You could also use the first method of morphing points of two objects, and then convert that to polygons. This might allow you to have more interesting effects with the additional noise in the point vop node.
I think it will be finished earlier because Houdini does not automatically do any linear animation, it has a curve, you would have to make the animation linear in the animation editor. Greets
It would be extra super cool to learn how to not only morph the geo between objects but also the textures. I haven't found anything online about this yet. Great video!
@@InsideTheMindSpace a wise Houdini master told me this, but I don't know enough for it to make sense yet: i would add an attribute to the points. like 0 is sphere and box is 1. and then use that attribute to blend materials over at your render engine.
Yeah thats a relatively simple concept but in practice I don't believe it would work if you are using UV's. If you are using something like a triplanar protection that would work. Basically he is saying to add an attribute that's zero or one depending on the object. Then in your render engine set up a material for object one and two and use a blend material with the weight of that blend being set to that attribute. In my mind that doesn't work though for UVs because the geometry changes when you morph so the UVs wouldn't be accurate anymore. I could be wrong though. It's worth a shot. Hopefully my explanation makes a little more sense to you. If not feel free to jump in my discord and I can try to run you through it better
This is sick but how do you add the rubber toy texures back on? transfer attributes isnt doing to great. edit:just saw your comment about trying this out soon
I never ended up doing more with it but a thought you could try would be to take the uvs of the first object and the second object and lerp between them. Not sure if it would work or not
Thank you for your amazing tutorial. How would it be possible to export this maybe as alembic to Unreal 5? I tried with rop_alembic but had no luck to import it into Unreal, only in other software like Cinema 4D. Thank you very much for any help.
@@InsideTheMindSpace Thank you very much for your answer. I think because I am new to Houdini but worked a lot with other software such as also Touchdesigner I am not aware about all the convert nodes. I am trying to convert the vdb with a convertvdb to polygons. Hope there is no additional missing step like adding UVs because I have no idea where to start to find the mistake. I think the problem may be missing geometry or Unreal 5.5 :D
Will it be the same procedure morphing between objects that has animations on them? Say; I import and abc cars, both moving, I want to morph from car 1 to car 2
Thank you so much for this video! It has been super helpful. Is it possible to keep morph them into more objects? Do I need to use a foreach loop to switch between objects that are pipped in to the second input of the solver?
great explanation on this video, always grateful for your content as you pushed me into trying Houdini, now I'm more comfortable in Houdini than C4D haha
Hi this might be very late to the party - but morphing in the geometry version, the "lobsters" claws sort of detech and shrink into nothingness as the transformation takes place - is there a way to morph without that happening to make it even more seamlees :)?
I thought about this but never came up with a solution. Theoretically it might be possibly doing something like an attribute transfer or something but I haven't done anything myself testing wise. Easiest thing I can recommend is just using triplanar projections but that wouldn't work for something like characters. I believe when you see stuff like that its using a different technique.
Thats a good question. Initial thought is to drive it with a ramp or a noise through the color but that would only work for the initiation of the effect. Something I will have to experiment with once I have time.
Awesome stuff, so, for variety I want to morph between 3 objects, so 1st, to 2nd, to 3rd, then back to first, something that I can render out as a geometry cache and play on a loop in a game engine. Tried taking the output of the first morph solver, and use a second one to blend between that and my 3rd object, starting it from 0 at the frame the first morph is done, and my system is slowing to a crawl, and the results are kinda glitchy and poppy during the second morph. Anybody have any ideas how to approach that?
I would think your approach would work. Maybe try using a switch node as your inputs and when it fully morphs switching to the 3rd object and animating back to a zero percent morph. After that just do the same thing to get to get back to the initial object
@@InsideTheMindSpace Yeah that would probably help kinda "lock it in" when moving to the next transition. It's almost like it's recomputing the morphs that came before even if they're not really changing, so that could be why it's slowing down so much.
You could also use the first method of morphing points of two objects, and then convert that to polygons. This might allow you to have more interesting effects with the additional noise in the point vop node.
How to convert those points to polygons? Thank you!
@@zninghe6345 I guess, point to vdb > vdb to polygons
I think it will be finished earlier because Houdini does not automatically do any linear animation, it has a curve, you would have to make the animation linear in the animation editor. Greets
Perfect, thanks for the tutorial!
thank you so much
It would be extra super cool to learn how to not only morph the geo between objects but also the textures. I haven't found anything online about this yet. Great video!
I've had multiple questions about this. No promises but I may look into it.
@@InsideTheMindSpace a wise Houdini master told me this, but I don't know enough for it to make sense yet: i would add an attribute to the points. like 0 is sphere and box is 1. and then use that attribute to blend materials over at your render engine.
