Please upload more and more. I love your tutorials and Thankyou so much for uploading these tutorials for free for all of us who are trying to make/learn something in houdini. Your tutorials are very informative. Also try to shade these things so that it will be more easy for beginners to complete this effect.
Thank you so much for the support JRJ! Like you said, I would actually like to cover rendering and full projects but since I am still inexperienced with teaching I find it challenging to cover every step in a comprehensive way. I might do a multi-part mini series where I cover Setup -> Rendering -> Comp. Again, thank you so much for the kind words.
Gonna go some compositing tutorials in the future. This one was super quick and messy so I don't have a tutorial for this exact one planned unfortunately.
You can try to toggle the checkerboard icon at the right menu in your scene viewer ( same bar where you can visualize the normals and point numbers ). If that doesnt work, just visualize it with a uv quick shade. It is also not necessary for the uvs to be visible for the effect to work, as long as they are present on the points on the geometry.
Hey! What's a trick to use transform matrix from intrinsic, if you can create the same with "matrix3 rot = ident()"? if you take a look at values you can see this is identity matrix. Also, why do you think that quaternions are more stable than matrix3?
Hello! really nice tutorial! but I suffer some problem when I did on second pointwrangle. I follow your step to store transform matrix in intrinsics, but my assemble node pack all data so it only got one primitive, it seems different with your tutorial, how can I fix this problem?
I was basically just exporting a bunch of passes like the Fresnel and a bunch of noises driven by the uv attribute as AOVs. Just messed around with all of those in Nuke with grading and glows.
@@mnymanVFX I tried doing that but when we import it their the geometry is not imported we have only the origin points of each and every hexagon in blender, In Houdini when we export it gets exported but afterwards it shows and error called 'renaming node to attribute_delete_1' Do you have any idea how to fix it
ya it helped resolving the error that i was getting earlier and now its a single object instead of many but i still was unable to see any geometry in Blender can you help please@@mnymanVFX
Please upload more and more. I love your tutorials and Thankyou so much for uploading these tutorials for free for all of us who are trying to make/learn something in houdini. Your tutorials are very informative. Also try to shade these things so that it will be more easy for beginners to complete this effect.
Thank you so much for the support JRJ! Like you said, I would actually like to cover rendering and full projects but since I am still inexperienced with teaching I find it challenging to cover every step in a comprehensive way. I might do a multi-part mini series where I cover Setup -> Rendering -> Comp. Again, thank you so much for the kind words.
You're killing it lately
Thank you Carlos! Really enjoying making these short form videos. Any topic you would like covered?
it's really amazing. Tbh im doing something that looks similar to yours. I was wondering if would you show how do you composite as well?
Gonna go some compositing tutorials in the future. This one was super quick and messy so I don't have a tutorial for this exact one planned unfortunately.
Great! Thank You very much!
The second vfxpreession is not working. Please help
Thank you for the great commentary. At step 0:45, the UV texture does not appear in the view. Do you know the cause?
You can try to toggle the checkerboard icon at the right menu in your scene viewer ( same bar where you can visualize the normals and point numbers ). If that doesnt work, just visualize it with a uv quick shade. It is also not necessary for the uvs to be visible for the effect to work, as long as they are present on the points on the geometry.
@@mnymanVFX UV quick Shade solved it. I was a beginner and at a loss, so it helped me a lot☺
thank you very much.handsomeboy.
You're the best
hey cool, where you have been studied ?
May I ask how exactly you learned VEX? Any sources to get that good in VEX? Thanks so much, Mats.
Most of my VEX knowledge comes from CGWiki’s JoyOfVEX, Applied Houdini Rigid series and Junichiro Horakawas VEX lessons :)
@@mnymanVFX Thank you! I found Juni's series, too, super good.
@@philippwelsing9108 That man is on another level!
@@mnymanVFX AND he can explain it well and can share his knowledge. Entagma's series on VEX is up next. Thanks again, Mats!
cool
Hey!
What's a trick to use transform matrix from intrinsic, if you can create the same with "matrix3 rot = ident()"? if you take a look at values you can see this is identity matrix.
Also, why do you think that quaternions are more stable than matrix3?
I just remember having issues when dealing with rotations in euler angles as they are more prone to gimbal lock. Faces suddenly flipping and such.
my pointwarngle color not changing i follow ur video
Did you do the Attribute Promote for visualization?
@@mnymanVFX my pointwanrgle animation not working means the color not change
Hey, can you send me your HIP-file? My email is on my TH-cam channels about page.
@@mnymanVFX sure
❤
hi man, good tutorial, I'm done but when I change the angle in pointwrangle it doesn't change anything in the viewer, any ideas?
Send me your hip file and ill take a look!
nymanvfx@gmail.com
Hello! really nice tutorial! but I suffer some problem when I did on second pointwrangle.
I follow your step to store transform matrix in intrinsics, but my assemble node pack all data so it only got one primitive, it seems different with your tutorial, how can I fix this problem?
Remember to check "Unique Points" in the Facet-node! Maybe that is the issue. Let me know if the problem persists.
@@mnymanVFX I follow your step and finally fix the problem! Thanks you so much~
can u give ur this hip file ?
hey man how can i do the same material or shading effect at the beginning of the video, thx
I was basically just exporting a bunch of passes like the Fresnel and a bunch of noises driven by the uv attribute as AOVs. Just messed around with all of those in Nuke with grading and glows.
how can i export it to C4d or blender
You can probably export as an Alembic with a ROP Alembic node. Just make sure to save the entire frame range so the animation is included.
@@mnymanVFX I tried doing that but when we import it their the geometry is not imported we have only the origin points of each and every hexagon in blender,
In Houdini when we export it gets exported but afterwards it shows and error called
'renaming node to attribute_delete_1'
Do you have any idea how to fix it
@@artpaper641 Use an Unpack-node before exporting
ya it helped resolving the error that i was getting earlier and now its a single object instead of many but i still was unable to see any geometry in Blender
can you help please@@mnymanVFX
hip?
Hey I lost the hip file for the final render unfortunately.