Man I used to hate math in school (like most people) but since I started learning Houdini and being able to see what beautiful motion is generated by such a simple calculation it is truly mind blowing and I love every aspect of it now
Quick tip for anyone who wants the particles to move with that velocity field on the sphere. Use a SOP Solver in the popnet under Advect by volumes, go inside. Use Ray node attach first input to DOP Geo and second input to an Object Merge to which is locating the sphere and select Minimum Distance, gives sweet results as well!
For anyone not being able to see the fog volume but just the bounding box: You can visualize the "vel" volume once it has been created by middle mousing on the node info and left clicking on "vel" - just like visualizing attributes. Hope this helps.
you explained how cross product works better than all the math theory videos I watched on it before this. It finally became intuitive for me, thank you!
Thanks for the refresher on creating velocity fields for particle advection! I seem to forget parts of houdini as focus different parts for extended periods!
OMG, I needed this last week haha! I was like, I need stuff to swirl around points, but math math math and work work work, and I was down to like 15 brain cells... I had the cross product part in my head, but the implementation, not so much. This is awesome, thanks!!!
Beautiful. As always, I am perpetually thankful for all the work this youtube channel does. It's given me so much confidence within Houdini.. and even more importantly.. has given me a passion for life again. Thank you.
Thanks for explaining the dot product again. I had my brain working on this several times but somehow had trouble applying this towards Houdini. You're tutorials are really helping me probably others too. Thanks again!
More of this please. Once again, Entagma, I'm wholly indebted to you guys for my Houdini learning journey. Wonderful, wonderful, wonderful tutorials. Once things pick up again after Covid I'll definitely become a Patreon, no question. Greetz aus Mainz :)
This tutorial was awesome! For me, this bridged what I had learned in Steven Knipping's lesson on swirling particles and Peter Claes' lesson on dot product. I've been wondering what is the best method for advecting particles, but still maintain a certain level of control and detail. Looking forward to trying this out. Thank you.
love this tutorial. what oftentimes falls a little short imo is how to render all that stuff properly, in this case the particles and splines, because in the viewport it looks great but when it comes to rendering, things can fall apart really quick.
Anyone having trouble with an empty bounding box after setting up the VOP correctly should double check if you changed your normals from vertices to points!
You can visualize the "vel" volume once it has been created by middle mousing on the node info and left clicking on "vel" - just like visualizing attributes. Hope this helps!
You can visualize the "vel" volume once it has been created by middle mousing on the node info and left clicking on "vel" - just like visualizing attributes. Hope this helps!
Hopefully not dumb question(!): at 4:45 in the vid ... why is the purple arrow (you say the normal of the purple face) defined as being in it's direction, rather than exactly opposite????
Thanks for this is a really cool tutorial. How would one go about exporting the result we have into Maya to be able to render? possibly with the color information we have setup
Hi! Great Tutorial, i hve a stupid question tho, how to change the particles size? i can't find the pop up window anywhere, neither i can't fsolutions online, can you please tell the shortcut u used? thx again for the tutorial!
Hi there, and one more dope Tut featuring dope fx here ! im following the steps, I just got a viewport volume vop display problem, it seems i cant get the voxels shape displaying at all, just got the bbox, ive tried out everything possible in my settings but nothing helps, except the volume slice node technique which is not a proper solution, and as i can see on Simon's work, he gets the volume perfectly displaid, as it s necessary to preview tweakings the right way... any help ? thx a lot by advance, best, L.
You can visualize the "vel" volume once it has been created by middle mousing on the node info and left clicking on "vel" - just like visualizing attributes. Hope this helps!
Only real question I have is how do I get the render to look like smoke because mine looks like a slime ball which is cool but I do not know if I missed something or messed something up :(
I am getting this error in the Volume VOP and I am not getting any results from the VOP... ..... Warning Cannot find primitive attribute 'name', binding volume as 'density'.
How do I color the particles using the v attribute? I can create a ramp from attribute with the color node and it works fine in the viewport, but when I try to import the v attrib. to octane render it doesn't work properly.
