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Kev Ryan
เข้าร่วมเมื่อ 19 ส.ค. 2010
Frustum culling a Pyro Simulation in Houdini (toNDC)
Here's a handy tip on how you can cull a Pyro Simulation in Houdini using the Camera Frustrum, extremely useful for awkward simulations where things are moving very very quickly. Trust me
Check out my portfolio at: www.kevryan.net
Follow me on Instagram: @KevRyanCG
#houdini #Tutorial #quicktip #constraints #SOPS #sidefxhoudini
Check out my portfolio at: www.kevryan.net
Follow me on Instagram: @KevRyanCG
#houdini #Tutorial #quicktip #constraints #SOPS #sidefxhoudini
มุมมอง: 352
วีดีโอ
Houdini Quick Tip - Matching Parented Transformations with vtorigin and vrorigin.
มุมมอง 259หลายเดือนก่อน
So as I say in the video, every few months I come back to needing this bit of Hscript for something and forget it completely, so that stops now. It's in a video for the rest of my increasingly forgetful life. If it helps you too then great!
(REUPLOAD) Follow a curve, in SOPS? (Houdini Quick Tip!)
มุมมอง 171หลายเดือนก่อน
I made this tutorial months ago and the end was chopped off somehow? I must've been running out to the pub or something. Either way, here's the full video! Here's a method to have an object moving along a curve in SOPS rather than using constraints. Might be pointless but I feel there's some fun tips along the way, and to be fair I'm uploading it mainly for myself as a reference! Also you can t...
Custom Instancing in Solaris! (Quick Houdini Tutorial)
มุมมอง 2.4K7 หลายเดือนก่อน
A quick reference tutorial on how to set-up instances in Solaris, in the same way that we would use a copy to points with a variant attribute. It's also revealed on the thumbnail! I had trouble tracking down the information I needed for my specific issues, and had to piece the method together from other longer tutorials. So I figured I'd record a tutorial of what I found for everyone else's ben...
Wind Tunnel in Houdini 20!
มุมมอง 16K7 หลายเดือนก่อน
So I made a video using a Wind Tunnel set-up that did relatively well and had people asking me for a tutorial. So here it is!
I simulated a Kilometer of Ribbon in Houdini
มุมมอง 4037 หลายเดือนก่อน
Me: Hey, for our next project, let's just make a small Instagram loop again. Also Me: Make a 50 second long-shot with a kilometer of vellum! So this was an awkward one but I wanted to turn it around quickly (3 days!) so it utilizes a lot of denoising. But still I'm happy with how it turned out! Might stick it onto a farm someday and crank up the samples! It also thought me an important lesson a...
Wind Tunnel
มุมมอง 6077 หลายเดือนก่อน
Another idea that started small and got out of hand. But fun was had along the way! The Cybertruck was provided by VizPeople, the Astronaut by lnkd.in/e-iJ5TXt, and the Toilet by PoliigonHQ The animated Capybara is a new addition in Houdini 20! I love it!
DUCKS (Karma Instancing)
มุมมอง 2018 หลายเดือนก่อน
I'll make a tutorial of this set-up soon! So this silly project simply began as a way for me to stress test and become more familiarised with the Solaris workflow in Houdini. I was still stuck a few versions behind in my professional work, as is the way with studio pipelines, and somewhat fell off the personal work due to the demands of VFX. However what began as my usual silly short Instagram ...
Quick Wetmap Tutorial with Houdini (With the Solver SOP)
มุมมอง 9K2 ปีที่แล้ว
This is a quick* tutorial on how to make a wetmap in Houdini. I kept forgetting how to do this myself and found I was trudging through hour long tutorials to find the same technique, and or redownloading the same set-up form Tokeru to remind myself how to do a fade with a Solver Sop. Either way, they're both in here, and it takes less than 4 minutes. *Quick meaning I don't explain everything. I...
Blender's Wave Texture in Houdini Vops!
มุมมอง 7772 ปีที่แล้ว
For a recent project I found myself needing to recreate Blender's Wave Texture in Houdini Vops. It was an awkward process, which is the way sometimes with Houdini, but I felt there were some good tips and tricks here worth sharing that you might find handy. Also this isn't a Blender Vs Houdini vid, I love them both.
Crawling Ooze with Volume Advection (Houdini Tutorial)
มุมมอง 1.7K2 ปีที่แล้ว
A beginner to intermediate tutorial detailing a handy set-up for breaking up the leading edges of typically rounded and blobby Viscous fluid simulations, that can be used to create crawling or undulating ooze effects. I don't cover how I set up the meshing or rendering of the fluid in this tutorial, or the specific settings for the last "skin" simulation, but if anybody wants a video for that I...
Houdini Quick Tip - Creating UDIM tiles with VEX
มุมมอง 1.8K2 ปีที่แล้ว
In this video you will learn how to use some simple VEX and the UV layout SOP to automatically and interactively create UV tiles. This is a reupload my first attempt at a tutorial that was on my vimeo page, but with some added Audio and editing! Still a bit messy but the tip is solid.
