EzPepz
EzPepz
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Create a Multi-Noise HDA in Houdini
Hi all!
In this tutorial, we will create a small HDA to generate and mix as many noises as we want on a geometry.
#houdini #houdinifx #tutorial #procedural
มุมมอง: 229

วีดีโอ

Create a Brick Wall destruction in Houdini
มุมมอง 8492 หลายเดือนก่อน
Hi all! In this tutorial, we're going to create a Destruction effect on the procedural wall we created in the last tutorial. If you want to skip the HDA update or simply don't care about the asset part, you can download the wall base mesh here: drive.google.com/file/d/1EuxFqSBT8YI1DfUbPITISZGGui0m0mpR/view?usp=sharing 0:00 HDA update 05:52 Fracturing 27:01 Dop Simulation
Create a Procedural Brick Wall HDA in Houdini
มุมมอง 1.4K3 หลายเดือนก่อน
Hi all, in this tutorial, we'll dive more into procedural modeling. We are going to build a custom hda to generate a brick wall with a Curve input. 0:00 Base Wall Grid 19:46 Brick Shaping 38:48 Grout Mesh 44:29 Remesh 1:24:06 HDA Creation #houdini #vfx #3dartist #tutorial #3dtutorial #procedural
Shaping Volume Field with Curves in Houdini
มุมมอง 5K3 หลายเดือนก่อน
Hi all, in this tutorial, we'll continue with particles, creating this sort of spiral behaviour around a sphere Emitter, by shaping a velocity volume field with curves. ^^ #houdini #vfx #3dartist #tutorial #3dtutorial #digitalart
Solar Flare particle effect in Houdini
มุมมอง 2.3K3 หลายเดือนก่อน
Hi all, in this video we're going to create a particle simulation with some custom forces, to achieve this kind of "solar flare" effect, with particles being expelled out of the surface. #houdini #tutorial #sidefxhoudini #3dtutorial #3dartist #procedural
Create growing lines with Vex in Houdini
มุมมอง 1.2K3 หลายเดือนก่อน
Hi All! In this tutorial, we're going to create a growing lines system inside Houdini with some Vex and a SopSolver. We're also going to generate some secondary shapes and give them an animation, all without using plugins or ever manual keyframes. Hope you enjoy ^^ #houdini #creativecoding #generativeart #digitalart #3dartist #tutorial
Create fake bouncing particles with Vex in Houdini
มุมมอง 4023 หลายเดือนก่อน
Hi All! In this tutorial, we're going to create a fake bouncing particle system using Vex inside a SopSolver, in Houdini 20. #houdini #tutorial #proceduralart #abstractart #creativecoding
NyanCat TouchDesigner
มุมมอง 2025 หลายเดือนก่อน
During this first week learning TouchDesigner, I obviously stumbled on GLSL and I ended up on shadertoy.com. I immediately got caught by Kali "Fractal Land" and the awesome song by stage7, so I ended up making a small project with the NyanCat in TouchDesigner, inspired by the original NyanCat shader by mu6k. Hope you enjoy it! . . music: 8-bit mentality by stage7 - soundcloud.com/stage7/8-bit-m...
Create Lego Bricks with Procedural Modeling in Houdini (for beginners)
มุมมอง 422ปีที่แล้ว
