Advanced Scattering in Houdini 18.5

In the video I will show how to use the new Scattering features from Houdini 18.5. With these new nodes you can better select or mask out areas to place and scatter models. The new Scatter and align also handles orientation and scale by default so you don't have to worry about setting these attributes.
Further more an attribute from pieces node is used which can be used to assign models based on a pscale value.
Link to the work of Sebastian Bielecki www.artstation.com/bieleckki
I used his kit bash set in the video for generating sci-fi props and suits.
If you have not seen the new Houdini 18.5 check out the website for more info about it www.sidefx.com/products/whats...

Пікірлер: 46

  • @irql2
    @irql23 жыл бұрын

    That was neat. I love watching these videos and seeing what kind of stuff you guys can come up with!

  • @JohnLarryGroff
    @JohnLarryGroff3 жыл бұрын

    This is extremely helpful and well-presented. Thank you for putting this together.

  • @MortenKvale
    @MortenKvale3 жыл бұрын

    Awesome, thank you Simon for all you educational content!

  • @ShariSolo
    @ShariSolo3 жыл бұрын

    Flawless explanation. Thank you, Simon.

  • @trulycreative9795
    @trulycreative9795 Жыл бұрын

    super well put together, and with a lot of attention to detail!

  • @junzheshen3343
    @junzheshen33433 жыл бұрын

    Super useful! This allows me to do so much more without writing VEX myself and not jumping back and forth between heightfield scatter and scatter.

  • @andvfx
    @andvfx3 жыл бұрын

    Very cool, straight to the point, thanks!

  • @jinhoonchung
    @jinhoonchung3 жыл бұрын

    Flawlessly presented. Thank you!

  • @juliengherlenda9476
    @juliengherlenda94763 жыл бұрын

    Love that ! Looking forward to others tutorials

  • @ianward5779
    @ianward57793 жыл бұрын

    great video, really clear and easy to follow.

  • @flashgiz1
    @flashgiz13 жыл бұрын

    21 seconds in and I already learned 2 very useful tips. 1. It's nicer to have lights in the viewport while using high quality lighting with shadows . 2. Alt-click to merge nodes :) thank you!

  • @i20010

    @i20010

    3 жыл бұрын

    Thanks! I havnt noticed that sneaky alt merge!

  • @hiratrq
    @hiratrq2 жыл бұрын

    Great tutorial! Thank you so much for sharing

  • @AllmakeDesigner
    @AllmakeDesigner3 жыл бұрын

    I think this is good start to make procedural Rocks in game fx like ground attack and similar. Thank you

  • @slick3d392
    @slick3d392 Жыл бұрын

    For sure has inspired me.

  • @borissolaris4421
    @borissolaris44217 ай бұрын

    Simon is the best as always!

  • @massimobaita7178
    @massimobaita71783 жыл бұрын

    Thank You very much, Simon!

  • @SveGalabov
    @SveGalabov3 жыл бұрын

    thank you :) i wonder if i can do some manual tweaks to the procedural build such as using attrpaint to mark/block areas of the mask myself... Just for more control...Will give it a try

  • @filmeseproducoesaudiovisua9969
    @filmeseproducoesaudiovisua99693 жыл бұрын

    Bro very cool 👽

  • @JonasJCom
    @JonasJCom3 жыл бұрын

    awesome

  • @laplanddream
    @laplanddream3 жыл бұрын

    So nice! Could you share hip file for 2nd example please

  • @cob666fuk
    @cob666fuk3 жыл бұрын

    How are the sci fi elements nicely aligned on a grid on the torus? Mine are randomly oriented (like on the character)

  • @hitta750

    @hitta750

    2 жыл бұрын

    would be nice if this could be answered. kinda disappointing to follow the whole video only to get something that doesnt work. maybe including the hip file in the description would lead to less confusion when future updates change how some nodes work.

  • @graphic-nations
    @graphic-nations3 жыл бұрын

    how is your view port look awesome with shadows?