Houdini Quick Tip - Removing Points with VEX
มุมมอง 10K3 ปีที่แล้ว
A quick video about a VEX function that I find incredibly useful in my day to day Houdini work.
Kino Promo 2013
มุมมอง 618 ปีที่แล้ว
A promo I made years ago for the Kinopolis film festival, uploaded here so I can embed it on my website!
Final Fantasy VIII - The Irish Jig (Remix for Paddy's Day 2013)
มุมมอง 4.8K11 ปีที่แล้ว
An animated St. Patrick's Day Card/Music video. The song is my own remix of a piece of the Final Fantasy VIII soundtrack known unofficially as "The Irish Jig" and the video is a re-texture of my "Pick a title*" animation with a heap of extra old-timey effects added on top. Wishing you all the best on this Paddy's Weekend. www.kevryan.net - Made using Blender, Photoshop, After Effects & Ableton....
wait. ism't that the blener head xD
;)
awesome. do you have anything with reference to animated instances?
I'm afraid I don't but when I made this tutorial it began as a windy forest scene I was messing with that I must return to at some point. Though the tutorial I was looking at for that is right here - th-cam.com/video/NMlYf_T9Nb0/w-d-xo.html My specific tutorial was for the process of making all your instances in Houdini as merged packed objects so I could instance them, like for debris.
th-cam.com/video/WOCcT93D0rk/w-d-xo.html actually this one might be easier to follow. I'm going to have a go of it today.
@@KevRyanCGthank you. I took advantage of having a long weekend and just completed part 3. It seems to be a decent approach, although looking in the comments section there are other folks who think that perhaps it's a bit cumbersome. But I have to say It's very effective. Certainly better than what I've done on my own. There's another gentleman named Josh Weber, who has put out a tutorial regarding animated instances although his tutorial has very poor audio. It's more of a casual mention than an actual structured tutorial. Difficult to follow / interpret.
@@KevRyanCGha, that's on my list too!
@@tomallen5837 Man I've been on this all day and I can't really figure it out right. Best I did was make an instance set-up in Sops and referencing that in and creating native instances. There's some method with Value Clips that I just couldn't get to work, though I saw it on a sped up video on vimeo and it seems to be the way to do it. Sadly the artist didn't divulge too much more information. I'm going to look into it further then I'll make a video once I find out.
Nice 👍
From a total newbie who didn't even know what 'Frustum Culling' meant initially, thank youu
Yeah it's the kind've thing you'd use on particle sims quite a bit, on the volume sop there's a tab that lets you create a volume from your camera which you can use to group points and then delete. Potentially saving on memory at rendertime. But it's also worth looking up fromNDC and creating frustrums from boxes too. I had covered it in this tutorial but clipped it for time. Again, it's incredibly handy stuff.
awesome!
🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥🔥
Very cool, was looking forward to this
Good tip! What's the advantage of this over a parent constraint?
Ha I don't know, I've been thought to use Houdini in a very script heavy way so my knowledge of constraints isn't up there. Even for a look at I'm finding the position of the object, getting a vector direction and converting that into matrix rotation. Why? Flexing I guess.
this is such a brilliantly useful tip
thanks for sharing ! 🙌🙌
👌
Clear, useful, and straight to the point. I guess you're just begging for me to subscribe now hahaha can't wait to sit down and watch a couple more videos.
Thanks!
Thank you!
This is brilliant , Kev, this is very good for those workhole, space travel kind of animations
Thank you! Yeah it's just handy to have things at SOP level sometimes, and being able to extract and create the euler parameters is good to know too.
@@KevRyanCG Indeed, sir, thank you once again
There MUST be a simpler way! :D
HA! There is, I said it right at the start, with constraints and stuff. But this is more about learning things via an elongated and silly process that can be applied to other situations. Matrices and Cracktransform tend to pop up when doing any sort of serious Houdini work.
exactly what i was looking for to make some basic bubbles in my flip sim, thank you sir!
You're very welcome :)
love how straight forward this was
massively helpful (also laughed that your most recent comment is you rewatching it hahah)
It's April 2024, and I'm saving my ass by rewatching my own tutorial because I'm in a crunch and can't be bothered to figure it out again. Pro-tip, make tutorials for everything and leave them online!
Wow, thx for this video, so efficient and straight to the point !
really great, thanks. I was trying to have my smoke go around a really big spherical object, but the density kept being "eaten" by the collider. I just needed to turn on fill interior on the vdb from polygons because I wasn't computing the sdf far enough inside the collider.
Oh thanks! I'll have a look at that myself, I was having trouble with adding wind having the smoke just getting eaten by the colliders as well.
substeps wouldve fixed it too most likely but if you dont need pixel accurate colliders its not necessary to do over the fill interior
@@SwipeLess For really big geo I just manually adjust it to what I needed by using the interior/exterior voxel band instead of fill interior. It worked better and way faster than adding more substeps. Adding substeps can help, but didnt solve the problem no many how many I added.
@@evanrudefx good that it worked, using volume colliders too with vdb from polygons etc sdf name "collider" and having same voxel amount as the sim itself will be the most accurate way
Thank you!!
