Magnetic Sand. Houdini Vellum Grains Tutorial. Project Files. C4D Octane Render

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  • เผยแพร่เมื่อ 25 ส.ค. 2024
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    Project files: gum.co/magneti...
    In this tutorial, we will look at Vellum grains and create a magnetic sand effect, in which we will influence the position of the grains by introducing forces generated from other meshes, much like a magnet field.
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    #houdini #motiondesign #tutorial #how-to #motiongraphics #abstractart #abstractdesign #digitaldesign #particle #vellum #swirl #octanerender #advection #grains

ความคิดเห็น • 39

  • @DimitriZachos
    @DimitriZachos 2 ปีที่แล้ว +4

    Awesome tut. Oh btw when you wanna create your normals and have then at point level, on the normal node switch it to point instead of vertices, gets rid of the the need for the wrangle. Keep up the awesome work.

  • @OzAdi
    @OzAdi 3 ปีที่แล้ว +4

    Thank you for the tutorial.
    !
    Actualy the Normals node has an option for Point normals in the drop down menu, so no need to do it in the attribute wrangler

    • @nickmedukha
      @nickmedukha  3 ปีที่แล้ว +2

      Right, should have checked it haha :) thanks man 👍

    • @larbizouhri3290
      @larbizouhri3290 3 ปีที่แล้ว

      @@nickmedukha thank you first for this great tutorial and you @OzAdi for the answer
      and you can use facet and check post-Compute Normals

  • @filipvabrousek6900
    @filipvabrousek6900 2 ปีที่แล้ว

    Amazing! Thanks so much!

  • @nykoo974
    @nykoo974 3 ปีที่แล้ว +1

    Awesome tut ! If you don't want to venture in Houdini Wrangles and Vex town (10min mark), you can use an attribute promote, choose N and vertex to point :)

    • @nickmedukha
      @nickmedukha  3 ปีที่แล้ว

      Oh cool! Thanks a lot for the advice :)

  • @bhushankandalkar3104
    @bhushankandalkar3104 3 ปีที่แล้ว

    Thank you so much man!!! I needed this badly ❤🙌🏻

  • @plusminus20
    @plusminus20 3 ปีที่แล้ว +1

    It took me a while to figure out a way to import and render out particles using octane in c4d.. There was no tutorial at that time, thanks to you people will learn something new !!

  • @user-yg2td1xk9n
    @user-yg2td1xk9n 3 ปีที่แล้ว

    Nice 🔥🔥

  • @AcidManiak678
    @AcidManiak678 2 ปีที่แล้ว +2

    Great tutorial! BTW, how to inverse force direction so it would act as an attractor?

    • @uzaykisi1863
      @uzaykisi1863 2 ปีที่แล้ว

      Have you found a solution for that?

    • @AcidManiak678
      @AcidManiak678 2 ปีที่แล้ว

      @@uzaykisi1863 Nah

  • @shivdholakia
    @shivdholakia ปีที่แล้ว

    great tutorial, you could just have switched the option from vertices to points in the normal node. that way you don't need an attribute wrangle anymore.

  • @jimjamran
    @jimjamran 2 ปีที่แล้ว

    whoop whoop! Thanks :-)

    • @nickmedukha
      @nickmedukha  2 ปีที่แล้ว

      Enjoy! :)

    • @jimjamran
      @jimjamran ปีที่แล้ว

      Hey man, I’ve come back again!
      I’ve got an animation for the source of vellum grain. When I simulate, the vellum grain is stuck on the first frame. It doesn’t change with the source animation.
      Any idea why?
      Thanks! :)

  • @justinfels
    @justinfels 2 ปีที่แล้ว

    Great Tutorial.... do you know if there is a way to use deforming geometry in the Sopgeo node that updates the field force? If that makes sense?

  • @madlowles
    @madlowles ปีที่แล้ว

    Thanks for the tutorial. I am not able to create the Vellum Grains at 2min mark. When I try to add it has error that: Failed to modify node or parameter because of a permission error.

