When I saw this on linkedin I was like whoa that's awesome! Then I was like is he going to do a tutorial like he did with the pyro 18.5 and boom I saw this! Seriously thank you for sharing the stuff you come up with and showing how it's made! Thank you!
I miss the good old krakatoa thinking particle days when we'd see so many amazing particle sims all over like this. This really reinvigorated my love for that look. Thanks for sharing the process!
Hello Javier. How are you man? Thanks for your comment, yes, I'm usually trying to find the simplest way rather than using a complex setup, of course, if it is possible :)
Hey, you can use a geometry filter width render parameter on the geo node to get a less pointy particle look making it seem like more of an energy effect rather than particles
I have a problem in Houdini 19, at minute 3:59, when adding the null, the result is very different, and the particles slide across the floor as if I were pushing them in a single direction and they do not move as in the video
Hello, Sorry if it wasn't clear, I just did simulation already, If you go to Out network and press the Render Wedges button from that wedge1 which I made, you should get those caches per each wedge!
Hello I'm not familiar with Blender but you could make the same effect if you do the same procedure as what we have here, as you see it is not a complicated effect, we should have the same tool as curve force in Houdini, The shading part is so simple too, it is just playing with emission!
@@sadjadrabiee I've spent some time trying to see if this is possible in blender. However I am not sure if this is done with particle, smoke, or fluid simulation and I can't seem to get good results. When watching you do this in Houdini (which I am not familiar with), it looks like it's done with particles but no matter how many particles I add it still doesn't look like fluid magic. Any tips on what I could be doing wrong? thanks!
Hello That node is doing multiple jobs, adding noise is one of them I've used that node to add animated Simplex Noise to the position of points, You can use any noise deformation tool which is available to you
Hello, you can do this with the non-commercial version of Houdini too, the only limitation is the size of the rendered image which is 1280*720 as well as a watermark, But it is possible to do your setup with non-commercial and cache out your simulation and ask someone to render it with Houdini Indie in 1920*1080 You can do the same thing for Nuke as well, create your nuke script with non-commercial and render it with the commercial version For learning stuff and following tutorial you can just keep going with a non-commercial version of both softwares NOTE: instead of Nuke, Fusion in Davinci Resolve would be great too as it is completely FREE!
How can I reduce the little stepping issues? It's not too bad but I can notice the stepping around the edges of the simulation. I know I can increase substeps but that makes it take a long time. Just wondering if there's a better way to reduce that. Thanks
Hey I think you can play with "Jitter Birth Time" and "Interpolate Source parameters" of POP Source object anyway if you are talking about this project increasing substeps is not a big deal because of wedges we can keep it fast enought with more substeps (using less points and more wedges)
as we have very tiny points, if you want to have very accurate DOF in the comp yes, you need Deep only for DoF, But if for any reason you don't want to use it, you need to use Z Depth in Comp and probably tweak you DoF manually there to fix some issue,
Can someone post the hip file please. I am stuck. I am at 2:01 sec in the video and on Transform 2 node On Rotate I enter $T * 25 and it stays in the box it won't disappear like yours does and on Transform 3 when you enter 6.5 then click the lines turn green. You must have some kind of linking going on and i have no idea how that is being done. Why can't you just post the file. Oh well I guess.
Paid some one to finish it make it better and give more options. Thanks for never posting the .hip file. please don't do any more tutorials were you do stuff off camera and do not speak in the entire video
When I saw this on linkedin I was like whoa that's awesome! Then I was like is he going to do a tutorial like he did with the pyro 18.5 and boom I saw this! Seriously thank you for sharing the stuff you come up with and showing how it's made! Thank you!
Thanks for your comment, I'm so happy about that :)
Best online Houdini lessons :) Thank you so much for sharing this :)
I miss the good old krakatoa thinking particle days when we'd see so many amazing particle sims all over like this. This really reinvigorated my love for that look. Thanks for sharing the process!
Thank you :)
thanks for uploading this tutorial! I've never seen such an informative tutorial from Houdini to Nuke with this level of detail. This is just awesome.
Really thanks for your comment 😊
I’m happy to hear that 🌺🙏
Awesome! Thank you for making this. Great music track btw.
Ha ha, yes, I like that music too 😅
I always wanted to make a video or something with that music 😄🌹🙏
Thank you Sadjad, your tutorials always been very efficient with a smart work flow. love it.
Wow this seems very interesting ! Thank you for sharing.
I'm so happy to hear that, thank you :)
Nice...keep working... I apprecite it
Great and informative,thank you very much!
Thank you :)
Great Stuff Sadjad. I see so many overengineered setups these days, that seeing something straight and to the point that simply works is refreshing.
Hello Javier. How are you man? Thanks for your comment, yes, I'm usually trying to find the simplest way rather than using a complex setup, of course, if it is possible :)
great tutorial! very informative!
What a miracle! Very nice!
haha, thank you :)
Awesome tutorial and great knowledge on the subject....thanks for sharing
It was a really good study.
Thank you!!!!
Thanks for sharing . Hope more Indepth English Videos are coming
Thanks for your comment, yes, I’ll publish new tutorials soon 🙏🌹
@@sadjadrabiee Thanks . Waiting 👍
wow this is really awesome content!
Thanks so much! :)
As always, great. Thanks dear Sadjad
Thanks :)
Hi
I am using Houdini 19.0.383 version and VEX expression not working in my system, how to solve this.
Hey, you can use a geometry filter width render parameter on the geo node to get a less pointy particle look making it seem like more of an energy effect rather than particles
hello, where is this parameter? I can't find it anywhere
@@nicholasizzo9260 you have to go to your geo node and add the parameter. It's found in the node parameters settings.
