Tips and tricks, mostly 3d, a lot of Houdini, some C4D and anything else I think may be interesting or useful.
I'm Jason Harmon, I've been working professionally in broadcast / post production for 16 years. I started out editing, then moved into motion graphics, some minor vfx, and along the way kept gravitating toward 3d. 3d has been my primary work for the past 10 years or so, most of that time I've spent working in C4D. I'm now working mostly in Houdini but still use C4D, After Effects, and tons of other software as well.
Thanks for watching!
Пікірлер
lifesaver, big thanks !! :)
Unfortunately I wasn really able to understand what your solution was in the end... it would have been nice to give a bit more insight in what you actually changed on the vob ( hole filler). thanks for sharing though
I am having issues as well with retiming my flip sim. but here the guys seems to have worked it out wihtout any workarounds: kzread.info/dash/bejne/h5mZp7Whadi5k8o.html
thank you for doing this! Still i got to say that this one was kind of frustrating to follow for a beginner. just by rebuilding what is on screen i could not get it to work after that "now draw the rest of the owl moment" at 13:30. i have no clue how the particle bed upstream of the dop was set up or what happens after the dop.
Wait, does this mean that, theoretically, you could make a game in Houdini?
this is my kingdom ome
Goooood stuff! thanks
Hey there, thanks for exploring chops with so much clarity. No matter what I do I can't get houdini to enter intercept mode. Any further ideas? There isn't much info online about it
Thanks
Where's the tutorial? thanks
Great Tut. PS: for the grain collision isnt necessary disabling openCL, but disabling "assume uniform radius" 🙌
very informative and lovely tutorial, Thank you
Why make a tutorial if you are going to skip important steps? It was really easy to follow and helpful up until that point :(
why the vex code is not working in any way!!!?? like I tried to write in a deferent way but the normals are not inverted!!! even the velocity value are - I checked it in sopread shit but the notmals still not inverted
Hello. I really like your videos! It would be great if there were a brief overview of small changes regarding the files used. For example, I integrated this into my scene, but my scene size is "n" times larger. So, I adjusted this "parameter" to a value of "n."
Damn I hope you do the meshing part. This was really good
Thank you. I was messing with the reseed and retime a little while back and it was doing some of that pump-like movement. I knew it was a bug but I just didn't know how to solve it at the time but now that you mention it was a bug it makes sense.
Awesome tutorial and explanation. Gives me allot of ideas to try out. Thanks!
Thank you so much!! This great addon!🙏
Shift-A-middle mouse - FINALLY. Thank you. Great as always.
Thanks so much for this!! Incredibly helpful.
Maya needs this
Nevermind, I think because I clicked "Reset All Sims" it started working. Thanks!
Thanks for this, but for some reason, the bustduster chunks are not colliding with the boombox fractured geo. Is there anything/settings I should check for?
HI i bought these otls, but I have a question. When the explosion happens, the bustduster chunks don't collide with the fractured geo. They go through it and hit the ground plane. How can I have the bustduster chunks hit the geo which is ontop of the floor, instead of falling through the geo and hitting the ground plane? Thank you!
I find very dificult to get any information about very thin viscous liquids, like paint. At the moment the only breakthrough I had is that I need a lot of particles. Yet that comes with drawbacks where anything else needs readjusting the values for viscosity, surface tension. In any case, awesome tutorial and well explained.
absolute beginner here but I tried that with the SOP FLIP and can't get it to use age to change viscosity. Tried an attribute VOP but no luck. Can anyone help here?
I made this quite a while before SideFX had the sop level flip tools available. In dops when I use the popvop to change the viscosity based on age, because this happens within the dop context it applies these lookups based on the previous frames values. I’m n short the vop acts as a solver, operates on the previous frames values. This doesn’t happen in sops by default.
Try to use source_first_imput instead of volumesource1, for me it works only this way
@@WhatIFound This explains a lot (the vop acting like a solver), thanks for putting that in writing
Wow! This is some mindBlowing concepts. I am super interested in Houdini Chops, and in how it can be compared to TD. I'm interested in developing some systems linking audio and visuals and you just gave some amazing ideas. This series is amazing. Thanks a bunch!
If you ´re gonna teach something, start from scratch.
Thank You very much, Jason!
have you done a tutorial on how you did the variable viscosity on the emitter itself like in the 2nd example in this video? just wondering. your effects are really awesome!!
Great!
I want one :)
This is amazing! Can't wait to integrate this in!
I like your tutorial on individual nodes, which is very practical and provides a comprehensive understanding of Houdini's core. You are amazing.
Glad it was helpful!
RIP is a genius name. Looks awesome, and super helpful!
I love this tutorial and the way you explain things!
Just wanted to say thank you for your tutorial! I was able to create a stylised chocolate splash with your setup! Amazing!
incredibly helpful. Thanks for sharing.
Quick question, if I had a vellum cloth fracture sim. Lets say a ball bursting through a rug. Can I use the bustduster to give me all my secondary dust and particle sims? Great tools btw!!
It won’t. The inputs must be either BoomBox or the RBD Bullet solver. Internally a lot of information is pulled from those sources and of BustDuster doesn’t find one or the other of those as the input source it won’t work.
What am I missing. When I set this up boom box and Bust Duster, my main geo vanishes and I see the explosion from the bust duster only. I have to use a merge node and take the first output 1 from the boom box and the output 1 from the bust duster together to see them both? In this video you are seeing both your geo and your bust duster particles without a merge node.
In the videos I’m setting the template flag to BoomBox. BustDuster’s output viz only shows the elements you select in the button strip. I’ll often do as you do and merge as well. But templating the fracture uses a little less overhead in the viewport vs a merge.
@@WhatIFound Hi Jason I am having an issue with bust duster. When I export an alembic, to C4D from Houdini I get the particles from BD in an already exploded state, like a freeze frame. When I hit play on the animation in C4D the BD particles then explode out of the object and then match the position and rotation of the freeze frame and then it all starts to move together. I think this is a bug. I have tried getting the chunks and the trails all separately but it's always the same result.
@@kevin2028 Hey. I just exported the chunks as an abc and brought them into C4D without issue. I'd suggest exporting each element separately by using their discrete output if you're not already doing so. I've connected a rop alembic out to the second output of bust duster (chunk output), used the default settings and it's worked as expected. I'm using C4D r21. I can't vouch for newer versions, I stopped using C4D years ago.
Super! ^^ Gonna buy this ^^
Thanks so much, hope you enjoy working with it.
Amazing. Buying this right now!
Great! Thank You very much, Jason!
Fantastic work!
Looks cool, but here is no rolling/spin/rotation on the instanced chunks right? Thanks for making these, I think I'll get the bundle, seems to save time! Are the HDAs blackboxes or are they open for a peek inside?
There is a roll on the chunks. In the chunk tab / forces there's a spin speed control. It may be hard to notice at times, but it is there. Most visible on the pieces as they're coming to a stop on ground planes. It's from a pop spin, with a little modification.
HDAs are open so users can poke around freely. You'd just need to right click / allow editing of contents, and then do as you wish :)
Thank You very much!
Thanks for making all these fixes, this is a powerhouse tool.
You have inspired me to create my own hda!
Great, Jason! Thank You very much!