  • @bartekkalinowski481
    @bartekkalinowski481 2 ปีที่แล้ว

    Great tut Nick, thanks a lot! Do you know any way to add rotation/orient to particle simulation?

    • @PlaidBlackHawk
      @PlaidBlackHawk 2 ปีที่แล้ว

      You may have found the answer by now, but you want the 'POP Torque' node for particle rotation/orientation

  • @mansurnassybulin
    @mansurnassybulin ปีที่แล้ว

    hello! is it possible to create a ferrofluids based on granules in Houdini?

  • @SwitchMaxFX
    @SwitchMaxFX 3 ปีที่แล้ว

    Do you know how i would get motion blur in the final render in cinema with octane?

  • @divacandrar7907
    @divacandrar7907 3 ปีที่แล้ว

    Ohhhh my godddddd😭😭😭

  • @theostalproject
    @theostalproject 3 ปีที่แล้ว

    Finally can render particles in C4D with octane, do you ever like to do your octane renders within Houdini using the octane plugin? Or do you always import to C4D?

  • @bionicode
    @bionicode 3 ปีที่แล้ว

    Will the linked project render in Houdini, or does it require Octane? I mean is the Houdini project set up with proper materials, lights, and cameras?

  • @boole_cat
    @boole_cat 2 ปีที่แล้ว

    Great lesson, thanks. Can you find out the specifications of your computer?

    • @Birkkromann
      @Birkkromann 7 หลายเดือนก่อน

      He says in the video. i7 and a 2070

  • @EZZYLAND
    @EZZYLAND ปีที่แล้ว

    @20:00

  • @bhushankandalkar3104
    @bhushankandalkar3104 3 ปีที่แล้ว

    You took 4 spheres of that size and then made child to octane scatter and then on the octane scatter you choose to scatter on object and then put that null object with vellum grains right????

    • @nickmedukha
      @nickmedukha  3 ปีที่แล้ว +1

      In the scatter, choose vertex and drop your alembic file there :)

    • @bhushankandalkar3104
      @bhushankandalkar3104 3 ปีที่แล้ว

      @@nickmedukha okk, thank you so much man 😊

  • @baldoski
    @baldoski 3 ปีที่แล้ว

    Why not rendering inside Houdini directly? :(

    • @nickmedukha
      @nickmedukha  3 ปีที่แล้ว

      Just because its far more easier to check different materials, lights etc in c4d. If that's just few materials on a black bg - sure, but imo when you just want to try building a scene and check what works and whats not, c4d is still more convenient for me.

    • @baldoski
      @baldoski 3 ปีที่แล้ว

      @@nickmedukha Thanks, I was curious what you think beacase I don't like Octane's implementation in Houdini haha ;)

    • @nickmedukha
      @nickmedukha  3 ปีที่แล้ว

      ​@@baldoski yeah, me too :) I love octane in C4d, but in Houdini - nope. GSG mats are unusable cause every material param it treats as a const node and I have like 200 nodes when I import preset mats from live db, pisses me off lol
      Maybe I will give Redshift a try, idk

    • @baldoski
      @baldoski 3 ปีที่แล้ว

      @@nickmedukha I ditched GPU renderers for a while, currently using Arnold and sometimes Renderman. Yes, they are very slow but produce very good looking images imo. I think there is also a good alternative for RS & Octane which is Unreal Engine. I touched it a little bit and I just love the real-time idea. it's just sad we don't have anything similar inside Houdini.

  • @karolinasereikaite8233
    @karolinasereikaite8233 3 ปีที่แล้ว

    Thanks a lot! I was searching how to do that since in RealFlow we have force like that, it made perfect sense and definitely endless creative possibilities. Thanks! Also, do you have paypalme link for a simple thank you we can give?

    • @nickmedukha
      @nickmedukha  3 ปีที่แล้ว

      I am glad you discovered some new stuff even for RealFlow :) Yes, sure - paypal.me/NikitaMeduha, I would greatly appreciate that :)