Image not available

397x161

Untitled.png

๐Ÿงต Where is Houdini general thread?

Anonymous No. 967162

Just my luck ffs finally have a week of free time to try to learn something and it's gone.
Not saying I'm lost without it but it would help.

Anonymous No. 967165

>>967162
What's your current project, OP, or what are you planning on working on?

Anonymous No. 967169

this is the houdini general. you've made it, op. congratulations.

Anonymous No. 967171

The thing about Houdini is that it takes a PHD in computer graphics to even get a couple of seconds of usable output out of it as well as buying in to the ecosystem of zbrush, maya, mari, and nuke and then buying expensive motion capture suits.

Anonymous No. 967172

>>967171
That's nonsense, you're just establishing yourself as a retard if you say shit like that.

Anonymous No. 967173

>>967172
no, it's true. I'm not talking your bottom of the barrell drag and drop pyro sim, im talking about actual good FX

Anonymous No. 967175

>>967165
nothing, I'm still looking for a good intro course with no success so far. Although I have only done Houdini isn't scary so I can't say I was trying much.

I found Rebelway's VEX course so I'm going to do that and hope the basic stuff will stick along the way.

But if you can refer me to some source where I can learn what excatly is VOP, DOP, SOP, shop, WHATEVEROP, I'll be very happy.

Anonymous No. 967177

>>967175
>But if you can refer me to some source where I can learn what excatly is VOP, DOP, SOP, shop, WHATEVEROP, I'll be very happy.
ngmi

give up now

Anonymous No. 967178

>>967175
>doesn't understand contexts
>going through rebelway's vex course
lol
lmao even

Anonymous No. 967179

>>967177
>>967178
you may laugh but I'm gonna make it... mainly because it's just a hobby.

on another note it seems you had a proper introduction with the software so tell me where can I get to read or something about this stuff

Anonymous No. 967182

>>967179
ironically, its not even worth replying to you

Anonymous No. 967194

Anyone using the Houdini 20 cracked version? Had your data stolen or PC bricked yet?

Anonymous No. 967195

>>967194
stop invading a good houdini thread with your poor skid row talk. You are never ever going to make it

Image not available

362x512

horse.gif

Anonymous No. 967213

>>967162
With AI wouldn't it be better to learn Nuke?
Image and asset generation will still have to be composited!!

Anonymous No. 967226

>>967177
>>967195
Post your work

Anonymous No. 967245

>>967175
the documentation, faggot.

Anonymous No. 967251

>>967245
>documentation
Oh look a faggot on a small pony calling people faggots. Your advice is like telling people to read a dictionary when they want to learn a language. But if you learned it that way congrats you must be the biggest autist in the room wherever you go.

Anonymous No. 967254

>>967251
Is this for real?

Image not available

1080x1920

lolo.jpg

Anonymous No. 967256

>>967175
If you are unable to find for yourself what different operator abbreviations for Houdini are, then you are mentally retarded simpleton, descended from family with long history of mental retardation. Fucking imbecile

Anonymous No. 967257

>>967256
Anon it's not that deep

Image not available

1005x761

a.png

Anonymous No. 967258

>>967251
>

>>967254
probably not, and yet I still used less words than he did. trolling skill issue.

Anonymous No. 967263

>>967258
I'm starting to realize that Houdini isn't scary is a really shitty first experiance with the software.

Anonymous No. 967265

>>967263
you need a PHD in computer graphics to get anything out of houdini. I'm Not shitting you.

Anonymous No. 967266

>>967265
it's true, that's why you should pay me 250k base salary just for opening houdini.

Anonymous No. 967268

>>967265
I'm studying computer science at a university right now so vex is quite intriguing for me it's coding with the added reward of visualization so I'm not complaining.

Anonymous No. 967269

>>967171
Indeed on the 'phd' part, I've started learning vector math on the side. Lucky I have a quick mind

Anonymous No. 967331

Why is there nobody I can just pay an hourly rate to tutor me in this shit over zoom? I've done and understood all of the getting started tutorial shit and now I have so many specific questions on how to accomplish effects I'm going for and I just need someone to help me connect the dots

Anonymous No. 967334

>>967331
Ask away

Anonymous No. 967385

>>967331
>Why is there nobody I can just pay an hourly rate to tutor me
you can. just make a post in thinkprocedural discord. don't be surprised if you can't afford it though.

