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Nero's houdini
เข้าร่วมเมื่อ 13 พ.ค. 2016
วีดีโอ
[nero's houdini] 26_detect_watertight_geo
มุมมอง 1285 หลายเดือนก่อน
[nero's houdini] 26_detect_watertight_geo
[nero's houdini]21 H19.5 shallow water solver
มุมมอง 3.2K2 ปีที่แล้ว
[nero's houdini]21 H19.5 shallow water solver
[nero's houdini] 18 vdb passes
มุมมอง 2802 ปีที่แล้ว
download link: www.cgtrader.com/3d-models/scripts-plugins/rendering/vdb-passes-hda-ce643d7f-2905-47e9-a974-585f85524ebd
[nero's houdini] 15 2022 winter olimpic openning
มุมมอง 1112 ปีที่แล้ว
[nero's houdini] 15 2022 winter olimpic openning
[nero's houdini] 13 randomly distributed sims
มุมมอง 1692 ปีที่แล้ว
[nero's houdini] 13 randomly distributed sims
[nero's houdini] 11 solve fast collider FLIP by using realflow
มุมมอง 1593 ปีที่แล้ว
[nero's houdini] 11 solve fast collider FLIP by using realflow
[nero's houdini] 8 armor of steppenwolf
มุมมอง 1723 ปีที่แล้ว
[nero's houdini] 8 armor of steppenwolf
[nero's houdini] 7 thin glass flip cheers
มุมมอง 2993 ปีที่แล้ว
[nero's houdini] 7 thin glass flip cheers
[nero's houdini] 3 ways of fracturing animated geometry
มุมมอง 1.7K3 ปีที่แล้ว
[nero's houdini] 3 ways of fracturing animated geometry
[nero's houdini] 2 inside fractured glass
มุมมอง 3183 ปีที่แล้ว
[nero's houdini] 2 inside fractured glass
Great video! DMM in Maya had a really great tool for this. The mesh had to be tetrahedral with zero holes and intersections. One click, and it showed all problem areas.
nb
Amazing. your knowledge of how to re-import data into the DOP Network. I don't find much material. It would be a cool more in-depth video on this. 🙌🙌🙌
i ll consider that
Very nice thanks! How do you apply a texture/material to it tho?? Rhanks<3
so, what did u do to watertight the geo after all? the usual thing is Remesh to Grid with Surface Type set to Thin Plate
this video is only for detecting them,actully I didn't fix it yet, I then show the result to assets team
Pro
Wait what how? Where were you in my life this long long time Thanks i realy love your tutorial thank you thanks i learned alot
I understand nothing to be honest)) May be WaterTIGHT geometry?
yes mis-spelled
Hi, Nero. I seem to not have the 'group by percentage QL' node in my Houdini(19.5). Is there a way to solve this?
yes,the group sop can also do random selection by % since H19.5 I believe
Would you mind sharing your hip file?
Your videos are great, thanks man!
Super useful, thanks for sharing
I tried but I didn't succeed, share you scene hip files ??? thanks
thank you nero very much!
You’re talented
Hi thanks for your video ! Is it possible to have the hip file ?
You have done a wonderful job.💥💣✔
thanks a lot
SO GOOD👀👍
finally someone explained it smoothly, thanks for this tut. One question; we call flip boundary as sources while we work with emitter source but as we work with ocean surface we wire this node not to flip boundary input but directly to the flip solver instead. Why is that? When we use solver's input, when to boundary's? Thanks in advance. cheers
Pro
Much needed thanks for this
Well i know nobody actually tried this because he gets through it, caches it out and nothing works, then he opens a dopnetwork that was never used that magically appears and explains one node.... but doesn't go back through everything he did. Yet another pointless Houdini tutorial in the endless useless tutorials on youtube... Thanks
Really great detailed tutorial
hello can the same be done for HTOA env? a tute will be of lot of help thanks mate
@nero
Awesome. 🙂
thanks
For sure They will change some node names soon. I also was thinking that this containers also gets the bound of geo like you. Thank you for the tutorial
Thanks
awesome tutorial, can you provide a hip files since I am having some problems with replicating the guiding stuff?
Great tutorial Nero, keep coming
thanks
很棒的视频,特别是关于 guiding surface 设置的部分。
Awesome!
Thank you for your content
Thank you, don't stop, you make very good videos
Nice Trick 👍👍 , thanks for sharing knowledge
thanks
can it use for create waves from boat to ocean surface?
yes you can, but don't expect whitewater, because this is not flip, this is more of a... illusion
great. Thanks
Very nice! Few comments: 5. I understand you want to build the setups from scratch but if you create Ocean Evaluate with Configure Wate Tank then it already has the Size and Center parameters set based on a spare input(called Domain Geometry). So you can wire the start geometry to Ocean Evaluate's spare input and have correct Size and Center. Furthermore, it is important that the volumes created by Ocean Evaluate are a little bit bigger then the domain. By the coloring of particles you can see that the velocity is streak interpolated. Thus you are not getting proper velocity and surface values in the boundary layer(just outside of the domain) where it is the most important to get these values right. If you increase the size to something like 52,12,52 you might/should get better results. 9. You do not need to use the Bounding Box to cut out the border. It is done automatically if you have the toggle Container on and the second input wired.
thanks for the advice
It is possible to create a round tank or just based on bbox? I made one without the implicit bounds but it seems wierd
@@Bolaway Bbox,round tank,theoretically you can,but it supposed to be explicit
@@Bolaway Yes you can create round tank. Just input what ever shape to Flip Container you want. If the shape is convex and relatively simple polygonal shape, then keep `Implicit Bounds` on (this should improve performance), if its non-convex or really complicated then turn off `Implicit Bounds`.
great. thanks
thanks for the tutorial really helpful, can you one about upresing and combining FLIPs?
cool , Thanks for sharing . 😍
Thanks
very nice
you are the best
I've been getting same display and selection issues in H19, really hope they have it as a priority to fix
love this, thank you
Thank you,sir.
Could you be kind to share this project file? thx very much..
toturial step by step plz
Definitely! in 20.5!
still getting errors all over the place for using animated parameter inside Arnold shader, cant use image sequence. any clue?
Don't animate parameter, The vector displacement map should evolve overtime by itself
sup, I am talking about putting $F or `@Frame` or animating it by hand inside the Arnold shader network. Anyway, apparently after months I figured that I should ignore the error and indeed rendering a sequence to disk is good. sadly the IPR doesnt work if there is a $F :( I asked on the Arnold forums and hopefully it will be registered as a bug
@@axe_fx yes.i guess u have to avoid $F
@@neroshoudini1495 hey, I am doing awesome in integrating a FLIP into ocean, the displacement matches perfectly. How do you render the interior of the ocean with a displacement sequence like you normally render the exterior layer? I will try simply extruding the uv'd grid downwards and see if it works
@@axe_fxhey ,I haven't try that before,but maybe u can try to "extude volume" the edge group of the grid you used for rendering, so the interior and exterior should match,since they share the same "uv". the displacement map would recognize it theoretically
Hi,Can you create a tutorial arnold render white water?
okay man,i'll see to it
@@neroshoudini1495 yeah, how do I make sure if the white water will stick to the at-render-time displaced geo since its different from baked-in-SOPs displaced geo?
@@axe_fx the render time displacement and whitewater simulation we're both based on ocean spectrum,so in theory they should match,as long as u don't make the displacement too high or low at render time
@@axe_fx that means u have to eyeball it
Nice tutorial, the third solution is really cool!
thanks man