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Everything CG
เข้าร่วมเมื่อ 30 ม.ค. 2023
Butterfly Transform | Houdini VFX
DOWNLOAD PROJECT FILES:
www.patreon.com/posts/butterfly-106668758
HOW TO ACCESS FILES:
www.patreon.com/posts/how-to-access-28-78115054
MORE PROJECTS:
www.everythingcg.com/
This project is composed of a few small scale vellum simulation networks for the falling leaf geometry and bendy butterfly wings. Additionally the custom butterfly rig is driven by sinusoidal channel operators and turbulent particle simulation as the root motion driver. Finally the project files include a simple node network that interpolates from leaf geometry onto the butterfly rig, blending between point positions, UV coordinates and mixing Octane shaders through a custom attribute falloff. The scene was built in Houdini and rendered with Octane.
As always, project files can be downloaded on Patreon.
Version: Houdini 20 (Indie)
If you have any questions please reach out in our community discord.
Email: contact@everythingcg.com
www.patreon.com/posts/butterfly-106668758
HOW TO ACCESS FILES:
www.patreon.com/posts/how-to-access-28-78115054
MORE PROJECTS:
www.everythingcg.com/
This project is composed of a few small scale vellum simulation networks for the falling leaf geometry and bendy butterfly wings. Additionally the custom butterfly rig is driven by sinusoidal channel operators and turbulent particle simulation as the root motion driver. Finally the project files include a simple node network that interpolates from leaf geometry onto the butterfly rig, blending between point positions, UV coordinates and mixing Octane shaders through a custom attribute falloff. The scene was built in Houdini and rendered with Octane.
As always, project files can be downloaded on Patreon.
Version: Houdini 20 (Indie)
If you have any questions please reach out in our community discord.
Email: contact@everythingcg.com
มุมมอง: 766
วีดีโอ
Umbrella Simulation | Houdini Vellum
มุมมอง 584หลายเดือนก่อน
DOWNLOAD PROJECT FILES: www.patreon.com/posts/104784840 HOW TO ACCESS FILES: www.patreon.com/posts/how-to-access-28-78115054 MORE PROJECTS: www.everythingcg.com/ This project includes a procedural cloth simulation setup for an animated umbrella rig. You will learn how to create simple procedural geometry for the base shape, prepare cloth geometry for a vellum simulation, define relevant pin gro...
Card Shuffling Animation | #houdini
มุมมอง 2613 หลายเดือนก่อน
Playing Cards Shuffle | Houdini
มุมมอง 2.9K3 หลายเดือนก่อน
DOWNLOAD PROJECT FILES: www.patreon.com/posts/101779522 HOW TO ACCESS FILES: www.patreon.com/posts/how-to-access-08-78115054 MORE PROJECTS: www.everythingcg.com/ This project includes a procedural 3D playing card shuffling setup using Houdini. You'll learn how to use VEX to create custom weight blended interpolation with multiple target shapes. Learn to drive this interpolation by reading point...
Stitching | Houdini
มุมมอง 1K3 หลายเดือนก่อน
PROJECT FILES: www.patreon.com/posts/procedural-100487828 HOW TO ACCESS FILES: www.patreon.com/posts/how-to-access-28-78115054 MORE PROJECTS: www.everythingcg.com/ This project covers a method for procedural stitching animation setup in Houdini. You will learn how to map point pairs and setup custom channel operators to drive point interpolation via step functions defined in channel wrangles. Y...
Procedural Modular Tower | Houdini
มุมมอง 8734 หลายเดือนก่อน
PROJECT FILES: www.patreon.com/posts/99917223 HOW TO ACCESS FILES: www.patreon.com/posts/how-to-access-28-78115054 MORE PROJECTS: www.everythingcg.com/ This project covers a method for procedural tower generation using a mix of procedural geometry and modular assets. The Houdini digital asset has a dynamic UI which allows for tower level creation and automatically updates the UI parameter value...
Constrained A* Pathfinding | C++ | Houdini
มุมมอง 1.1K4 หลายเดือนก่อน
Download: www.patreon.com/posts/pathfinding-c-98085759 Learn more: www.everythingcg.com/ This project includes an implementation of an A* pathfinding algorithm on 3D Landscapes. The pathfinder includes parametrized cost function that allows users to adjust weights based on the edge slopes, vertical step distance, and turning angle. For efficiency, the algorithm is implemented in C using Houdini...