Hi All! In this video, we're going to create some Lego bricks with some basic procedures and nodes used in procedural modelling. The tutorial is quite long compared to the end product, because it's intended for beginner Houdini users, so there's basically an explanation for each node and step during the creation process. Use the timestamp if you want to skip the References part. #houdini #tutor...
Houdini Particle Planet - Chapter 16 - Compositing
มุมมอง 219ปีที่แล้ว
In this final video we will composite our shot in Nuke.
Houdini Particle Planet - Chapter 15 - Lightning and Shading
มุมมอง 231ปีที่แล้ว
Houdini Particle Planet - Chapter 15 - Lightning and Shading
Houdini Particle Planet - Chapter 14 - Particle Simulation
มุมมอง 389ปีที่แล้ว
Houdini Particle Planet - Chapter 14 - Particle Simulation
Houdini Particle Planet - Chapter 13 - Adding the Plexus
มุมมอง 105ปีที่แล้ว
Houdini Particle Planet - Chapter 13 - Adding the Plexus
Houdini Particle Planet - Chapter 12 - Finishing the Core
มุมมอง 117ปีที่แล้ว
Houdini Particle Planet - Chapter 12 - Finishing the Core
Houdini Particle Planet - Chapter 11 - Core Texturing Part-3
มุมมอง 79ปีที่แล้ว
Houdini Particle Planet - Chapter 11 - Core Texturing Part-3
Houdini Particle Planet - Chapter 10 - Core Texturing Part-2
มุมมอง 70ปีที่แล้ว
Houdini Particle Planet - Chapter 10 - Core Texturing Part-2
Houdini Particle Planet - Chapter 09 - Core Texturing Part-1
มุมมอง 107ปีที่แล้ว
Houdini Particle Planet - Chapter 09 - Core Texturing Part-1
Houdini Particle Planet - Chapter 08 - Modeling the Core
มุมมอง 147ปีที่แล้ว
Houdini Particle Planet - Chapter 08 - Modeling the Core
Houdini Particle Planet - Chapter 07 - Other Rocks and Background
มุมมอง 108ปีที่แล้ว
Houdini Particle Planet - Chapter 07 - Other Rocks and Background
Houdini Particle Planet - Chapter 06 - RBS Sim and Camera Animation
มุมมอง 111ปีที่แล้ว
Houdini Particle Planet - Chapter 06 - RBS Sim and Camera Animation
Houdini Particle Planet - Chapter 05 - The Rock Shader
มุมมอง 114ปีที่แล้ว
Houdini Particle Planet - Chapter 05 - The Rock Shader
Houdini Particle Planet - Chapter 04 - Adding the Cracks
มุมมอง 139ปีที่แล้ว
Houdini Particle Planet - Chapter 04 - Adding the Cracks
Houdini Particle Planet - Chapter 03 - Subtracting the Pieces
มุมมอง 143ปีที่แล้ว
Houdini Particle Planet - Chapter 03 - Subtracting the Pieces
Houdini Particle Planet - Chapter 02 - Finalizing the Shape
มุมมอง 178ปีที่แล้ว
Houdini Particle Planet - Chapter 02 - Finalizing the Shape
Houdini Particle Planet - Chapter 01 - Rock Base Shape
มุมมอง 332ปีที่แล้ว
Houdini Particle Planet - Chapter 01 - Rock Base Shape
Houdini Particle Planet - Chapter 00 - Intro and Project Setup
มุมมอง 1Kปีที่แล้ว
Houdini Particle Planet - Chapter 00 - Intro and Project Setup
Particle Planet
มุมมอง 363ปีที่แล้ว
Particle Planet
Create a Curve Profiler HDA in Houdini
มุมมอง 1.3Kปีที่แล้ว
Create a Curve Profiler HDA in Houdini
10 Houdini Tips to improve your Workflow
มุมมอง 4.8K2 ปีที่แล้ว
10 Houdini Tips to improve your Workflow
Create Twist Effect on custom curve in Houdini
มุมมอง 2.4K2 ปีที่แล้ว
Create Twist Effect on custom curve in Houdini

