Your content is amazing, by far my favorite on houdini. You not only show the nodes but you EXPLAIN what they do and why you choose them! Thanks a lot for your work.
Thank u for making all this amazing videos. You made me reconsider learning Houdini. Most of the lessons in the Uternet were like flexing muscles in front of us who do not understand much in programming. They made us hate Houdini for its difficulty, as they used to make us imagine it as a program in which nothing can be done without the code, but you made us understand that it is a wide and useful program. And I explained a lot of important things in managing a simple scene, cracking, and a lot of things that might make anyone love Houdini, whatever his level.
Ace! Loved how you'd already setup the how can we get a velocity attribute through for our motion blur via Trails in a previous vid. As you were starting to explain I already thought 'ah ha! we need a trail node!' (I mean, in the end we didn't but nice anyway).
So I'm having no luck finding an answer so perhaps you can help. While in Karma I'm getting mat white spheres alongside each clone of the cube, in the uncompressed Scene Graph Path orbs exist as "piece0_14_1_0_1" with a Primitive type of "BasicCurve > GeomSubset". When I activate "Path Attributes" it shows up as "curve_0". (So I found a workaround I'm not sure is good by creating an "edit_curve" node and setting the uniform scale to 0)
Hi, that's a great question. As far as I understand, when you have constant topology (geometry that maintains consistent point and primitive counts), Solaris can use the motion of the geometry over time for motion blur. However, to do this, you need to use either the Cache node or the Motion Blur node. The cache node can cache the entire sequence, whilst the Motion Blur node caches just enough for calculating the difference of position between the camera shutter - making it more efficient. I have just been showing the velocity blur method because it is more intuitive and allows you more control over your velocity vectors directly. Either way works. I hope that helps and wasn't too confusing.
@@NineBetween Thank you for your elaborate answers as always. I acknowledge that this time it hasn't been as clear to me xD, but still, thank you for your time.
Hi, I had some questions. if i use the object which already has textures( Rubber toy), At the output it appears Grey, How to have the texs after the sim. And how to have animated colliders, like we had with vellum.
Hi! I cover those concepts in the RBD+Pyro tutorial, which is part 13 of the series. If you still have similar questions after watching that part, feel free to leave a comment, and I'll get back to you😁
@@NineBetween okok Thank you so much. I'll move on to the next part for now. You're a great teacher btw and i really appreciate you taking your time for making this course.
Here's the file to start from: bit.ly/rbd_part_2
The Solaris Masterclass: bit.ly/solaris_masterclass
And the HDRI website used: polyhaven.com
The file to start from doesnt exist anymore :(
@@diegoteran3812 yep, still missing !!!
Your content is amazing, by far my favorite on houdini. You not only show the nodes but you EXPLAIN what they do and why you choose them! Thanks a lot for your work.
You are one of the most clear and clever Houdini instructors on Internet. I would be your Patron sponsor without any doubt.
Thank u for making all this amazing videos.
You made me reconsider learning Houdini. Most of the lessons in the Uternet were like flexing muscles in front of us who do not understand much in programming. They made us hate Houdini for its difficulty, as they used to make us imagine it as a program in which nothing can be done without the code, but you made us understand that it is a wide and useful program. And I explained a lot of important things in managing a simple scene, cracking, and a lot of things that might make anyone love Houdini, whatever his level.
Ace! Loved how you'd already setup the how can we get a velocity attribute through for our motion blur via Trails in a previous vid. As you were starting to explain I already thought 'ah ha! we need a trail node!' (I mean, in the end we didn't but nice anyway).
You are a hero! You are my hero!
Absolute legend. Super excited for future videos
Your tutorials are amazing. Please keep it coming!! I'm learning a lot :)
perfect as always❤
First! Loving the new format and content my dudes
Ayyyy Des! Collab when?
@@NineBetween I’ll come chat to you guys about it ;)
One of the best explainations on this topic ever!! ✨✨✨✨✨✨✨✨✨✨✨✨
So well explained ❤
awesome, very clear and useful!
Awesome!!! Thanks!
love it brother ❣
Thank you!
So I'm having no luck finding an answer so perhaps you can help. While in Karma I'm getting mat white spheres alongside each clone of the cube, in the uncompressed Scene Graph Path orbs exist as "piece0_14_1_0_1" with a Primitive type of "BasicCurve > GeomSubset". When I activate "Path Attributes" it shows up as "curve_0".
(So I found a workaround I'm not sure is good by creating an "edit_curve" node and setting the uniform scale to 0)
how would one add the DebrisSource node into this workflow? for little secondary debris tiny bits ?
there is no longer a USD material x subnet node in houdini 20 as you discuss at 14:30. What is the alternative please?
"USD MaterialX Builder" is probably updated version. You can follow tutorial with it. Cheers ;)
Hello, the file to start from expired unfortunately, can you reupload?
I've had a question for a while now: If you can enable blur in the karma render settings node, why they added a Motion Blur LOP in 19.5?
I guess for more customizing
Hi, that's a great question. As far as I understand, when you have constant topology (geometry that maintains consistent point and primitive counts), Solaris can use the motion of the geometry over time for motion blur. However, to do this, you need to use either the Cache node or the Motion Blur node. The cache node can cache the entire sequence, whilst the Motion Blur node caches just enough for calculating the difference of position between the camera shutter - making it more efficient. I have just been showing the velocity blur method because it is more intuitive and allows you more control over your velocity vectors directly. Either way works. I hope that helps and wasn't too confusing.
@@NineBetween Thank you for your elaborate answers as always. I acknowledge that this time it hasn't been as clear to me xD, but still, thank you for your time.
Hi, I had some questions.
if i use the object which already has textures( Rubber toy), At the output it appears Grey, How to have the texs after the sim.
And how to have animated colliders, like we had with vellum.
Hi! I cover those concepts in the RBD+Pyro tutorial, which is part 13 of the series. If you still have similar questions after watching that part, feel free to leave a comment, and I'll get back to you😁
@@NineBetween okok Thank you so much. I'll move on to the next part for now.
You're a great teacher btw and i really appreciate you taking your time for making this course.
You're welcome 😊 I'm just glad I can help people to unlock Houdini for themselves
how would you add smoke sim on destruction ?