Making LOKI TESSERACT under 20 Minutes in Houdini!!!

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  • เผยแพร่เมื่อ 29 พ.ค. 2023
  • In this tutorial we will be learning how make a cool looking LOKI TESSERACT under 20 Minutes in Houdini using Pyro and Particle Advection.
    Installing ACES in Houdini - • Quickstart to ACES & O...
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    PYRO Series - • Pyro Smoke Simulation ...
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    👉👉WEBSITE - www.indianvfxschool.com
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    📞📞 Contact us - +91-7071670158 - indianvfxschool@gmail.com
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ความคิดเห็น • 52

  • @vsdifer2
    @vsdifer2 11 หลายเดือนก่อน +2

    Thank you so much. Best explanation of the process so far. Please do more of magical fx tutorials with advection.

  • @danny0boii
    @danny0boii 11 หลายเดือนก่อน

    you are so good at explaining, thank you very much!

  • @shor1222
    @shor1222 ปีที่แล้ว +3

    Thank you very much for the lesson! Special thanks for showing the rendering settings, not many people do it, it helps very a lot

  • @ReticsDigital
    @ReticsDigital 6 หลายเดือนก่อน

    13:12 If particle collide is not visible or not collecting particles, you can add the collision target sop path to pop collision detect. Thanks for this amazing tutorial.

  • @KartikSinghBashera
    @KartikSinghBashera ปีที่แล้ว +2

    Cool sirji

  • @VijayNoel2219
    @VijayNoel2219 ปีที่แล้ว +3

    WOW ❤

  • @sumityadav8920
    @sumityadav8920 ปีที่แล้ว +2

    Fantastic ❤

  • @jartanyt
    @jartanyt ปีที่แล้ว +2

    Cool Sir 🤩

  • @alyona_bocharova
    @alyona_bocharova 5 หลายเดือนก่อน

    cool! thank you 💚

  • @anujrajawat7000
    @anujrajawat7000 ปีที่แล้ว +3

    You are amazing mentor..the way you teaches its fabulous...big fan sir

    • @indianvfxschool
      @indianvfxschool  ปีที่แล้ว +1

      Thank you for your kind words. Means alot 🙏

    • @VISHNU.S_143
      @VISHNU.S_143 ปีที่แล้ว

      ​@@indianvfxschool Bro please make a tutorialbout realistic fireworks in houdini 🙏🙏🙏

  • @someoneedits
    @someoneedits 10 หลายเดือนก่อน +1

    Ohh God wow ❤

  • @parmeetsingh6432
    @parmeetsingh6432 ปีที่แล้ว +2

    best😍

  • @arbajhussain66
    @arbajhussain66 4 หลายเดือนก่อน

    wow great sir

  • @mrz3r068
    @mrz3r068 7 หลายเดือนก่อน

    thank you for the tutorial 🙏! First houdini task ever here! probably not the easiest one I picked. I didn't understand everything I was following haha. It was nicely explained though!
    One thing I could not make out though is the particules impulse count change at 19:00 there is a screen cut as well so maybe you did something else during the cut but in my scene no matter what number I put in that field, It doesn't change anything in the viewport or the render which is supposed to make it look much better. I would be very grateful for any additional help on that part :)

    • @mrz3r068
      @mrz3r068 7 หลายเดือนก่อน

      nevermind, I think it worked! I went a few frames ahead and it started cooking DOP, got a lot more particules after that. Thanks again :)

  • @IstyManame
    @IstyManame 6 หลายเดือนก่อน +1

    What are your pc specs? All the simulations are really smooth

  • @jbrox8072
    @jbrox8072 ปีที่แล้ว +2

    🔥🔥🔥🔥

  • @AnkushKumar-yt7nb
    @AnkushKumar-yt7nb ปีที่แล้ว +1

    Sweet , simple and beautiful as our sir ❤.

    • @guristoski2625
      @guristoski2625 7 หลายเดือนก่อน

      Can you share hip file?