ความคิดเห็น

  • @Ablumz
    @Ablumz 8 วันที่ผ่านมา

    man you are making some incredible quality tutorials. Very underrated channel, thank you so much for what you are doing, you've got my sub keep it up my friend!!!

  • @MarshinPOLO
    @MarshinPOLO 14 วันที่ผ่านมา

    hey, what if we want to feed the HDA into multiple lines... how can we keep the brick sizes consistent now matter how long are the lines?

    • @ezpepz
      @ezpepz 12 วันที่ผ่านมา

      Directly feeding in multiple lines into the Hda would require some rethinking of it, right now it would cause trouble in the first Loop where the "skin" of the wall is created. The quickest solution IMHO is to merge the input curves and feed those in a For Loop by primitive (so for each curve) and throw the Hda inside the Loop. BUT first you need to modify the first resample node of the had to be based on Lenght and not Number of Segments, so it will be equal for each curve, no matter the length

  • @rshiyamohammadi7723
    @rshiyamohammadi7723 15 วันที่ผ่านมา

    please , how you make the uv for this 😣😢

    • @ezpepz
      @ezpepz 15 วันที่ผ่านมา

      For the bricks you could use some loop with a 6 plane uv (but it would involve some orienting stuff with the curved ones), for the grout I would go with a procedural texture.

  • @Accel-Achai
    @Accel-Achai 18 วันที่ผ่านมา

    Great tutorial, a tutorial let me learn a lot, thank you!

  • @rshiya5018
    @rshiya5018 20 วันที่ผ่านมา

    how do you make the UVs of the bricks and grout?

  • @digitaltwins95
    @digitaltwins95 22 วันที่ผ่านมา

    Good content keep it up!

  • @michaelansah
    @michaelansah 23 วันที่ผ่านมา

    Thanks for sharing. Great resource.

  • @rshiya5018
    @rshiya5018 27 วันที่ผ่านมา

    i have a question ,if you draw a lot of curves in illustrator , and you want to make them as walls with this hda for a PC-game...but some of the curves in illustrator are bezier curves or splines , but the spline will turn into small lines , for example they don't behave like your circular input(they are not closed curves)...when i import my curves i get a bad result, can you help? im trying to find out how to make a game in unity...

    • @ezpepz
      @ezpepz 27 วันที่ผ่านมา

      I guess it depends on how the curve are drawn in Illustrator. How do you import the curve into Houdini?

    • @rshiya5018
      @rshiya5018 27 วันที่ผ่านมา

      @@ezpepz i save as SVG , then i bring it to blender and export it as OBJ... , but they will be converted into segments instead of a curve with handle and perfect shape...

    • @ezpepz
      @ezpepz 26 วันที่ผ่านมา

      @@rshiya5018 Probably it has to do with the Houdini import of the file. I'm doing some test without blender, importing directly the .ai file into Houdini (you can read .ai files if you save them without compression from Illustrator) and I do see a correct behaviour on the straight lines, but whenever there's a bezier, it bypass that point

    • @ezpepz
      @ezpepz 26 วันที่ผ่านมา

      @@rshiya5018 I did some other tests, if you save your file as .ai, without compression and compatible with Illustrator 8, when you import it into Houdini, you get all the correct curves (the only problem is it close all the open curves), and you can do a for loop to resample those.

    • @rshiya5018
      @rshiya5018 26 วันที่ผ่านมา

      @@ezpepz yes it will close the curves , but if you add an Ends node and set the start to "open" it will be fine , but still it doesnt come as perfect circle , i had to bump up the resolution of the curve to achieve a better curve , thanks for your amazing video and your help <3

  • @dd2030fx
    @dd2030fx หลายเดือนก่อน

    I learn a lot because you explain in detail the important things I wanted to know.👍

    • @ezpepz
      @ezpepz หลายเดือนก่อน

      Thanks ^^

  • @rshiya5018
    @rshiya5018 หลายเดือนก่อน

    hey i watched your procedural wall generator video and wanted to say thank you man, but the comments are turned off and at the end of the video you said lat me know in the comments .., Comments may be turned off across TH-cam because: The channel or video’s audience is set as "made for kids."

    • @ezpepz
      @ezpepz หลายเดือนก่อน

      I was wondering this thing for a bit man, thanks a lot XD

    • @ezpepz
      @ezpepz หลายเดือนก่อน

      Just checked, wasn't set as "made for kids", but I checked the "off" in the comment thinking it was "turn off comment moderation", actually I turned off all the comments... thanks a lot again XD

  • @alexseleniar
    @alexseleniar 3 หลายเดือนก่อน

    This is awesome!