I rendered it out, but it doesn't look like what you rendered, its realy dry and missing those smooth foggy look, how did you do that? from comp? thanks!
so what's the vex equivalent of that VolumeVOP node? I find VEX debugging to be like taking a trip 20 years back in time. In a VolumeWrangle at the same place as the VolumeVOP // declare bindings vector @P; vector @vel; vector cloudP; vector cloudN; int handle; handle = pcopen(1, "P", @P, 1.0, 1); while (pcunshaded(handle, "P")) { pcimport(handle, "P", cloudP); pcimport(handle, "N", cloudN); vector voxel_to_geo = normalize(cloudN - @P); vector newv = cross(voxel_to_geo, cloudN); @vel = newv; } pcclose(handle); I think this is close-ish....
Can you make a tutorial for vops 1-10 by making a perfect effect like the explosion of fire, water, waves collapse without vex, I see that there are many who need that teaching, especially for those who are new to Houdini
Can anyone help me out with the render settings or how to render this? Mine looks like a corona virus thing :(. I?d love to render out a beautiful swirly particle instead of a virus ;)
Houdini is so.. strange. Like I understand every single thing and why are you doing it, but to do it myself, from the beginning? Remembering all those names, vops, sops, use of floats, vectors etc, the specific options that if you not chose all of it won't work.. I fail to see the logic behind some of the concepts and even if I did some thing, I am unable to do it again after a month..
Man I used to hate math in school (like most people) but since I started learning Houdini and being able to see what beautiful motion is generated by such a simple calculation it is truly mind blowing and I love every aspect of it now
SAVE BEFORE 19:30 if your computer is not very stable going from the random colors to the popnet crashed my houdini lol!
Quick tip for anyone who wants the particles to move with that velocity field on the sphere. Use a SOP Solver in the popnet under Advect by volumes, go inside. Use Ray node attach first input to DOP Geo and second input to an Object Merge to which is locating the sphere and select Minimum Distance, gives sweet results as well!
Huge fan of Simon's work. Let's see more of this guy please :)
Right there with you. Big fan of Simon's.
Agree!
For anyone not being able to see the fog volume but just the bounding box: You can visualize the "vel" volume once it has been created by middle mousing on the node info and left clicking on "vel" - just like visualizing attributes. Hope this helps.
you explained how cross product works better than all the math theory videos I watched on it before this. It finally became intuitive for me, thank you!
Thanks for the refresher on creating velocity fields for particle advection! I seem to forget parts of houdini as focus different parts for extended periods!
OMG, I needed this last week haha! I was like, I need stuff to swirl around points, but math math math and work work work, and I was down to like 15 brain cells... I had the cross product part in my head, but the implementation, not so much. This is awesome, thanks!!!
Beautiful. As always, I am perpetually thankful for all the work this youtube channel does. It's given me so much confidence within Houdini.. and even more importantly.. has given me a passion for life again. Thank you.
To the three people who downvoted this, maybe you should stick with Microsoft Paint for your motion design.
lol so true!
buuuuuuurn
"five people"
:)
@@HarryNicNicholas five die-hard particular fans
who gives a shit. save your self righteous indignation for something more important
Thank You very much, Simon! Thank You very much, Entagma!
Thanx Entagma and SSimon for this. Really clear and logic to understand
Thanks for explaining the dot product again. I had my brain working on this several times but somehow had trouble applying this towards Houdini. You're tutorials are really helping me probably others too. Thanks again!
star guest simon!!!!!
thanks simon! love the guest tutorials
This is so helpful! I love these tutorials. Whoever downvoted this, I hope both sides of you pillow are warm at night
More of this please.
Once again, Entagma, I'm wholly indebted to you guys for my Houdini learning journey. Wonderful, wonderful, wonderful tutorials. Once things pick up again after Covid I'll definitely become a Patreon, no question.
Greetz aus Mainz :)
This tutorial was awesome! For me, this bridged what I had learned in Steven Knipping's lesson on swirling particles and Peter Claes' lesson on dot product. I've been wondering what is the best method for advecting particles, but still maintain a certain level of control and detail. Looking forward to trying this out. Thank you.
if anyone’s rendering in mantra if the points appear large just do an attribute wrangle on the pop net and set to @pscale = 0.002
Great tutorial , I am amazed how simple he has made it look.
love this tutorial. what oftentimes falls a little short imo is how to render all that stuff properly, in this case the particles and splines, because in the viewport it looks great but when it comes to rendering, things can fall apart really quick.