Op No. 967417

>>967175
You know that VEX is not as hard as people made it out to be. I'm still far away from being an intermediate as few people pointed out because I was too retarded to read the documentation, but I don't think it was the worst pick for the second course I've ever seen for houdini.

Image not available

2134x1266

houdini.png

Anonymous No. 967565

>>967331
pay a few shekels for cgwiki patreon or paypal, you'll get access to discord where all the heavyweights of vex are hanging out

post the link here once you're in please

or sign up for proceduralkate's patreon and you'll get once weekly private mentorship over zoom

she's so cute so I can't sign up because I would creep on her and never get a job in the industry ever again

https://houdini-course.com/mentoring

100$ for 60 minutes
good deal, very knowledgable, seems like a good dude

Anonymous No. 967569

>>967565
>100$ for 60 minutes
jesus fucking christ

Anonymous No. 967577

i'm gonna write some stuff down about solaris and karma in h20 and would appreciate it if someone could point out if i'm wrong about something:

ACES:
>to use aces in karma (and solaris in general) just use the new ocio settings panel, rendering space:aces cg, view transform: aces srgb 1.0
>^ need a restart for this to take effect
>color space rules below handle texture conversion
>mtlximage node has file color space dropdown but it doesn't seem to override this rule (?)
>karma ocio color transform node does seem to work in karma xpu (some youtube video suggested it didn't)

lights:
>they added spread to lights - still not in the usd spec, but available in the karma tab for lights as an override
>karma light filters now work in xpu
>karma gobo light filter does not play well with the spread light parameter - if you want a pin sharp gobo, disable spread and make the light tiny
>no way to color correct hdri images on the node or in the light shader

subdiv:
>rendertime subdivision is combination of two nodes
>meshedit > subdivision scheme to set type
>karma settings / render geometry settings to set dicing quality to set subdiv quality

Anonymous No. 967582

>>967565
I've started transitioning our team from Maya to Houdini and after looking around to see what resources there were I chose houdini-course to help get our artists up to speed. I don't know about the mentoring, but the structured courses are very very good. He's got a bunch of free videos sprinkled in there so people can check it out. Bonus: he has a normal, tolerable voice. Found that to be pretty important for me personally.

Good advice about getting into the cgwiki discord. The thinkprocedural discord is retardville by comparison.


>>967577
Not 100% sure but sounds pretty accurate overall.
>mtlximage node has file color space dropdown but it doesn't seem to override this rule (?)
The colorspace stuff isn't implemented yet on the MaterialX spec side of things from what I remember.

Anonymous No. 967699

is there really no way to drop a karma material builder with python? it's a preconfigured subnet with a bunch of inherited properties and it's a complete pain to recreate (also, why the fuck should i have to?)

there has to be a way to just execute the menu item with python right?

Anonymous No. 967781

>>967565
>>967582

Thank you that's actually super helpful. I signed up for proceduralkate mentoring and will post updates on how it's going if anyone's interested. Just bookmarking houdini course for now since I'm absurdly poor and would have to be really strategic about what I'd shell out 100$ for

Anonymous No. 967795

>>967781
Please do post your work when you make something in Houdini, anon

Image not available

219x230

file.jpg

Anonymous No. 967812

>>967699
i have a working solution for this
no i will not be posting it out of spite
...
maybe i will, later. somewhere else.

also wrote a nice script for quickly soloing/previewing individual nodes

karma is fantastic

Anonymous No. 967814

>>967812
>karma is fantastic

Can you tell me about this, senpai?

>what are the limitations of H20 Karma XPU uniform volume?

Anonymous No. 967815

>>967814
i have no idea, anon i haven't played with it yet.
the fog box is fully supported in xpu now though right?