  • @petermohlmann5157
    @petermohlmann5157 3 หลายเดือนก่อน

    slow speed version and .hip file please

  • @yunusemreklnc5321
    @yunusemreklnc5321 3 หลายเดือนก่อน

    Thanks for the tut

  • @Emonemx
    @Emonemx 3 หลายเดือนก่อน

    Looks amazing! Thanks for the video!

  • @antonio4740x
    @antonio4740x 3 หลายเดือนก่อน

    amazing, thank you!

  • @pyxeltiger9388
    @pyxeltiger9388 3 หลายเดือนก่อน

    very nice!!!

  • @philippwelsing9108
    @philippwelsing9108 3 หลายเดือนก่อน

    I added another PopDrag that applies additional drag to the explosions by their distance from the surface, so they are more contained, keep their shape better and move back down to the surface in a nice way, which is even more "sun like". Let me know if you want to have that. Best regards.

    • @ezpepz
      @ezpepz 3 หลายเดือนก่อน

      Thanks, I actually had also something like that in the original scene, but every time the video seems to long so I didn't added in the video ^^

  • @philippwelsing9108
    @philippwelsing9108 3 หลายเดือนก่อน

    Huge fan of your work. Thank you!

  • @philippwelsing9108
    @philippwelsing9108 3 หลายเดือนก่อน

    Fun fact: I believe a Popnet automatically generates an invisible attribute named @nage . It comes for free and it's the normalized age.

    • @ezpepz
      @ezpepz 3 หลายเดือนก่อน

      It does??? Need to check that, I'm used to calculate it manually from Houdini 16 XD

    • @philippwelsing9108
      @philippwelsing9108 3 หลายเดือนก่อน

      @@ezpepz It does. :) Check the Pop Color node, it's even activated by default there, and if particles actually die, it makes life so much easier. :)

  • @philippwelsing9108
    @philippwelsing9108 3 หลายเดือนก่อน

    SO cool.Thank you!

  • @dreamforgemediaec
    @dreamforgemediaec 3 หลายเดือนก่อน

    Very cool, adding smoke and fire ambers will be awesome.

  • @dnch
    @dnch 3 หลายเดือนก่อน

    cool!, clever way to pick new direction

    • @ezpepz
      @ezpepz 2 หลายเดือนก่อน

      Thanks!

  • @robesantoro
    @robesantoro 3 หลายเดือนก่อน

    Nice tut broh!

  • @ojisan4220
    @ojisan4220 3 หลายเดือนก่อน

    Thank you EzPepz! Cool idea and realization, reminds me of early Entagma. Also thanks for Solaris / karma! But pls use Ctrl Plus in wrangles (may be Alt + E sometimes) so it is easier to watch

    • @ezpepz
      @ezpepz 3 หลายเดือนก่อน

      Thanks for pointing that out. I thought the code was more visible. Gonna zoom it or use an external editor in the next one (maybe also crank up the bitrate on the video) ^^

  • @marcoantelmi1981
    @marcoantelmi1981 4 หลายเดือนก่อน

    pretty good job so far, nice tutorial! You made me want to play D&D!

  • @27_fps
    @27_fps 6 หลายเดือนก่อน

    you're a legend! helped me a lot

  • @timothybridge8662
    @timothybridge8662 11 หลายเดือนก่อน

    This is so cool! Showing how to save it as a node was awesome- it is now in my Houdini library full time :D

  • @DJWeekly
    @DJWeekly ปีที่แล้ว

    Thanks! This is super awesome and helpful. Very easy to follow!

  • @skadbone
    @skadbone ปีที่แล้ว

    Hi, great tutorial I did it!!-up until I tried to create a subnet ;(((, I followed your direction, I selected all, and pressed shift and C, my round connectors disappear? can you please tell what i did wrong? I'd love to use this tool; I am on version 19.5.718-can I send to you a file?, please let me know, and thank you

    • @ezpepz
      @ezpepz ปีที่แล้ว

      Hi, thanks. I'm not sure about what you mean with "round connectors disappear". Can you explain a little bit more? Yeah you can send me the scene file, maybe I'll get what the error was. You can find my mail on the About page ^^

    • @skadbone
      @skadbone ปีที่แล้ว

      when I press shift-c, all I get is a rectangle, no round connectors, it would mean a lot if u be so kind as to correct my file, I'm a newbie, where do i send it to?@@ezpepz

    • @skadbone
      @skadbone 29 วันที่ผ่านมา

      @@ezpepz hi sorry for delay; when I go from object to geo editor, the "tubes" disappear, Im on V20

    • @ezpepz
      @ezpepz 29 วันที่ผ่านมา

      @@skadbone if the "top studs" disappears at obj level, make sure that inside the subnet, the final output node has all the meshes merged in. Sounds something like that.

