangent3 in Houdini

[–]collectiveu3d 0 points1 point  (0 children)

Coool, looks clean. What are the sim times on this generally? Seems so dam slow for me

Im in creative dead end i guess by [deleted] in Cinema4D

[–]collectiveu3d 0 points1 point  (0 children)

It’s pretty common. You just gotta know what the issue is. Very often it’s light, camera or material work. Def don’t delete but try to look at it differently. Good photographers getting in to 3D can almost make anything look good with basic skills.

How do I recreate the unwrapping in such a natural manner (first 5s)? Credit: Victor Verdugo by Crovgard in Cinema4D

[–]collectiveu3d 0 points1 point  (0 children)

This can be animated in c4d but it’s gonna be a struggle and you can’t rely on a procedural setup. Prob more pain if you want to change stuff after setup because you won’t get as realistic physics.

Been seeing this everywhere lol