Still making some tweaks, but itβs getting there. Missing files are marked as red, but you can open a file browser to relink that missing asset.
Still making some tweaks, but itβs getting there. Missing files are marked as red, but you can open a file browser to relink that missing asset.
Itβs especially handy when things get messy to have a quick way to gather all the necessary files for that scene. I came across a Python 2 tool that sort of did this, but it wasnβt exactly what I needed, so I built my own.
Iβve been working on this Python script for a while, and itβs almost finished. I really wish #Houdini had a feature like #3dsMax, where you can archive an entire scene regardless of where the files are stored.
π§΅ 3/3
I still need to clean it up a bit and add a few parameters for extra control, but this little tool helped me rebuild the whole environment in just a few hours. Once it is ready, I will make the HDA available.
π§΅2/3
Houdiniβs Extract Transform node has a few limitations, so I ended up diving into the world of matrices, oriented bounding boxes, eigenvectors, and a bunch of other fun math to build a tool that could extract transforms far more accurately.
π§΅ 1/3
While working on the Ghost of YΕtei β The Hunt Begins
cinematic trailer at Goodbye Kansas, I was tasked with rebuilding the entire house interior based on a layout file. That meant matching translation, rotation, and nonβuniform scale for more than 1,000 objects.
Adding support to multiple meshes.
#3d #Houdini #OSL
Nothing like ending the week listening to this. π
Work in progress for an #OSL Decal shader for Arnold.
#3d #Houdini
I worked with the team at Goodbye Kansas on the #GhostofYotei cinematic, building the house interior environment. There was a lot involved in building this interior scene with more then 1000 objects.
www.artstation.com/artwork/8B4z3Q
#EnvironmentArt #Houdini #3DArt #LookDev #TechnicalArtist #3d
Having fun with #OSL shaders to scatter atlas texture on top of the main texture.
#Houdini #ArnoldRenderer #3d
π Houdini #Python tool for parameter wrangling in big scenes #Houdini
If you try it, Iβd be curious to hear if it fits your workflow or what youβd improve.
github.com/CiroCardoso/...
Houdini tip: Quad Remesh to 15% of original polycount?
Use this into Target Quad Count:
15 * nprims(0) / 100
#Houdini #SideFX #VFX
Congratulations π
Playing with Trochoidal waves in #Houdini
#3d #wip
I love this filtering option, in particular when dealing with complex nodes. Using this with my root tool, where I have 105 parameters, and 51 are modified.
#dev #Python #3d #Houdini #sidefx
Still early days, but Iβve been building a little helper tool in #Houdini to manage big scenes more easily. It lets me copy parameter values between nodes and see everything in one place β no more hunting around for changes! Still testing and debugging, but itβs already saving me time. #3d #SideFx
Improving the secondary branches to give a more chaotic look.
#wip #Houdini #environment #3d
The curvature values cluster near zero even after normalisation. One sharp corner becomes 1.0, and everything else gets compressed. Trying to fix it with histogram equalisation. Not sure if this is the best option.
I've been running into issues with the Labs Curvature tool β on complex assets, you often need to crank the multiplier way up to get a usable mask. Fine for one asset, but a pain when batch processing.
#houdini #sidefx #wip #3d
The "Multithread when compiled" option in the for loop node doesn't work with all the Houdini nodes, so I thought, what if I leverage the use of TOPs for that? This workflow splits the geo data based on an attribute, processes the geometry, merges the results, and removes any temporary files.
Some #warhammer40 painting time
On the same topic of this root system, nothing is perfect, so at times I end up with splines intersecting the geo. Using a VDB to determine the inside\outside surface, I can manually set the distance or automatically average the P based on nearby points. Let me know if you would like to check this
Solved the root intersection problem! My workflow now takes into account the radius/pscale for each point and gently pushes overlapping points away. Clean geometry, no more intersections. π±
#VEX #Houdini #procedural
First pass done
#warhammer40000
Now I can start my weekend. π
π¨NEW DOC ALERTπΉοΈ
The Making of Disco Elysium - Part One: Foundations
www.youtube.com/watch?v=eH6m...
After over 18 months of research, interviews & editing our Disco Elysium series is here.
In this first episode we focus on the cultural and personal foundations of the world of Elysium.
Currently working on my root tool, and for the main branch, I want to add some secondary branches on top. This setup allows me to adjust the number of roots, individual scale and offset. Next is to detangle the intersections. I'm aware of the detangle node, but it isn't giving me the results I need
New update
Branches now look way more natural since the older ones are bigger than the smaller ones closer to the tip. This style of growth is known as acropetal development, and it really improves the overall look.
#VEX #Houdini #SideFx
Lazy Man VEX Control Version - just copying the same node π
And yes, I am back to working on my root tool.
#VEX #Houdini #SideFx #3d