Anonymous No. 967863

>>967815
yes

Image not available

800x450

file.jpg

Anonymous No. 968292

>mfw materialx compositing node options are actually pretty good
>mfw retarded so like the convenience of a single uber node where i can cycle through different blend modes easily

sigh, here we go again

Anonymous No. 968294

How is APEX rigging, people?

Image not available

1919x1034

Screenshot 2023-1....png

Anonymous No. 968818

Why is there no cone node? Why do I need a PhD to make a pyramid with a square base? Why does chatgpt make up nonexistent ways of creating this pyramid instead of just saying it doesn't know? Why is documentation required to make a pyramid with 4 sides and why does said documentation not exist? WHY IS THERE NO CONE NODE

Anonymous No. 968819

>>968818
make a tube and scale the top to 0

Anonymous No. 968824

>>968818
>>968819
Lel I swear this is a rite of passage

Image not available

1512x676

screenshot.jpg

Anonymous No. 968866

>>968818
Here you go anon

Image not available

1596x680

screenshot2.jpg

Anonymous No. 968869

>>968818
>>968866
>I want Y divisions
here you go anon
you can change the position and scales of the input tube however you want (not rotation though)

----------------------------

//Get min & max bounds of Y from the incoming geomertry
vector bboxmin = getbbox_min(0);
vector bboxmax = getbbox_max(0);
float bboxYmin = bboxmin.y;
float bboxYmax = bboxmax.y;
//bbox = bouding box

//remap the bound values from whatever they are to 0 and 1 (we want 1 to 0 though (not necessary))
float yBoundsFitted = fit(@P.y, bboxYmin, bboxYmax, 1, 0);

//create a ramp to change how your value transitions from 0 to 1 (unrelated)
float yRamp = chramp('yRamp', yBoundsFitted);

//For ramp visualisation
@Cd = yRamp;

//Multiply your Px and Pz positions by value along the bouding box
@P.x *= yRamp;
@P.z *= yRamp;

---------------------------

There are 1000's off ways to do this both efficiently and inefficiently and that's the beauty of it

Anonymous No. 968870

>>968818
Or you could just do >>968819
lol, lmao

Image not available

1497x771

screenshot3.jpg

Anonymous No. 968871

>>968818
>>968870(me)
Didn't upload the file

Anonymous No. 968877

>>968819
>>968824
>>968866
>>968869
>>968870
>>968871

We are in agreement that this is completely absurd right?

Anonymous No. 968878

>>968869
>doing all this manual normalizing when you can just do "relpointbbox(0,v@P)" these days and get a vector

>>968877
just havin a bit of a laff m8

Image not available

1455x1004

1234567890.jpg

Anonymous No. 968881

>>968878

Image not available

750x1000

file.jpg

Anonymous No. 969125

just spent the last 2 hours trying to figure out how portal lights work in karma/solaris. i've figured it out, but i don't know if i should feel retarded or i should be angry.

what i thought was the way:
1. create dome light
2. create rect light
3. add render geometry settings to rect light and enable 'is portal'
4. optionally add rect light 'portals' parm in dome light
5. optionally add dome light to 'portal dome lights' parm in render geo settings

i spent way too long a/b'ing renders trying to see if any setting changed anything. nope.

turns out CANNOT use a light as portal light
portal lights must be regular old geometry prims
yes. you just make a plane and use render geo settings to mark it as a portal it just werks.

Anonymous No. 969126

>>969125
>solaris
just use katana

Image not available

800x800

IMG_3680.jpg

Anonymous No. 969993

Anybody know if you can do looping fluid sims? I want to create a simple looping waterfall like pic rel

Anonymous No. 970015

>>969993
Same principle as looping video. Copy the cache, offset in time, "crossfade" the particles by using a threshold that hides or reveals particles as a function of time.

Image not available

573x476

schiz.jpg

Anonymous No. 970022

>>969993
Ignore >>970015 anon
Just simulate FOREVER

Anonymous No. 971288

so are we eating good or what?
everyone happy with houdini 20?