Procedural Height Field Roads | Houdini
มุมมอง 1.4K5 หลายเดือนก่อน
Project files are available for all Patreon supporters: www.patreon.com/posts/how-to-access-08-78115054 Learn more: www.everythingcg.com/projects/landscape-road Website: www.everythingcg.com/
Transformation VFX | Mystique X-Men | Houdini
มุมมอง 4.5K6 หลายเดือนก่อน
Access Project Files: www.patreon.com/posts/95853630 More Projects: www.everythingcg.com/projects/projectspage Email: contact@everythingcg.com #houdini #vfx
Procedural Stair Structures | Houdini x Unreal
มุมมอง 2.3K6 หลายเดือนก่อน
Support my work and Get Access to Project Files: www.patreon.com/posts/procedural-stair-95108230 Visit my website for more projects: www.everythingcg.com/ This project includes Houdini and Unreal Engine project files to procedurally construct game ready stair pathway structures. The procedural generation of this model is based on an polygonal curve input. In addition, the node network will prod...
Knot Patterns | Houdini
มุมมอง 3K7 หลายเดือนก่อน
Support my work and access project files on Patreon: www.patreon.com/posts/generative-knot-93392211 Website: www.everythingcg.com/ Tools used: Houdini 20 Contact: email: contact@everythingcg.com Discord: everythingCG#8117 #houdini #generative #3D
Stylized Rain VFX | Houdini + Octane
มุมมอง 22K7 หลายเดือนก่อน
Support my work and access project files on Patreon: www.patreon.com/posts/stylized-rain-92886169 Website: www.everythingcg.com/ Tools used: Houdini 19.5 SideFX labs Octane v2022 Contact: email: contact@everythingcg.com Discord: everythingCG#8117
Procedural Mosaic | #Houdini #3d
มุมมอง 1.4K8 หลายเดือนก่อน
Generating mosaics in 3D everythingcg.com
Mosaic Generation | Houdini
มุมมอง 17K8 หลายเดือนก่อน
Support my work and access project files on Patreon: www.patreon.com/EverythingCG Website: www.everythingcg.com/ Tools used: Houdini 19.5 SideFX labs Contact: email: contact@everythingcg.com Discord: everythingCG#8117
Simple Spline IK solver | VEX implementation
มุมมอง 8288 หลายเดือนก่อน
Project Files: www.patreon.com/posts/spline-ik-solver-91523990 Website: www.everythingcg.com/ Further Reading: graphics.cs.cmu.edu/nsp/course/15-464/Fall05/assignments/jlander_gamedev_nov98.pdf viterbi-web.usc.edu/~jbarbic/cs520-s21/ik/welman.pdf
did you model it in houdini too?
render also?
@@3DMVR modeled in maya, rendered in Houdini using Octane.
This is so good!
How to do it in a blender?
Amazing you don't do tutorial?
thanks! No tutorials for now sorry.
😍wow-
😎😎👍👍
hey, i aslo want to learn making these kinda structures, could you mind guiding me through the possible sources of learning?
amazing
Wooow
Looks sooo cool.
So you used Houdini to integrate water simulation
やべぇ…すごすぎる
I really like itttttt!!!!! u give me a power to study Houdini, but my homework need maya to finish. I think it dosen;t matter, maybe it could intertwine together maye ?
Tutorial,?
Just wow❤
Can you make full detail tutorial video please
very cool!! Can you elaborate a bit more on the uv layout node distributing the pieces? Great work!
Thats very cool!) Now i want to do it in Maya)
Cool
Mmmmmmm oh ma gawd...
tutorial plz
I really appreciate how you go thru this in a high level and we dont have to see a 5 minute explanation of the bevel node for the thousandth time...
Excellent tutorial music choice, Macroblank is the GOAT
Looks fabulous
Good reference, thanks!
Really nice!
Can this be used in blender?
The setup is built in Houdini and will only work in Houdini. You could export the final geo and render it in blender. Or you can rebuild the logic with geo nodes in blender.
Modeling in Maya, of course
Nice!
thanks!
Com 12 Anos de Idade criei um cubo de acrílico e o utilizei com água filtrada na placa mãe, sem monitor e sem energia elétrica, (a água tonou-se um cristal processador modificado), criei uma armadura de autoconsciência de carbono com reator infinito no peito utilizando o pensamento, fiquei nu, e em seguida ela me vestiu. Fui para o universo com a armadura, com a expressão corporal a armadura criou uma máquina de controle de energia para o universo, e ela me trouxe novamente para o local onde eu a havia criado e retornou para o universo. Eu a criei em um quartinho no escuro. Esta mesma Armadura de auto consciência visitou meu irmão arrebatando a consciência dele para outra dimensão. Ela retornou ao meu encontro aos dezesseis anos de idade me levando para o universo novamente. Quando ela me vestiu, meu corpo foi atômicamente transformado. When I was 12 years old, I created an acrylic cube and used it with filtered water on the motherboard (modified processing crystal), I connected the motherboard to electricity, I created a carbon self-awareness armor with an infinite chest reactor, I was naked, and in Then she dressed me. I went to the universe with the armor, created an energy control machine for the universe, and it brought me back to the place where I had created it and returned to the universe. I raised her in a little room without a light bulb. This same Armor of self-awareness visited my brother, snatching his consciousness from another dimension. He returned to meet me at the age of sixteen taking me to the universe again.
