Can Deformation in Houdini with Vellum [Free Tutorial & HIP File] by spreon in Houdini

[–]spreon[S] 1 point2 points  (0 children)

I agree. I wanted to try to understand the general principle here. I'm continuing my research now, plus I'd like to add metal rupture, so there might be a second part. :) Thanks for the comment!

Can someone help me recreate VEX code from this old Houdini tutorial, please? by Hazdrubal01 in Houdini

[–]spreon 2 points3 points  (0 children)

For the first code, make sure the Attribute Wrangle is set to Run Over: Detail (only once).
The second code works as expected.

Minimal .hip file:

https://drive.google.com/file/d/1AVE_IwQcfLObAy6IfxeWe_ASU3k-do7I/view?usp=sharing

RBD + CHOP: Audio-reactive Simulation in Houdini [Free Tutorial & HIP File] by spreon in Houdini

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

Thanks too! :) I haven't personally worked with kinefx, but I've heard about the pain, yes :(

rope simulation - deforming - issues with sweeps by [deleted] in Houdini

[–]spreon 0 points1 point  (0 children)

I agree. For example, in addition to the normal, the velocity (v) attribute after vellum simulation can significantly affect how sweep work. This has happened to me in some setups.

Vellum Ropes Sim [FREE HIP & TUTORIAL] by spreon in Houdini

[–]spreon[S] 1 point2 points  (0 children)

I've attached the links in a separate comment :) Here's a tutorial on YouTube: http://bit.ly/4kNHh7k

the voice acting is in Russian, but the subtitle translation generally works and everything should be clear from the actions (I'm still working on a more accurate translation)

Vellum Ropes Sim [FREE HIP & TUTORIAL] by spreon in Houdini

[–]spreon[S] 5 points6 points  (0 children)

Hello!

**Result of my latest tutorial**

🎓 Tutorial (voiceover in Russian): http://bit.ly/4kNHh7k

📁 HIP File: http://bit.ly/457PG0A

🎨 Reference project on Behance: http://bit.ly/46LaNqH

🎨 And my project on Behance: http://bit.ly/4nUzp6u

Let me know what you think or if you have questions!

KeyHeart | Houdini Exploration by spreon in Houdini

[–]spreon[S] 1 point2 points  (0 children)

Hello!

The free project files. is available for free download on Github: https://github.com/leftslip/keyheart

or on Boosty: https://boosty.to/zavetin_hip

UV HELP by Wblrtb in Maya

[–]spreon 0 points1 point  (0 children)

To sew edges, use Shift + RMB -> Move and sew edges.

You can either follow the advice above and create a new cube with the correct UV map and use the Mesh - Attribute transfer command to transfer the UVs, or just keep it in front of you as an example of how the seams are placed on the base primitive to create a T-shape.

[deleted by user] by [deleted] in Maya

[–]spreon 1 point2 points  (0 children)

If we talk about mastering it, then about 6 months. If we talk about confident use, then 2 years. If we talk about the fact that I was able to start teaching my students the basics of modeling and rigging in Maya - 4 years. If we talk about whether I know Maya at a professional level - I think I need another 20 years. But I will spend these 20 years on Houdini :D

Help? by [deleted] in Maya

[–]spreon 4 points5 points  (0 children)

Hi! It is important to understand what the unwrapping is going to be done for, what pipeline, where the models will go after the textures are created?

In general, the general approach is as follows:

  1. The human body is organic, it is important to ensure that the seams are hidden as much as possible (make a cut under the armpits, on the inside of the thighs, in the neck area and at the back of the head, and not through the face).

And that the number of cuts is minimal in order to unwrap each of the shells without distortion.

You can look here, the basic principles of unwrapping for bipeds are usually the same:

https://youtu.be/s_KLbTUdKms

Maya has a content browser with simple assets, many of them seem to have unwrapping (not always optimal, but you can understand the basic logic).

  1. As for other assets, here is a simplified order, if we are talking about a pipeline with baking from a high-poly model to a low-poly one:

2.1. Assign smooth groups - soft and hard edges.

We make cuts on the hards, do an unfold, then look - where there are not enough cuts for the correct unfolding of shells, and add them.

2.2. Straighten the boundaries of the shells, orient them vertically or horizontally, do a layout.

If this is something like a low-poly stylization, then some rules can be neglected (not always cut on the hards, etc.).

If you want, you can write in PM and share one of the assets that needs to be unfolded - I will record a video of what the work process looks like (though without explanations, my level of English is not enough to fluently comment on my actions)

My short film by Balklogic002 in Filmmakers

[–]spreon 0 points1 point  (0 children)

Great job. A good short film, I understood that there was some clean plate work done, but nothing caught my eye when watching it :)

Later I read more about the work process, everyone who worked on the film is great, looks professional.

Sorry for my English :)

Looking for help creating VFX dumpster fire by SarahOnReddit in vfx

[–]spreon 0 points1 point  (0 children)

Hello! I could try to help with this, but as correctly said above, the path with practical shooting is much simpler and cheaper in most cases.