Amazing. Thank you
Thanks for wonderful very informative video!! I got it in right time.... Thanks you team!!
Such a beautiful result, and what a clever flexible setup! Thank's so much for the idea!
Anyone having trouble with an empty bounding box after setting up the VOP correctly should double check if you changed your normals from vertices to points!
Thanks sir
@@gouthamvanga5129 Yes thanks a million, been trying to figure that out for a while this morning
Came down here looking for this, tyty. I was using custom geometry, so my brain said "it already has normals! dont need that node"
Ends up I do.
thank you!!!!
You can visualize the "vel" volume once it has been created by middle mousing on the node info and left clicking on "vel" - just like visualizing attributes. Hope this helps!
This setup is very clever. Fantastic video!
gosh, this is just a real treasure...
Hey, if I am not mistaken you were one of headliners on Mouvo Festival in Prague several years ago! Thanks a lot for great tutorial :-]
Amazing! Thanks a lot. The things you can do with this in depth control. Its crazy!
This is brilliant ! Thank you for this tutorial ! I love it !
Exactly what I Looked for, thank you!
Love this. Thanks for sharing.
Seems to be breaking in the Houdini 19.0 at 3:25 onwards ; If anyone figure out a way, please help! Thankss
priceless!, really good and simple tutorial!
Very helpfull thankyou
More Simon pls!!)) Thanks!!
simply Awesome
Amazing Tutorial, thanks a lot! :)
great tip! thanks
Very well explained!
Amazing! Thank you!
God bless you man.
great work mate, ;) keep it coming
seems to break in H 19 as I am getting an empty bounding box when selecting vector float in VOP. Any guidance? Others below are asking too.
running into the same issue...any luck ?
I changed P to N in mountain node.
@@kamesanskywalker8266 The location attribute? id didn't fix it for me.
You can visualize the "vel" volume once it has been created by middle mousing on the node info and left clicking on "vel" - just like visualizing attributes. Hope this helps!
I love this kind of tutorials!, that teach how to make a full project
could you please make more tutorials like that?
Nice!!! Thanks!
Wonderful tutorial, very helpful!
Hopefully not dumb question(!): at 4:45 in the vid ... why is the purple arrow (you say the normal of the purple face) defined as being in it's direction, rather than exactly opposite????
awesome.. love it
Amazing!
Seen many comments stuck on vdbactivate 3:28.. I'm stuck too. Something is getting tripped up with H19
Astoundingly beautiful, thank you so much and thank you for making great tutorials free to view. The moths in my wallet thank you also.
very good, still helpfull after ayear!
Thanks for this is a really cool tutorial.
How would one go about exporting the result we have into Maya to be able to render? possibly with the color information we have setup
vex conversion of the vop for anyone interested:
i@pts = pcopen(1, "P", @P,chf("ff"),10);
v@norm = pcfilter(@pts,"N");
v@pos = pcfilter(@pts,"P");
v@dir = normalize(@pos-@P);
v@crs = cross(@dir,@norm);
v@vel = @crs;
great stuff!
awesome
Brilliant
This is beast!
Im obsessed
Great !
How can i open display options : world? 17:33
OK, i learn how. With the botton (D)
This is heavy! my laptop couldnt hang with it when increased the amount to 50 000 :D
Hi! Great Tutorial, i hve a stupid question tho, how to change the particles size? i can't find the pop up window anywhere, neither i can't fsolutions online, can you please tell the shortcut u used? thx again for the tutorial!
Hey do u know why the particle in the render View and in the scene View looks different?
Hi there, and one more dope Tut featuring dope fx here ! im following the steps, I just got a viewport volume vop display problem, it seems i cant get the voxels shape displaying at all, just got the bbox, ive tried out everything possible in my settings but nothing helps, except the volume slice node technique which is not a proper solution, and as i can see on Simon's work, he gets the volume perfectly displaid, as it s necessary to preview tweakings the right way... any help ? thx a lot by advance, best, L.
any luck figuring this out ?
You can visualize the "vel" volume once it has been created by middle mousing on the node info and left clicking on "vel" - just like visualizing attributes. Hope this helps!
What a genius~
Theres no Time parameter in the new moutain node , any way to replicate the effect ?