Anonymous No. 972147

OH MY GOD THE KARMA HAIR SHADER IS SO MUCH BETTER THAN BOTH THE REDSHIFT ONES PUT TOGETHER HOLY SHIT FUCK MAXON AND THEIR INCOMPETENT GARBAGE KARMA DOMINATION

Anonymous No. 972637

Intro to Karma Materials for Beginners in Houdini

https://www.youtube.com/watch?v=IhkHl2Bpoc4

Anonymous No. 973471

who here tried Stable Houdini and/or MLOPS?

Image not available

1094x656

pyramid.png

Anonymous No. 976014

>>968869
>>968866
>>968818
>>968871

The most straight forward way to make a pyramid or cone shape in Houdini is just to place down a attributewrangle write a few lines of expression code like this.

int sides = chi("num_sides");
float height = chf("height");
float radius = chf("radius");

matrix trans = ident();
vector pos = set(radius,0,radius);
int pts[];

rotate(trans,(PI*2/sides),{0,1,0});

int bottom = addprim(0,"poly");
int top = addpoint(0,set(0,height,0));

for(int i = 0; i < sides; i++){
int pt = addpoint(0,pos);
pos *= trans;
append(pts,pt);
}

for(int j = 0; j < len(pts); j++){
int side = addprim(0,"poly");
addvertex(0,side,pts[j]);
addvertex(0,side,top);
addvertex(0,side,pts[(j+1)%len(pts)]);
addvertex(0,bottom,pts[j]);
}

>It's literally that simple.

Anonymous No. 976017

>>976014
Houdini failed to adapt to AI over the past couple of years and is stuck firmly in the past with this type of stuff. It's only a matter of time now before they file for Canadian bankruptcy

Anonymous No. 976036

>>976017
Isn't Houdini like the only 3D package that is adapting to AI? They added some features for support of AI models.

Anonymous No. 976039

>>976036
no, they didn't add anything, look at the H20 release notes

Anonymous No. 976042

>>976039
Yes, they added MLOPS

Anonymous No. 976044

>>976042
mlops is not what anyone means by adding ai to the program

Anonymous No. 976045

>>976044
Ok, so now you push the goalpost.
MLOPS literally stands for machine learning operators. Which supports AI models.

Anonymous No. 976046

>>976045
machine learning is not the same as ai. You should know that.

People want something that can compete with sora and sora 2/3/4 etc (it wont)

Anonymous No. 976048

>>976046
You just exposed yourself as a retard.

Image not available

811x412

1704866291253126.png

Anonymous No. 976051

>>976048
huh?

Anonymous No. 976055

>>976046
They're both useless scams, Cris.

Anonymous No. 976057

>>976055
I'm not him.

I've been to art school, been trained by an academy award winner, have gotten professional work, and dont live in venezuela.

Ai is not a scam.

Anonymous No. 976065

>>976046
MLOPS support AI models and all of modern AI breakthroughs are in machine learning.
You are trying to argue semantics because you know you are wrong. I wouldn't have called you retarded if you weren't so confident while having absolutely no clue about anything.

Anonymous No. 976084

>>976065
>You are trying to argue semantics because you know you are wrong.

>Can there be AI without ML?
>Historically, AI preceded ML. When researchers first created AI, they didn't even have ML in their minds. An example for the use of AI without ML are rule-based systems like chatbots.

Image not available

2560x1440

mardini_node_prom....png

Anonymous No. 976151

Who's hyped for Mardini?

Anonymous No. 976201

>>976151
Mardini 2024 | Day | Topobuild Node
https://www.youtube.com/watch?v=63anPE14fGc

Image not available

3839x2044

23525.jpg

Anonymous No. 979039

How TF do I bring this into maya to render in arnold?

Anonymous No. 980938

Free Houdini Tutorial: Machine Learning with ONNX in Houdini 20

https://www.youtube.com/watch?v=aCAatiY53s8

Anonymous No. 980951

>>980938
that result is horrible

Anonymous No. 981039

>>979039
https://youtu.be/hQLII9TtYjs?si=zj7Y-X3HqLQB2NDY&t=274

Anonymous No. 981082

I'm literally being forced to switch to houdini to get ANY type of 3d work now, lads

Anonymous No. 981282

>>980938

slop

Anonymous No. 981313

>>967213
nigger

Anonymous No. 982081

just doing a full dress vellum sim on a walking character and by default the velocity coming from the translation is pretty out of control.
had to do extract the transform and move the character to the origin for a psuedo walk-in-place to get a decent result.
is this standard practise?