@@george.exe_stopped_working thank you!!!
Great work man! Thanks for taking the time to make this excelent tutorial
😉np, thanks for your comment 😋🙏
I have a problem in Houdini 19, at minute 3:59, when adding the null, the result is very different, and the particles slide across the floor as if I were pushing them in a single direction and they do not move as in the video
Subscribed and hoping for more Houdini + Nuke tutorials!
Thank you, yes I have a plan for more videos like that :)
really nice
Gorgeous...Thank you so much...
Thank you bro 🔥🔥🔥
Great tutorial, thanks !
Thank you man :)
Awesome video :D
NICE!
وای.......قلبم........عالی بود
ممنونم 😁
awesome!
amazing as usual
Thank you
Great job !!❤
THANK YOU!!
I don't understand how you suddenly had the wedges rendered out at 10:08?
I'm a beginner but I'm just not sure how this is being done.
Hello, Sorry if it wasn't clear, I just did simulation already, If you go to Out network and press the Render Wedges button from that wedge1 which I made, you should get those caches per each wedge!
@@sadjadrabiee Oh, I see now thank you!
Thanx again for the video
Sir excellent work thanks sir
Thank you:)
Thanks a lot
Can you find a similar end result to do this in blender and do a tutorial for that?
Hello
I'm not familiar with Blender but you could make the same effect if you do the same procedure as what we have here, as you see it is not a complicated effect, we should have the same tool as curve force in Houdini,
The shading part is so simple too, it is just playing with emission!
@@sadjadrabiee I've spent some time trying to see if this is possible in blender. However I am not sure if this is done with particle, smoke, or fluid simulation and I can't seem to get good results. When watching you do this in Houdini (which I am not familiar with), it looks like it's done with particles but no matter how many particles I add it still doesn't look like fluid magic. Any tips on what I could be doing wrong? thanks!
Hey Sadjad, I don't have "attributeadjustvector" node in my software. Can you name any other alternative node that can do the similar trick.
Hello
That node is doing multiple jobs, adding noise is one of them
I've used that node to add animated Simplex Noise to the position of points,
You can use any noise deformation tool which is available to you
Sir what version you used make for this sence in houdini and nuke commercial or non commercial
Hello, you can do this with the non-commercial version of Houdini too, the only limitation is the size of the rendered image which is 1280*720 as well as a watermark,
But it is possible to do your setup with non-commercial and cache out your simulation and ask someone to render it with Houdini Indie in 1920*1080
You can do the same thing for Nuke as well, create your nuke script with non-commercial and render it with the commercial version
For learning stuff and following tutorial you can just keep going with a non-commercial version of both softwares
NOTE: instead of Nuke, Fusion in Davinci Resolve would be great too as it is completely FREE!
Hi, what's about the spiral node ?
How can I reduce the little stepping issues? It's not too bad but I can notice the stepping around the edges of the simulation. I know I can increase substeps but that makes it take a long time. Just wondering if there's a better way to reduce that. Thanks
Hey
I think you can play with "Jitter Birth Time" and "Interpolate Source parameters" of POP Source object
anyway if you are talking about this project increasing substeps is not a big deal
because of wedges we can keep it fast enought with more substeps (using less points and more wedges)
@@sadjadrabiee I will try this, thanks!
Looks amazing!I would like to see tutorials how to make demon's souls remake vfx :P
th-cam.com/video/SKnvTOjopwU/w-d-xo.html
سلام چطوری باید تیک حالت اسنپیرو به حالت دستی تغییر بدیم؟ممنون میشم راهنمایی کنید
بال و پرهایم!
wow ~
Did anyone finish this? Can some one post the .hip file?
this only works with deep?
as we have very tiny points, if you want to have very accurate DOF in the comp yes, you need Deep only for DoF, But if for any reason you don't want to use it, you need to use Z Depth in Comp and probably tweak you DoF manually there to fix some issue,
@@sadjadrabiee Thank you!
Can someone post the hip file please. I am stuck. I am at 2:01 sec in the video and on Transform 2 node On Rotate I enter $T * 25 and it stays in the box it won't disappear like yours does and on Transform 3 when you enter 6.5 then click the lines turn green. You must have some kind of linking going on and i have no idea how that is being done. Why can't you just post the file. Oh well I guess.
I will pay some on money to help solve the problem at 2:01
Quick twenty four minutes tip..
I paid some one to finish it and make it better
I saw your comment just now, let me know if you need that hip file :)
Paid some one to finish it make it better and give more options. Thanks for never posting the .hip file. please don't do any more tutorials were you do stuff off camera and do not speak in the entire video
Thanks for the comment, Yes, I'll put audio on my other tutorials as well as sharing hip file (if it was possible) :)
And he made it better at least for someone that is new to Houdini.
wedgenum not working? not recognized in 19.5?
Error
/obj/MagicFx_Sim/popnet/source_first_input/sopsolver1: Error cooking SOP /obj/MagicFx_Sim/popnet/source_first_input/sopsolver1/update_next_id:
Error: Invalid source /obj/MagicFx_Sim/popnet/source_first_input/sopsolver1/scatter20
Error: Unable to evaluate expression (Undefined variable (/obj/MagicFx_Sim/popnet/source_first_input/seed)).
Unable to evaluate expression (Undefined variable (/obj/MagicFx_Sim/popnet/source_first_input/seed))..
I THINK this works in that seed parameter: ${WEDGENUM}_$WEDGE.bgeo
X2
Hello
I didn't test that in H19.5
I wonder if you find the reason of the issue ?
x3 :(
I wasn't having wedgenum popup like the video but it still recognized the string in 19.5.640