Houdini grasslands lesson 1 grass

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  • เผยแพร่เมื่อ 21 ก.ค. 2024
  • In this lesson we will create a fully controllable clump of grass.
    for more Houdini training kindly visit
    www.rohandalvi.net/

ความคิดเห็น • 44

  • @umbra7299
    @umbra7299 ปีที่แล้ว +9

    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

  • @qyoinqyuri
    @qyoinqyuri 5 หลายเดือนก่อน +1

    I was always asked to touch grass. Thanks to you, Mr. Dalvi, I can now tell them that I have.

    • @rohandalvi
      @rohandalvi  5 หลายเดือนก่อน +1

      😂

  • @Noah-qd4ts
    @Noah-qd4ts 2 ปีที่แล้ว +1

    I love your teachings! Keep it up

  • @gorzomastoper
    @gorzomastoper 10 หลายเดือนก่อน

    As always amazing! Spreading like this knowlege to people, perfection :)

  • @jamaljamalwaziat1002
    @jamaljamalwaziat1002 2 ปีที่แล้ว +1

    Great content as usual

  • @Popkill_
    @Popkill_ 3 หลายเดือนก่อน

    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 !

  • @massimobaita7178
    @massimobaita7178 2 ปีที่แล้ว

    Thank You very much, Rohan!

  • @user-xe7hx7em1f
    @user-xe7hx7em1f 2 ปีที่แล้ว

    Your tutorial has benefited me a lot. I hope to see your case about SHOP...

  • @trulycreative9795
    @trulycreative9795 ปีที่แล้ว

    Just a living legend!

  • @Isaacriches
    @Isaacriches ปีที่แล้ว

    Love the series. One thing has been puzzling me though. When we're using the for-each loop, we're effecting the bend node which is back at the beginning of the tree. This confuses me as I've been viewing the node tree as a linear procedure from top to bottom. Is there any way someone can shed light on why this works? 17:56

  • @mariacepeda5082
    @mariacepeda5082 2 ปีที่แล้ว

    amazing!

  • @alejandromontilla1583
    @alejandromontilla1583 2 ปีที่แล้ว

    Thanks mate!!

  • @yohup
    @yohup 2 ปีที่แล้ว

    what envoirenment map are you using?

  • @ChrisKania
    @ChrisKania 2 ปีที่แล้ว +5

    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...

    • @rohandalvi
      @rohandalvi  2 ปีที่แล้ว +5

      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. 🙂

    • @ChrisKania
      @ChrisKania 2 ปีที่แล้ว +1

      @@rohandalvi Thank you, that's helpful and thank you also for the awesome content. Many in the community benefit from these videos.

  • @xvdragneel8659
    @xvdragneel8659 หลายเดือนก่อน

    What is the HDRI you are using?

  • @user-sl309jd90
    @user-sl309jd90 2 ปีที่แล้ว

    Thank you very much

  • @jesjesline
    @jesjesline 2 ปีที่แล้ว +1

    Finally 🥳

  • @user-mf6lr7hh7g
    @user-mf6lr7hh7g ปีที่แล้ว

    what is your computer configuration?

  • @SergeBelkin
    @SergeBelkin 2 ปีที่แล้ว +1

    I own most of your tutorials, and still hungry for something new you create. Maybe something more MOPs oriented? Or Motion design oriented?

  • @jochenfong3056
    @jochenfong3056 2 ปีที่แล้ว

    thankyou

  • @paoloricaldone6273
    @paoloricaldone6273 2 ปีที่แล้ว

    thanks

  • @frigbychilwether
    @frigbychilwether 2 ปีที่แล้ว

    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)

    • @rohandalvi
      @rohandalvi  2 ปีที่แล้ว

      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.

    • @frigbychilwether
      @frigbychilwether 2 ปีที่แล้ว

      @@rohandalvi Hi, thanks for the clarification.

  • @stepanshnder1850
    @stepanshnder1850 6 หลายเดือนก่อน

    how i can import material for unity???

  • @adriendelmas1446
    @adriendelmas1446 2 ปีที่แล้ว

    is all that possible to simulate ? (vellum hair for grass plasticity for example )

    • @rohandalvi
      @rohandalvi  2 ปีที่แล้ว +1

      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.

  • @emepicuta3899
    @emepicuta3899 2 ปีที่แล้ว

    Amazing! Will it be ready for later using as a source for a sim?

    • @rohandalvi
      @rohandalvi  2 ปีที่แล้ว

      What kind of a simulation do you have in mind?

    • @emepicuta3899
      @emepicuta3899 2 ปีที่แล้ว

      @@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.

    • @rohandalvi
      @rohandalvi  2 ปีที่แล้ว

      @@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.

  • @bondell1840
    @bondell1840 ปีที่แล้ว

    Can i open the file on houdini 18.5?

    • @rohandalvi
      @rohandalvi  ปีที่แล้ว

      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.

  • @carlosrivadulla8903
    @carlosrivadulla8903 2 ปีที่แล้ว

    Do u think Houdini ll handle geometry like Clarisse at some point?

    • @rohandalvi
      @rohandalvi  2 ปีที่แล้ว

      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
      @notBaf0 2 ปีที่แล้ว

      @@rohandalvi Isn't Solaris/Hydra/USD supposed to tackle this? not familiar with Clarisse so I don't have a point of reference.

    • @rohandalvi
      @rohandalvi  2 ปีที่แล้ว

      @@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.

    • @notBaf0
      @notBaf0 2 ปีที่แล้ว

      @@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 😂

    • @rohandalvi
      @rohandalvi  2 ปีที่แล้ว +1

      @@notBaf0 watch a Clarisse video. It will blow your mind😄

  • @doodlesnack3082
    @doodlesnack3082 2 ปีที่แล้ว

    First

  • @Helios.vfx.
    @Helios.vfx. ปีที่แล้ว

    For some reason the bend attrib I created at the beggining won't work and neither at the min 18:00 not sure why