  • @dnch
    @dnch3 жыл бұрын

    nice, by the way hod do you get such nice lighting in viewport?

  • @junzheshen3343

    @junzheshen3343

    3 жыл бұрын

    Middle shelf. Change the lighting to the third one. But it depends on your hardware, cuz it takes more computation.

  • @simonhoudini5074

    @simonhoudini5074

    3 жыл бұрын

    Look at the light bulbs on the side of the viewport and use the high quality one. Further add a sky light in the object level

  • @planebreach
    @planebreach2 жыл бұрын

    Is there any way to reverse the scale of the scatter ? I mean if the mask is fading the object are larger. Can we do the opposite - when the mask is more thick the object - larger, when the mask starts fading - they become smaller.

  • @BradASchreiber
    @BradASchreiber3 жыл бұрын

    On 18.5.351 maskbyfeature the Group is not showing up. I have the group node under the grid as in the tutorial.

  • @junglingmitapfel2902
    @junglingmitapfel29023 жыл бұрын

    Really nice! Is there a way to do this with instanced geometry with a material and uvs? I have not yet found out anything about this.. No matter what I do, my assets remain grey.

  • @simonhoudini5074

    @simonhoudini5074

    3 жыл бұрын

    Material and uv are support by default in Houdini instances

  • @minhtri4881
    @minhtri4881 Жыл бұрын

    Hi Simon, i tried to use this for dopnet1, but there is a warning said object contains duplicate values for the "name" point attribute, when i run the simulation, the rock just drop through ground plain, is there any way to fix this, thank you!

  • @juancarlosgzrz
    @juancarlosgzrz2 жыл бұрын

    how do you randomize rotation and scale after scatter?

  • @caspgin
    @caspgin3 жыл бұрын

    So the intersection of geometry is handled automatically?

  • @junzheshen3343

    @junzheshen3343

    3 жыл бұрын

    Yes, just like the heightfield scatter.

  • @MissEldira
    @MissEldira3 жыл бұрын

    are you able to stop the objects from clipping into each other?

  • @simonhoudini5074

    @simonhoudini5074

    3 жыл бұрын

    The scatter and align node outputs a pscale, which holds the distance between points and can be used to scale models nicely.

  • @chrisgg
    @chrisgg3 жыл бұрын

    Amazing. My sciifi ring version just looks a swiss cheese :) Will you share the HIP on Gumroad?

  • @smithpark87
    @smithpark872 жыл бұрын

    I'm studying while watching this tutorial, but I think I eat it because the rotation value is not properly applied when I apply it with mechanical parts.Is there any tip? I want to make the machine look like it's in the tutorial.

  • @fran.fernandez
    @fran.fernandez2 жыл бұрын

    how u get that nice render in the viewport?

  • @simonhoudini5074

    @simonhoudini5074

    2 жыл бұрын

    I have a video about lighting in the viewport of Houdini if you are interested in that

  • @xrossfader
    @xrossfader3 жыл бұрын

    Wait a second… you merged without a tab key… hot key setup??

  • @simonhoudini5074

    @simonhoudini5074

    3 жыл бұрын

    Select multiple nodes and hold ‘alt’ , while dragging an output of a node

  • @mrGr88n

    @mrGr88n

    2 жыл бұрын

    @@simonhoudini5074 could U please say how to make that parameter pane pop up over the network view pane (in ur top right corner). I'm searching for this info for 4 hours already =)

  • @brianberk8035
    @brianberk8035 Жыл бұрын

    I followed your tutorial but scatteralign isn't scaling the copied spheres at all.

  • @brianberk8035

    @brianberk8035

    Жыл бұрын

    maybe the 2022 version is different? the copied spheres overlap and there's no interpolation option in maskbyfeature. i was able to get a slight scaling effect by turning off "calculate directional mask" in maskbyfeature, but it just isn't working like your tutorial.