Yeah thats a relatively simple concept but in practice I don't believe it would work if you are using UV's. If you are using something like a triplanar protection that would work. Basically he is saying to add an attribute that's zero or one depending on the object. Then in your render engine set up a material for object one and two and use a blend material with the weight of that blend being set to that attribute. In my mind that doesn't work though for UVs because the geometry changes when you morph so the UVs wouldn't be accurate anymore. I could be wrong though. It's worth a shot. Hopefully my explanation makes a little more sense to you. If not feel free to jump in my discord and I can try to run you through it better
@@InsideTheMindSpace Thanks!
Thanks for the tutorial your tutorial helped me a lot keep uploading videos
This is sick but how do you add the rubber toy texures back on? transfer attributes isnt doing to great.
edit:just saw your comment about trying this out soon
I never ended up doing more with it but a thought you could try would be to take the uvs of the first object and the second object and lerp between them. Not sure if it would work or not
Thank you for your amazing tutorial. How would it be possible to export this maybe as alembic to Unreal 5? I tried with rop_alembic but had no luck to import it into Unreal, only in other software like Cinema 4D.
Thank you very much for any help.
Any file format the unreal supports should work. Not sure why Alembic didn't work.
@@InsideTheMindSpace Thank you very much for your answer. I think because I am new to Houdini but worked a lot with other software such as also Touchdesigner I am not aware about all the convert nodes. I am trying to convert the vdb with a convertvdb to polygons. Hope there is no additional missing step like adding UVs because I have no idea where to start to find the mistake.
I think the problem may be missing geometry or Unreal 5.5 :D
SOLVED: Ok it was the vdb convert to polygons needed :D
thank you for making this video I have been searching for something like this
Surprisingly simple. Really good tutorial. Thanks.
Happy to help.
A really fantastic tutorial, the effect is incredible and it has so many possibilities! THANK YOU VERY MUCH
Glad you found it useful!
Incredibly helpful! Thank you
Happy to help.
Will it be the same procedure morphing between objects that has animations on them? Say; I import and abc cars, both moving, I want to morph from car 1 to car 2
Thank you so much for this video! It has been super helpful. Is it possible to keep morph them into more objects? Do I need to use a foreach loop to switch between objects that are pipped in to the second input of the solver?
You might be able to use a for each loop with a switch node to keep moving between objects or you could daisy chain set ups together
@@InsideTheMindSpace Thank you! Will try it out
Good luck!
great explanation on this video, always grateful for your content as you pushed me into trying Houdini, now I'm more comfortable in Houdini than C4D haha
Thats awesome! Houdini is extremely powerful. Definitely worth the time it takes to learn
Hi this might be very late to the party - but morphing in the geometry version, the "lobsters" claws sort of detech and shrink into nothingness as the transformation takes place - is there a way to morph without that happening to make it even more seamlees :)?
Probably. You can mask vdbs. I would look into that to control how the morph takes place
Do you have any tips on how to maintain the topology and UVs?
I thought about this but never came up with a solution. Theoretically it might be possibly doing something like an attribute transfer or something but I haven't done anything myself testing wise.
Easiest thing I can recommend is just using triplanar projections but that wouldn't work for something like characters. I believe when you see stuff like that its using a different technique.
@@InsideTheMindSpace th-cam.com/video/qAraO2E-v84/w-d-xo.html point deform the solution, no?
is there a way to only morph half or certain area of an object or maybe even a water/liquid effect?
awsome tips, thx! could you show how to implement a c4d style falloff to drive the morph in both cases?
Thats a good question. Initial thought is to drive it with a ramp or a noise through the color but that would only work for the initiation of the effect. Something I will have to experiment with once I have time.
Very Informative, Thanks
so no texture to the morph?
would this work for alembic animations?
I believe it should
thanks so much!
thank you
Happy to help
Is it possible to get particles and turn them into an object using this?
Not sure. You could copy spheres to points and that would work to turn it into an object
Awesome stuff, so, for variety I want to morph between 3 objects, so 1st, to 2nd, to 3rd, then back to first, something that I can render out as a geometry cache and play on a loop in a game engine. Tried taking the output of the first morph solver, and use a second one to blend between that and my 3rd object, starting it from 0 at the frame the first morph is done, and my system is slowing to a crawl, and the results are kinda glitchy and poppy during the second morph. Anybody have any ideas how to approach that?
I would think your approach would work. Maybe try using a switch node as your inputs and when it fully morphs switching to the 3rd object and animating back to a zero percent morph. After that just do the same thing to get to get back to the initial object
@@InsideTheMindSpace Yeah that would probably help kinda "lock it in" when moving to the next transition. It's almost like it's recomputing the morphs that came before even if they're not really changing, so that could be why it's slowing down so much.
these days you can use Blend Shapes node but I guess you don't get as much control
hey dude will this work when i am working on a geometry with texture maps over it , this is not working over textures can you please help me with it.