  • @rupeshsathawane5168
    @rupeshsathawane5168 ปีที่แล้ว +2

    ❤❤

  • @marcopirisinu6060
    @marcopirisinu6060 8 หลายเดือนก่อน

    Hi, thanks for your tutorial. I try to recreate thi effect but I've some many errors in smokeobj_sparse-->pyrosolver_sparse nodes because don't working and I've change it with smoke obj-->pyrosolver. Second problem is when I add popadvectbyvolumes-->popsolver I can't see the particle but only the yellow rays like in pointvelocity node. How is possible?

  • @amankamalvashi9584
    @amankamalvashi9584 10 หลายเดือนก่อน

    Plzz make a hiper beam tutorial

  • @rahulrajverma5098
    @rahulrajverma5098 10 หลายเดือนก่อน

    Sir, how can we visible the box like in your video you played first.

  • @hanapolak8435
    @hanapolak8435 11 หลายเดือนก่อน

    Hello, when I set up emission color in principled shader nothing happens. My particles stay white, even when I render them out. Can you help me with any advice please?

  • @sriharivijayaraghavan9226
    @sriharivijayaraghavan9226 ปีที่แล้ว

    Why do we need to adjust the point scale at the obj level? we can use a pscale attribute to control it right. is there any specific reason why u did it this way for this specific instance? amazing tut tho. Awesome :)

    • @indianvfxschool
      @indianvfxschool  ปีที่แล้ว +1

      Thanks. No specific reason, it's just lot easier to control from obj level. However if you want to randomize pscale or something like that, then we'll have to do it from attributes inside sop itself.

  • @FxFreakk
    @FxFreakk 8 หลายเดือนก่อน

    Which version of Houdini is this apprentice or fx??

  • @jrgensrensen3019
    @jrgensrensen3019 8 หลายเดือนก่อน

    i am having trouble rendering it out, either the file directory doesnt exist. And when i try to open the rendered image, it is corrupted. i have set it to render from frame 1-240. When it is finished rendering, file shows only one image, and that image is corrupted.

  • @Nathaniel_Philipp
    @Nathaniel_Philipp 10 หลายเดือนก่อน

    thank you for this tutorial, I do have a question though, if you dont mind helping out, at 17:13 in the video when changing the point scale for the render, it doesnt shrink the scale for the object each render frame still shows them to be like large bubbles like at 16:42. tried a few approaches but seem to not know the issue

    • @indianvfxschool
      @indianvfxschool  9 หลายเดือนก่อน

      Check Attribute Promotion: Ensure that the point scale attribute is correctly assigned to the particles you want to scale down. It should be assigned to each particle individually. You can use a Point Wrangle or Attribute Create node to set the point scale attribute.
      Check Attribute Type: Make sure the point scale attribute is set as a float attribute with a proper range. It should typically have values between 0 and 1 for scaling purposes.
      Verify Attribute is Connected: Ensure that the point scale attribute is connected to the Render node. In Houdini, the point scale attribute often controls the size of particles when rendering. Check the attribute field in the Render node and make sure it's set to point scale or whatever name you assigned to the attribute.
      Frame Range: Verify that you are making changes to the correct frame range and that you are rendering the frames where you expect to see the changes. Sometimes, issues arise if you are viewing a frame that doesn't have the updated attribute.
      Override Attributes: Check if there are any attribute overrides at different points in your node network that may be affecting the point scale. Overrides can sometimes unintentionally reset attributes.

    • @clementregazzoni4646
      @clementregazzoni4646 7 หลายเดือนก่อน +2

      Just disable the setup, pyro and particles nodes display.

    • @MysteriousArt0
      @MysteriousArt0 6 หลายเดือนก่อน

      Dude u saved some very new beginers life!!!@@clementregazzoni4646

    • @kerorie7
      @kerorie7 หลายเดือนก่อน +1

      @@clementregazzoni4646 you saves my lives bro i was frustating at this for an hours just when i was happy how smooth the process was hahah

    • @kerorie7
      @kerorie7 หลายเดือนก่อน

      @@clementregazzoni4646 i have one more problem when i went to mat network and add principled shaders the colour in the render port doesnt show up why ?

  • @tanishqgupta8330
    @tanishqgupta8330 ปีที่แล้ว

    in intro your cube is rotating , i wanted to ask that you have put keyframes on the box or on the camera

  • @curiousmonk7990
    @curiousmonk7990 ปีที่แล้ว

    pls can you share specs of your workstation?