Anonymous No. 982090

>>982081
The way I do it is the follo

Anonymous No. 982097

>>981282
That's not slop, are you cra

Anonymous No. 982120

>>979039
why not render directly in houdini with arnold or karma?

Image not available

250x208

file.png

Anonymous No. 982401

big coomer energy on this talk:
https://www.youtube.com/watch?v=rPdOjkEwxQM

Anonymous No. 982404

>>982401
still far far far too complicated and they never discuss setting up the face or integration with mocap. Its like they don't actually want anyone to use it

Anonymous No. 982429

>>982401
All he does in that presentation is to use Machine Learning to compress simulation data. You still have to do the simulations.

Anonymous No. 982436

>>982429
It's pretty useful if you have to use a model a lot during a production.
Also he says that male model training data has generalised to a female shape, which would make the training worth the upfront training cost. Performant enough for realtime as well (mostly next gen I'm assuming)

Anonymous No. 982438

>>982436
>Performant enough for realtime as well (mostly next gen I'm assuming)

you lose over 100fps per character even with heavy optimizations

Anonymous No. 982440

>>982438
Solved by adding more machine learning to generate frames

Anonymous No. 982442

>>982436
>useful during a production
Nobody here works and/or will ever work in a production.

Anonymous No. 982443

>>982442
its better to work on your own productions in your basement in this day and age, really

Anonymous No. 982760

>>982401
spotted the rapey pajeet do not redeem sirs bloody bitch rape
same guy from the comments right?

Anonymous No. 982780

the people in here complaining about how complicated it is are either genuinely stupid, or too lazy to learn anything that requires any sort of discipline, and probably wouldn't stick with it if it was 5x as easy. I'm retarded at math and within a month of spending 1-2 hours a day 4-5 days a week im starting to get a general understanding of the program. Buy a course and do the lessons. not that hard. unless you're a broke dumb nigger.

The program is beautiful once it starts to click for you. Force yourself Anons.

Anonymous No. 982819

>>982443
This unironically. potential to make way more money for way less work

Anonymous No. 982874

>>982780
which course did you study?
what kind of notes did you take?
>>982819
how do you make money?

Anonymous No. 982899

>>982874
don't worry about the moolah, bro

Anonymous No. 985883

>>982899
so you made no money?

Anonymous No. 985887

>>985883
Not the same guy but there's a lot of companies hiring that want Houdini experience.

Anonymous No. 985908

>>982874
>how do you make money?
Porn

Anonymous No. 985992

is houdini apprentice good enough to just fuck around and learn it? like does it remove any important features that would fuck me up down the line vs if i learned with the full program

Anonymous No. 986118

>>985992

apprentice isn't really missing anything it just limits you to 720p and puts a watermark on your shit. you also can't export alembics which you may or may not care about

Image not available

1405x640

pp.png

Anonymous No. 986909

>>967175
Don't listen to the faggots in this thread they are all larpers who don't even know how to make their pps bigger. I'll tell you something only a true wizard knows.

VOP is easiest because it's the same as vex only noded. Well technically SOP is easier but VOP exists in SOP. DOP is dynamic so its anything being done in frames over time. All use VEX underneath so you can do it all the same in different ways.
I'll use increasing my pp size as an example.
In vex here is how I make my pp bigger:

float makemyppbig = chf("pp_slider");
@pscale = makemyppbig;

In VOP its just two nodes. one Constant connected to a bind export that is named "pscale", make sure it is a float.

There is a sop for changing vex attributes called "attribute create" call it "pscale", again make sure it's a float and done!

Image not available

1717x589

pyramidsop.png

Anonymous No. 986913

>>976014
That's beautiful but there is in fact a much simpler way.


Simply start with a box or tube if thou wants to make a cone instead.

Then create a group with the selected top face as the primitive and then convert that primitive group to a point group with a group promote and finally a fuse sop with the selected converted group and a snap distance of at least 1.5 but preferably 10.