Super interesting, it's hard finding examples of the inline Cpp workflow, gonna take a look at that!
Cool stuff man!!
Thats cool :D
Song name plz?
number 04 th-cam.com/video/Bu9Ia0n95rM/w-d-xo.html
@@everythingcg For the love of vaporwave!
Very Good tip !!
I enjoyed it, what render engine did you used for this one? (I know you mentioned houdini but I am cirous if you are using built in render engine of houdini or s.th else)
Thanks! I used octane. It has a great toon shader and easy light linking.
I don't understand why your channel isn't way bigger already. So many great ideas here! Thanks for sharing :)
i would kill for a tutorial. this is amazing!
you can play at .25 speed...don't know if that will help ; )
Could you send me a link to the project here, I can’t get on Patreon. Thank you
Pov: you're Michael Jackson
Are these meta humans or daz? Good fx!
Metahumans, but the method should work with Daz models too, as long as they have same uvs.
@@everythingcg thank you! Is transferring meta humans to Houdini still a pain in the ..? You did through maya?
@@caskal No problem:) It wasn't too difficult but took some trial and error. I had to bake the animation in unreal and then export it as an fbx file. I also exported the static mesh as an fbx. Once you import these two fbx files into houdini just plug them into a bone deform node.
@@everythingcg will give a shot, thanks for the info, appreciate it! Keep the great work 💪
how to do "remove overlapping points" ?
My fist guess would be some Boolean trickery
@@TheLizardKing752 maybe Clean SOP? It has something like consodilate points & fix overlaps (not sure i havent tried this)
Awesome. Love it.
Looks so great
I will totally not use the water simulation for nefarious means, Not at all : )
well well well...............
Contribute to the industry, king 👑
Very nice implementation, great result 👏
thanks!
Nice. Love the stylized look.
Thanks!
I have a problem with houdini: - I have to think a lot and design visual script to get a model that can be modified. Is such a powerful editor only needed to create multiple copies of the same model? And if I just need to make a model - without modifications - it is a nightmare to make this model in houdini - because I can create a model in 3ds max in much less time. Question to professionals: - what can be the benefit of having a model that can be modified?
The choice of software depends on the project's requirements and the user's comfort and proficiency with a specific tool. Each software has its strengths and weaknesses, and the primary consideration is achieving the desired results in a way that aligns with the user's workflow and preferences. Efficiency, familiarity, and the ability to meet project goals are important factors in selecting the right tool. If a single-use model suffices and another software offers a quicker workflow, it might be the optimal choice. Conversely, when projects involve iteration, changes, or the need for automation, a parametric approach in Houdini could be transformative.
@@everythingcg My conclusion is that there should be more high-level tools in houdini - like a tool that finds those edges that you can apply "bevel" to, etc.
Yes, Houdini provides more general tools that let you build personal setups for very specific needs, otherwise there would be hundreds of thousands of nodes. It's hard for Houdini to automatically know which edges the user needs beveled, but there are tools that the user can use to procedurally specify desired edges to be beveled. Also there is always an option to hand select desired edges like in most other 3D packages.
@@everythingcg youi said "Also there is always an option to hand select desired edges like in most other 3D packages." This is not in keeping with the spirit of proceduralism :) Yes - i know that if there is no any tool in houdini then you can create it yourself But it seems to me that those tools more likable to tecnical tools but art-ones
@@Staglaitor I wanted to highlight that Houdini provides the same standard poly modeling tools as any other 3D package and in addition you can create your own tools for specific use cases. If your project will not benefit from proceduralism you don't have to make it procedural and hand selecting edges is a perfectly fine method that you would use anyway in Maya or 3Ds max. You can still make it procedural if you are interested by making sure that incoming geometry has consistent topology, then hand selecting desired edges once will create an edge group that will stay consistent throughout parameter changes keeping the proceduralism intact. At the end of the day I suggest using a 3D package that you feel most comfortable with. If you feel like it would take you much longer to build something in Houdini compared to 3Ds max then it would make sense to go with 3Ds max.
Hi! Can this be used for commercial use? And is attribution required?
Hey! You can use it in any way you like and no attribution is required.
That is the sexiest things I've seen all day. Just WOW! Wonderfullll work, man!! Love the end look! Looks like it belongs in a high budget anime movie. Great job!
Thanks a lot!