Thanks , easily helped me figured out why it wasnt working when I tried on my own !
Thats great! Short, lots of info and straight forward. Thanks!
The best!
Thanks so much for your tutorial. 😀
This way is not working on still static objects , smoke is just getting deleted after touching the collision
I made this 2 months ago and had to come back to it to remember how to do it. This is exactly why I do this.
what if we need to different material for each types of instance object
Entagma has one on wind tunnels too. Great stuff!
Yeah that's where I started but it kept hitting walls with the newer Sparse Solvers and so it needed some extra tweaking to get working. I stand on the shoulders of giants! Hell I even did an Entagma Tutorial today for living particles.
Well done! @@KevRyanCG
Thank you!
Thank you man!
🤘
Gorgeous! Simple and super handy! Thanks man!
A life saver, thank you so much !
*Thank you for sharing, Happy new year 2024*
So Blender is for humans, and Houdini is for geniuses...
Very useful! Thank you!
awesome!!!!
You should use minimal OpenCL since you have set the maximen bound. It is way faster, and you can still cache it .(caching is faster than live simulation)
Ya know, I've not really tried the OpenCL in simulations, my card is a bit out of date and I find it chugs along a bit. But I'll look into it, thanks!
@@KevRyanCG if your GPU memory is low (mine is 12G), you can limit the loop range, size of the simulation, or voxel size , just for quick tweak. And then switch to sparse to cache.
hi, how to do that ?
This is genius. Could you recreate every blender texture node in VOPS? That would be godly.
Great! what hardware is? thanks
So... Is there some speed benefits? Or it's just for not jumping to obj - stage lvl?
Oh, absolutely. The framing of this tutorial was for the specific instance of having multiple packed objects, either custom debris or just merged objects that you'd typically wire into the Copy to Points with a variant attribute on the points, as that information wasn't obvious to me from any thing I was reading online. As in having multple objects coming in from SOPs to LOPs from an object merge in a SOP create. But really the power of the instancer comes from being able to reference in objects via USD and by using a similar method with the Collection set-up and dragging objects in, being able to instance them on points using just Solaris. It lets the renderer optimize the data going into it, rather then loading in unpacked scenes of billions of polygons. You're simply telling it here's these few objects, and they go on these points at these sizes and orientations. Try it yourself with something good and hi-poly and see how much you can render.
@@KevRyanCG but you can specify on the sop import how to instance (giving that you did a copy to points packing and instancing the pieces), so is there a benefit in doing so in solaris? I usually have it setup at obj level with a copy to points, pack and instance and then in solaris I just import that specifying "point instance" as the instance setting.
@@brencaaa Ah nice! I didn't know this. I just tried it there on another project I'm working on and it seems to be more or less the same. It's also circumvented an issue I was having with the instancer which kept crashing my scene. So I guess it just comes down to circumstances then. If you just need to do a handy copy to points and have that replicated as is in LOPS then using the Create Point Instancer option is the way to go. But if you wanted that extra bit of control at the LOP level, and to swap things out then at least the instancer is there. I can't remember which tutorial it was but to figure out what I needed I found a video where the guy was using the collections to bring in USD files and basically doing the majority of his work through the Solaris context. It'd be the same idea as folks who never use the seperate MAT or OUT contexts and instead create Material or ROP networks at the obj level, and I've worked with TDs who create nested networks and tools which have a ridiculous level of automation built in thanks to this. Nevertheless cheers for the tip Massimo! I'll be sure to mention it in a future video.
@@KevRyanCG Happy to hear that! I've always did it like that but I was wondering if there where benefits of doing so at LOPs level (coming from Redshift, I was curious to know if it worked like the "rs proxy workflow", basically instancing at render time instead of using packed prims, but it seems not to make a real difference, plus karma is way happier to work with packed prims than Redshift was)
so good man thank you!
Is this only possible in Houdini 20 to achieve the same result?
I'm not 100%, but it should work on earlier versions of the Sparse Pyro Solver too. Result might be a little different but it's worth a shot still!
Thanks so much for this!!
You're very welcome!
Thanks for the tut! Unfortunatly doesn't work for me. Simulation just disappear when touching the object (wathever the object is, I even tried with a default sphere) and does not interact with it. Any suggestion?
Ah yeah I had trouble with this when I was making the video. You have to make sure the volume is correctly named, and that it has the velocity attribute if it's moving. When you add the point.v you should see the collision volume change appearance which lets you know something is there. Then you have to make sure it has the same name on the collision Tab on the solver. I kinda talked a bit too quickly through the Trace Sop for that part. Also it could be substeps if it's passing through or disappearing, something about using wind in the Sparse solver causes the issue. But keep at it and try a few different things and see if it works.
Suzie from Blender in Houdini? Shits fired! :D :P JK, thanks for the tut!
Haha yup, I have another tutorial with the Pighead in Blender too!
Wow this is pro pv
looking good,i am interested about the shader of the purple monkey though
I found a carbon Fibre texture online somewhere years ago that I just had in my asset library. Plugged in the maps as you should in the Material but then used the coat to add an extra layer on top. So it looks as if the fibres are below a shiny coat.