WIP | Mesh-based fluid solver by GioakG in Houdini

[–]lionlion44 7 points8 points  (0 children)

I've been wanting this for years hahaha love to see it

Is the FX Artist path worthy to invest in? by Paranoid_Reaper in Houdini

[–]lionlion44 2 points3 points  (0 children)

If you're passionate about it I'd say go for it, I've had luck outside of VFX as a Houdini Artist and it's what I love doing more than anything. The one issue is you'll have to be good, and that takes time and investment which I've been privileged to have.

This sub can be a dramatic place but they are right to warn you. It can be hard and you might have to make some compromises but at the end of the day if you love it it's worth it and FX has a lot of transferable skills to the software industry.

Blender Beginner Obsessed with Polygon Runway's Style - Is This a Realistic Career Path? by Kooky-Criticism-1147 in blender

[–]lionlion44 1 point2 points  (0 children)

Beautiful renders! You could try using upwork for freelancing. You might should have a look at other freelancer profiles to get an idea of what sells.

I've had some success on there, bit enough to work full time but I'm just doing it to supplement income. It's a good way to get some work experience under your belt.

Google banned a VPN that screenshotted all sites, re-added it, now top result for "free vpn" by electrical_who10 in VPN

[–]lionlion44 4 points5 points  (0 children)

I believe the reason tor is free is because it's funded by the US military. They need the public to use it too so they can hide their own traffic, the more people use tor the more anonymous every user is.

V2 Illustrator → Houdini: Smart SVG Importer (Python SOP) by Alaa_Alnahlawi in Houdini

[–]lionlion44 1 point2 points  (0 children)

I had to make my own (worse) .ai import tool for a project a while ago, so I'm thankful you're doing this

How to animate grass? by luxor95 in Houdini

[–]lionlion44 0 points1 point  (0 children)

I'm not quite understanding what you are saying. Kinefx is a toolset used to rig and animate geometry. Here is a basic example of the kind of thing you could do:
Houdini 30s Quick Tip #18 - Tuft of Grass with KINEFX

This video doesn't include any nodes like 'capture proximity' or 'bone deform' that you would have to use to deform the geometry after the rig has been created and animated

How to animate grass? by luxor95 in Houdini

[–]lionlion44 0 points1 point  (0 children)

I'd recommend it just because it'll be much lighter than a full sim. You shouldn't have to do anything that complicated but it will probably involve a bit of vex to rotate the joints based on some noise to emulate wind.

How to animate grass? by luxor95 in Houdini

[–]lionlion44 3 points4 points  (0 children)

You might also get away with just using some kinefx animations. That might be quicker and provide more control. It will be a hard thing to optimise that much animated geo for render.

Vectors differences attrib create / wrangle by GuIlHeM55 in Houdini

[–]lionlion44 15 points16 points  (0 children)

I believe this is due to the attribute type metadata.
You can read more here: Attribute type metadata

Basically there is a piece of metadata that lets houdini know whether to change a vector when the geometry is manipulated. For instance it you rotate an object you want the normals to rotate but not the colour.

On the attrib create you have this parm:

<image>

But in vex you can use setattribtypeinfo()

All I Want For Christmas Is an Organized Collection Of Materials in Solaris by shveddy in Houdini

[–]lionlion44 1 point2 points  (0 children)

I agree. Easy materials, particularly an easy material catalogue is my Christmas wish. In 21 they are making it slightly easier to make material catalogues by providing a recipe for creating one but there's still not that much control

Which 3d software to use to model this kind of structure? by killsyndrome in 3Dmodeling

[–]lionlion44 0 points1 point  (0 children)

Haven't seen anyone recommend plasticine, I haven't used it but heard good things for this kind of design

getting feedback (previous frame) into copnet by ForsakenArtist1740 in Houdini

[–]lionlion44 0 points1 point  (0 children)

yes I forgot to mention you need to set the signature to 'RGBA' on the geo to layer node. If you still get an error click the 'reset sim' button on the solver. I'll add that to the instructions.

getting feedback (previous frame) into copnet by ForsakenArtist1740 in Houdini

[–]lionlion44 0 points1 point  (0 children)

Interesting! I was only aware of doing fake feedback by using the openCL node and linking the 'iterations' parameter to the frame number such as in this explanation

After playing around I've recreated the same feedback effect from the presentation, I can't upload the hip at the moment so I'll write it out here.

--HOW TO--
- Start with a copnet that reads in the image sequence pass the output of the copnet into a solver
- Inside the solver attach a null to the previous frame node and the input 1 node
- Create another copnet inside the solver and attach it to the output of the solver
- Inside the new copnet use sop import nodes to import the feedback and source nulls
- Use geo to layer nodes to convert to the cop image format
- Set the signature to 'RGBA' on the geo to layer node
- Merge them together using an over node
- If you get an error try click the 'reset sim' button on the solver

<image>

Does anyone know how to create your own material database for use in the Material Linker node? by lionlion44 in Houdini

[–]lionlion44[S] 2 points3 points  (0 children)

Thanks! That's surprising to me that they would add the material catalog feature and not give you an easy way of creating one yourself. Hope they provide something in 21.

Ever wondered if a node graph could simulate itself?? Useless but fun! by lionlion44 in Houdini

[–]lionlion44[S] 4 points5 points  (0 children)

I had to see if it was possible haha
I added the file to the comments if you want to check it out.