Only real question I have is how do I get the render to look like smoke because mine looks like a slime ball which is cool but I do not know if I missed something or messed something up :(
I set the point size to 1 however my particles are still too big in my render veiw not sure what to do here
can i adjust the particle moving speed?
can you explain why you use a bound node? thank you
I am getting this error in the Volume VOP and I am not getting any results from the VOP...
..... Warning
Cannot find primitive attribute 'name', binding volume as 'density'.
How do I color the particles using the v attribute? I can create a ramp from attribute with the color node and it works fine in the viewport, but when I try to import the v attrib. to octane render it doesn't work properly.
I rendered it out, but it doesn't look like what you rendered, its realy dry and missing those smooth foggy look, how did you do that? from comp? thanks!
since i switch the VDB type to Vector Float, I got an red empty bounding of my defined area. Yes, i set my VDB Activate to Reference. Any Idea?
same here
@@ready_set_go any luck figuring this out in H19?
No sorry
Dope!
Genius!!
How can I increase the velocity the particles move? Mine are moving but very slowly
I don't understand the subraction of the point of the voxel to the point of the point cloud. Can you explain it further with examples please...
What is the best way to export this into cinema 4d? I tried as alembic but nothing shows up
so what's the vex equivalent of that VolumeVOP node? I find VEX debugging to be like taking a trip 20 years back in time.
In a VolumeWrangle at the same place as the VolumeVOP
// declare bindings
vector @P;
vector @vel;
vector cloudP;
vector cloudN;
int handle;
handle = pcopen(1, "P", @P, 1.0, 1);
while (pcunshaded(handle, "P")) {
pcimport(handle, "P", cloudP);
pcimport(handle, "N", cloudN);
vector voxel_to_geo = normalize(cloudN - @P);
vector newv = cross(voxel_to_geo, cloudN);
@vel = newv;
}
pcclose(handle);
I think this is close-ish....
// declare bindings
vector @P;
vector @vel;
vector cloudP;
vector cloudN;
int handle;
handle = pcopen(1, "P", @P, 1.0, 1);
cloudP = pcfilter(handle, "P");
cloudN = pcfilter(handle, "N");
vector voxel_to_geo = normalize(cloudN - @P);
vector newv = cross(voxel_to_geo, cloudN);
@vel = newv;
pcclose(handle);
@@adamglass2599 can't understand what does normalize(cloudN - @P);
Awesome. Wonder if that was rendered with Krakao?
It wasn't :)
entagma.com/courses/rendering-101/rendering-101-pt-31-guest-tutorial-additive-particle-shading/
Cheers, Mo
@@Entagma Oh awesome! Checking it out. Thanks Mo!
you are a wonder my teacher
Hey, nice tutorial, can we export this on VDB to blender ? Or how do you export this to blender please ?
How would I render this out? :3
Can you make a tutorial for vops 1-10 by making a perfect effect like the explosion of fire, water, waves collapse without vex, I see that there are many who need that teaching, especially for those who are new to Houdini
Out of curiosity, what is the particle count and particle separation in the title animation for this tutorial?
If I remember correctly it was something around 5-10 Million Particles. Redshift can render those pretty fast, so it wasn't that heavy.
Can anyone help me out with the render settings or how to render this? Mine looks like a corona virus thing :(. I?d love to render out a beautiful swirly particle instead of a virus ;)
🔥🔥🔥🔥
Nice
THIS IS AWESOME but the theory section went way over my head..... also RIP my CPU
Houdini is so.. strange. Like I understand every single thing and why are you doing it, but to do it myself, from the beginning? Remembering all those names, vops, sops, use of floats, vectors etc, the specific options that if you not chose all of it won't work.. I fail to see the logic behind some of the concepts and even if I did some thing, I am unable to do it again after a month..
This is broken in H19 unfortunately. I think the new mountain node is causing it. Tried many things to fix it with no luck.
raise Search radius of pcopen node in Volumevop, it should work.
Now I need to do this but on Blender...!
Good luck with that...
wwwow
Good,
if only showed how rendered, would be better. Sorry for my english ))
First!
CA MARCHE PAS
yo entagma people, do you know anything about houdini other than the useless abstract stuff?..
Nope, only useless stuff here. Like, subscribe, comment and support us on Patreon: www.patreon.com/entagma
what else is there?