This way thou gets access to cube and tube nodes for easier manipulation.

>>968818 thou can then put all of this into a subnet connected to paramters and you will have an easy to use cone/pyramid sop.

Anonymous No. 986953

>>985908
how much money are you making?

Anonymous No. 989875

>>986953

Anonymous No. 990003

>>989875

Anonymous No. 990009

>>986953
>>989875
>>990003
$69

Anonymous No. 990013

>>986953
>>989875
Not him, but I make around 13000$ per month, before taxes and business costs, doing niche fetish porn, so there's money in it, if you know your audience, and can produce decent quality. Vanilla might be more difficult to break into, since there's more competition, and people aren't usually as willing to pay, than in the fetish communities. But on the other hand, the audience is a lot bigger, so maybe it evens out.

Anonymous No. 990855

>>990013
patreon?
commissions?

Anonymous No. 990908

>>990855
Patreon

Anonymous No. 991940

I want to learn Houdini for archviz stuff. You think I should get into it with that "Joy of Vex" tutorial. I checked it, it looks more to be about sim fluid stuff.
I"m only interested in procedural architecture stuff

Anonymous No. 991955

>>991940
if you can't even find the right tutorial to learn what you want, houdini is not for you

Anonymous No. 992062

>>991955
stfu you demoralizing fag

Anonymous No. 992076

>>991940
https://online-courses.club/?s=procedural+architecture+houdini

>>991955
you stupid bitch

Anonymous No. 992101

i used to be able to tab > raw and get a rig attribute wrangle.
now i get a piece of meat.
this is a bug. i'm making a report.

Anonymous No. 992111

>>992076
Buy an ad

Anonymous No. 992150

you guys know how to get on tencent QQ from outside china, the chinese have all the houdini rebelway and other courses

Anonymous No. 992151

>>992150
who can join QQ?
984883396

Anonymous No. 992420

Oh man, this thread of shame won't die why is this board so slow
>>986909
Thanx for your kindness. But I found out what the contexts mean right after that reply. Those midwits could have just told me about the official SideFx learn page and things would have been much easier.

Image not available

750x752

file.jpg

Anonymous No. 992553

wake up honey, new 3 hour masterclass on MPM just dropped:
https://www.sidefx.com/tutorials/mpm-h205-masterclass/

Image not available

375x377

3d7356959b99ec176....jpg

Anonymous No. 992555

Any kind souls would be kind enough to make me a roadmap for achitectural and map procedural stuff with Houdini. Yeah call me spoonfed but as a pure beginer I'm totally lost on the amount of tuts from different sources, all tackling the work in a different way.
I want the shit that uses VEX the most.

Anonymous No. 992556

>>992555
1. do this as an intro. 2 days max: https://www.sidefx.com/learn/collections/introduction-to-houdini-1/
2. then do: https://www.vfx.cgmasteracademy.com/courses/149-procedural-modeling-for-production-in-houdini

while doing 2 you should also do joy of vex from cgwiki
>uses vex the most
is a stupid thing to ask for. you use vex when you need it. over-VEX'ing is a noob mistake. you either know vex or you don't and you use it when you have to.

3. for terrains maybe look at this:
https://www.youtube.com/watch?v=zzF-aOJoTXE&list=PLXNFA1EysfYmi-MJs3VOsozBr9LI299R1

skip the texturing part since it uses old COPs

there aren't that many heightfield tools and you can learn them pretty quickly. you see more than one example terrain in that tutorial you'll get the idea. you can look at the new project pegasus stuff for more autistic biome stuff if you want.

go away.

Anonymous No. 992557

>>992556
also there's a tutorial on youtube on how to import usgs data (and other lidar data) and use it for heightfields
that data is good and you should use it whenever possible because it's very difficult to get truly natural looking results with just the hf tools. they look fine, but you put them next to a real scan and it's just not the same. oh and adrien lambert also has a quick heightfield tools tutorial on youtube which is fine. like i said, those tools are pretty easy to pick up, you see one or two of those tutorials and there's not much else to learn, you just have to spend time get a feel for tools.