    • @skadbone
      @skadbone 29 วันที่ผ่านมา

      thank you !-any chance I can send to you a scene file please?

  • @ToniPirogov
    @ToniPirogov ปีที่แล้ว

    fantastic! thx man!

  • @ivanraimi5524
    @ivanraimi5524 ปีที่แล้ว

    good vex exercise, going to try this one

  • @zhz6641
    @zhz6641 ปีที่แล้ว

    Thanks! very helpful!

  • @inspirationalgoosebumps6006
    @inspirationalgoosebumps6006 ปีที่แล้ว

    Oh man, plz don't use timelapse. Let us watch and learn !!!!

    • @ezpepz
      @ezpepz ปีที่แล้ว

      I'll keep it in mind for future videos. Anyway, I made a tutorial about the core concept of this technique ^^ th-cam.com/video/C3MVJUFymAQ/w-d-xo.html

    • @inspirationalgoosebumps6006
      @inspirationalgoosebumps6006 ปีที่แล้ว

      @@ezpepz thanks a lot 🤜🤛🙏

  • @savagliani
    @savagliani 2 ปีที่แล้ว

    Is it possible to export the alembic file from the trail with the ramp color I choose? To C4D so it can read the colors? Loved the tutorial, thank you!

    • @ezpepz
      @ezpepz 2 ปีที่แล้ว

      Thanks man ^^. As far as I know, you can export the alembic with the Color attribute stored and I'm pretty sure C4D has no problem reading Alembic. But I'm not sure if you can read that attribute, cause Point datas are quite peculiar in Houdini, but you could try to promote the color to Primitive or Vertex.

  • @marcoantelmi1981
    @marcoantelmi1981 2 ปีที่แล้ว

    if I were a woman I would have already asked you to marry me!

  • @neilallen2455
    @neilallen2455 2 ปีที่แล้ว

    I wonder how much of the Lego library could be modelled procedurally? how would you approach elements like 2420, and the recess under elements like 3069, the rules on some of the plates seem to be a little bit random. For instance the recess appears to so that you can break apart tiles as they don't have a stud to grip on to. However 65509 has 2 studs but also the recess. Can you also handle technic bricks? I assume elements like half beams (11478 and 32017 for example) would have to be a separate definition?

    • @ezpepz
      @ezpepz 2 ปีที่แล้ว

      at first look, a piece like 2420 or 3069 shouldn't represent a problem. Actually, I started some time ago a Brick Generator with multiple pieces (I basically started following the Iron Man helmet instruction). It's of course a slow process, cause almost for every different brick you have to think and come up with a solution to get a procedural version. As for the technic bricks, it should be fine (of course they would have to have more polygons). I recall I modelled a technic car years ago but in a non-procedural way XD

  • @dmitryflow7948
    @dmitryflow7948 2 ปีที่แล้ว

    Very nice explanation! Bravo!

  • @marcoantelmi1981
    @marcoantelmi1981 2 ปีที่แล้ว

    Very nice!

  • @xThe187crew
    @xThe187crew 2 ปีที่แล้ว

    What is this ?

  • @robesantoro
    @robesantoro 2 ปีที่แล้ว

    Noice!

  • @houdini1526
    @houdini1526 2 ปีที่แล้ว

    Exelent

  • @marcoantelmi1981
    @marcoantelmi1981 2 ปีที่แล้ว

    amazing job, amazing voice!

  • @blendingpixels
    @blendingpixels 2 ปีที่แล้ว

    Well Done! Can't wait to see more!