  • @Govind_C
    @Govind_C ปีที่แล้ว

    Sir please tell me a junior fx artist salery stars from ?

  • @shu6hedits
    @shu6hedits ปีที่แล้ว +1

    i want to learn houdini from basics to advance what about full course

    • @indianvfxschool
      @indianvfxschool  ปีที่แล้ว

      Please contact us on our website www.indianvfxschool.com

  • @naughtyazz
    @naughtyazz 9 หลายเดือนก่อน

    "HELP" i m not getting the emission after render to disk but i can see it on normal render

  • @user-tm4lg1fl1j
    @user-tm4lg1fl1j 8 หลายเดือนก่อน

    Why doesn't bumping work?

  • @arttemplarno5257
    @arttemplarno5257 10 หลายเดือนก่อน

    It is said that houdini's vfx is better then unreal engiine's one - how can we export-import vfx from houdini to unreal engine without quality lost?

    • @indianvfxschool
      @indianvfxschool  9 หลายเดือนก่อน

      Create and Simulate the VFX: In Houdini, create your VFX, whether it's particles, fluids, smoke, or any other effect. Ensure that the simulation looks as desired in Houdini.
      Cache the Simulation: To ensure that your simulation data remains consistent, cache it in Houdini. Common cache formats include Alembic (.abc) or OpenVDB (.vdb).
      Export Textures and Materials: If your VFX relies on textures and materials, ensure that you export them along with your simulation data. Use industry-standard file formats like PNG or EXR for textures.
      Export as FBX or Alembic: For geometry-based VFX, export the scene as an FBX or Alembic file. These formats preserve the mesh and animation data.
      Set Up Attributes and Metadata: In Houdini, you can use attributes and metadata to control various aspects of your VFX, such as color, scale, and other properties. Ensure that these attributes are correctly set up before exporting.
      Geometry Optimization: If needed, optimize your geometry for real-time rendering in Unreal Engine. Reduce polygon count and simplify geometry where possible.
      Importing into Unreal Engine:
      Import the FBX or Alembic: In Unreal Engine, use the Import feature to bring in the FBX or Alembic file that you exported from Houdini. Unreal Engine supports both of these formats.
      Import Textures: Import the textures and materials you exported from Houdini into Unreal Engine. Make sure the texture paths are correctly set up in your materials.
      Set Up Materials: In Unreal Engine, create or assign materials to your imported assets. You can use the materials you exported from Houdini as a starting point or create new ones using Unreal's Material Editor.
      Attribute Mapping: If your VFX relies on custom attributes or metadata, you may need to set up custom shaders or Blueprints in Unreal Engine to interpret and use these attributes.
      Particle Systems: If your VFX includes particle systems, Unreal Engine has a powerful particle system editor. You may need to recreate or modify the particle systems in Unreal to match your Houdini simulation.
      Lighting and Rendering: Adjust the lighting and rendering settings in Unreal Engine to achieve the desired look. Unreal Engine offers a wide range of options for real-time rendering and post-processing effects.
      Performance Optimization: Unreal Engine has tools for optimizing performance. Ensure that your VFX runs smoothly by adjusting LODs, culling, and other performance-related settings.
      Testing and Iteration: Test your VFX in Unreal Engine and iterate as needed to achieve the desired result. This may involve tweaking materials, adjusting particle behavior, or optimizing performance.
      Packaging: When you're satisfied with your VFX, package your Unreal Engine project for distribution or use in a game or application.

    • @arttemplarno5257
      @arttemplarno5257 9 หลายเดือนก่อน

      @@indianvfxschool WOW!! - Thanks i am going to investigate it :)

  • @guristoski2625
    @guristoski2625 7 หลายเดือนก่อน

    Post your animation file please

  • @artadecram_9624
    @artadecram_9624 หลายเดือนก่อน

    Sorry but it can't be reproducible. In volumerasterizeattribute there is no density attribute 2:31 even if i create it manually

  • @daylixght
    @daylixght ปีที่แล้ว +1

    this is so cool 🤯amazing work🤍