absolutely love the houdini videos where the guy is saying everything he's doing, allows to stay focus on our own houdini window without having to check the video every 5 sec, thank you, very enjoyable video
9:29 if the unshared edges option isn’t enough to give you this result, try adding in the group node keep by normals, direction z, spread angle 67 (for me) Really good tutorial btw ! Thanks !
Lovely tutorial as always. I tried to figure out how to add a bit of wind. I used Attribute Noise with animation and called it "wind" and then used Scale by Attribute in the Blend Normal With Y option in Scatter and Align node. I don't know if that's how it's usually done...
There’s no specific way to add wind. Your method is as good as any other. If you’re doing simulation then you can add a wind force otherwise you can cheat it using any noise map and modifying the position. So your method is good. 🙂
@@rohandalvi Basically being able to add some dynamics to the grass rather than only having it static. For example feeding it into a vellum sim, and therefore setting it up in a way that is mindful of what its needed to have a somewhat fluid and not superheavy sim.
@@emepicuta3899 you should be able to feed to into any kind of a sim but then it won't be treated as packed primitives. Which means it will take a lot of Ram to render it. If that's not an issue then you can run out through any kind of a simulation.
Clarisse viewport is purpose built for handling massive scenes. Unless sidefx does some kind of a massive rewrite of their viewport tech , I don’t see it happening.
@@notBaf0 USD is just a scene exchange format and Hydra is a viewport api (i think) but that won't magically make your software handle billions of polygons in the viewport. Look up any video of Clarisse on TH-cam. They were doing billions of polys in the viewport way before usd even showed up. I think it's up to the developers to decide what the viewport is built for. Better playback for animation. Better smoke and particle display. More geometry handling. Houdini has a great viewport for smoke and stuff. But it's not great at handling tons of geometry.
@@rohandalvi Ahh ok, thank you for clarifying. I can barely fill my VRAM with my scenes so I didn't have a frame of reference. Coming from a C4D background, Houdini's viewport is as best as it can get for me 😂
It should be possible to simulate as long as you have a ton of Ram. Because once you simulate it won't be treated as instances or packed primitives anymore.
Around 34 minutes I had to add a normal after the circle, before the remesh AND after the scatter for the scatter and align to work as it did in the tutorial. not sure why.
Copy stamp is the older method. For each is the newer method. Better to stick with for each. I have a video on how to use for each, for copy stamping, you can look that up.
absolutely love the houdini videos where the guy is saying everything he's doing, allows to stay focus on our own houdini window without having to check the video every 5 sec, thank you, very enjoyable video
I was always asked to touch grass. Thanks to you, Mr. Dalvi, I can now tell them that I have.
😂
As always amazing! Spreading like this knowlege to people, perfection :)
9:29 if the unshared edges option isn’t enough to give you this result, try adding in the group node keep by normals, direction z, spread angle 67 (for me)
Really good tutorial btw ! Thanks !
Your tutorial has benefited me a lot. I hope to see your case about SHOP...
I love your teachings! Keep it up
Great content as usual
Lovely tutorial as always. I tried to figure out how to add a bit of wind. I used Attribute Noise with animation and called it "wind" and then used Scale by Attribute in the Blend Normal With Y option in Scatter and Align node. I don't know if that's how it's usually done...
There’s no specific way to add wind. Your method is as good as any other. If you’re doing simulation then you can add a wind force otherwise you can cheat it using any noise map and modifying the position. So your method is good. 🙂
@@rohandalvi Thank you, that's helpful and thank you also for the awesome content. Many in the community benefit from these videos.
Just a living legend!
Thank You very much, Rohan!
What is the HDRI you are using?
what is your computer configuration?
amazing!
Wow this is soooo complicated....
what envoirenment map are you using?
Finally 🥳
For some reason the bend attrib I created at the beggining won't work and neither at the min 18:00 not sure why
Amazing! Will it be ready for later using as a source for a sim?
What kind of a simulation do you have in mind?
@@rohandalvi Basically being able to add some dynamics to the grass rather than only having it static. For example feeding it into a vellum sim, and therefore setting it up in a way that is mindful of what its needed to have a somewhat fluid and not superheavy sim.
@@emepicuta3899 you should be able to feed to into any kind of a sim but then it won't be treated as packed primitives. Which means it will take a lot of Ram to render it. If that's not an issue then you can run out through any kind of a simulation.
Do u think Houdini ll handle geometry like Clarisse at some point?
Clarisse viewport is purpose built for handling massive scenes. Unless sidefx does some kind of a massive rewrite of their viewport tech , I don’t see it happening.
@@rohandalvi Isn't Solaris/Hydra/USD supposed to tackle this? not familiar with Clarisse so I don't have a point of reference.
@@notBaf0 USD is just a scene exchange format and Hydra is a viewport api (i think) but that won't magically make your software handle billions of polygons in the viewport.
Look up any video of Clarisse on TH-cam. They were doing billions of polys in the viewport way before usd even showed up.
I think it's up to the developers to decide what the viewport is built for. Better playback for animation. Better smoke and particle display. More geometry handling. Houdini has a great viewport for smoke and stuff. But it's not great at handling tons of geometry.
@@rohandalvi Ahh ok, thank you for clarifying. I can barely fill my VRAM with my scenes so I didn't have a frame of reference. Coming from a C4D background, Houdini's viewport is as best as it can get for me 😂
@@notBaf0 watch a Clarisse video. It will blow your mind😄
how i can import material for unity???
is all that possible to simulate ? (vellum hair for grass plasticity for example )
It should be possible to simulate as long as you have a ton of Ram. Because once you simulate it won't be treated as instances or packed primitives anymore.
Thank you very much
Around 34 minutes I had to add a normal after the circle, before the remesh AND after the scatter for the scatter and align to work as it did in the tutorial. not sure why.
Thanks mate!!
HI, thanks for this. Is this for-each workflow better than using copy stamp or are they completely different things ?(I'm new user of houdini)
Copy stamp is the older method. For each is the newer method. Better to stick with for each. I have a video on how to use for each, for copy stamping, you can look that up.
@@rohandalvi Hi, thanks for the clarification.
I own most of your tutorials, and still hungry for something new you create. Maybe something more MOPs oriented? Or Motion design oriented?
Can i open the file on houdini 18.5?
It should be possible. Most of the tools are the same. But Some things can cause issues. You'll have to try it out and see.
thanks
thankyou
First