r/Houdini • • 7d ago

Segment geometry

0 Upvotes

What is the most Houdini way to do this nowadays

By segment, I mean the process of partitioning an image into distinct regions or pixel-level masks and linking them to natural language prompts or semantic concepts

-- assuming this is done on a rasterized version of the curve set, and that the regions attributes are then transferred back to the original curve afterwards.

For example: starting from an EPS file of a side view of car, I would like to get some kind of attribute for each point / curve / connected piece, in order to make it easier to make something with said curve.

Any thoughts ? There is so much data available in the context of AI training, it would be nice to be able to augment any geometry in such a way. I guess it's already solved in a much bigger context though, as is almost anything nowadays

For example say you have this in SOP as curves.

how to segment it semantically, to help rebuild it as a 3d model, set texures and whatnot


r/Houdini • • 7d ago

Help PAID JOB - Need an FX artist that has more leaning in flip sims

3 Upvotes

Hello guys , I need an artist for tutoring and helping me, I don't want keep asking questions over and over,help can't always be free and to be honest, I'm bit fed up with my inability to move on flip like others sims, I have been stuck for weeks just cause each time I lack experience to deal with model prep, issues of wedging etc.

No matter how much i debug and read documentation, I still think I have hard time for some models to react correctly , prolly because there's theory that comes with time experience of an artist work and I would like to learn/help for debugging.

My questions are around cross wedgings, simulation, and model prep for flip.

Is there any tutor here that has leaning in flip sims ? You can give me your prices guys so I can consider this.

Thank you


r/Houdini • • 8d ago

PAID CONTENT Jackfruit Generator Project File

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32 Upvotes

Hey y'all :-)

It's been a while since I started working on this. I was surprised by the positive reception to this project and some people asked me if I could publish the project file. So I spent some time polishing it, adding new features and learning a little bit of Karma to bring it to a state I'm comfortable sharing.

If you're interested, check the YouTube videos description for the G*mroad link.


r/Houdini • • 7d ago

NEW USER Houdini 22: How should I approach Pyro, and is my overall learning strategy reasonable?

1 Upvotes

Hi everyone. I’m 23, from Japan, and I’m currently learning Houdini on my own. I’m using Houdini 22, and my long-term goal is to work as an FX artist, particularly in realistic and cinematic VFX.

I’m still a beginner in English, so I usually study English tutorials and documentation with subtitles and the help of AI for translation and clarification.

So far, I’ve gone through several SOP tutorials and practiced some basic VEX through simple particle work. Right now, I’m focusing on learning Pyro.

My current learning approach

Going forward, I’m planning to focus on one FX discipline at a time.

This isn’t simply because I want to study different areas one after another.

Rather than touching several areas at the same time and only learning each one superficially, I want to focus on one area, understand how it works and how to control it, and gradually build up a list of things I can genuinely say, “I can make this myself.”

My goal is to keep building up those capabilities one by one and gradually expand my overall FX skill set.

So for now, I want to make Pyro my main focus and develop a solid understanding of it, and then eventually move on to other FX areas such as RBD and particles.

Of course, this is a learning plan I’ve come up with based on my own reasoning as a beginner, so I’d also really like to know how this approach looks from the perspective of people who actually work in the industry.

How should I approach Pyro in Houdini 22?

My main question right now is about SOP Pyro and COP Pyro.

Based on how Houdini has traditionally been used, I would naturally expect SOP Pyro to be the main place to learn Pyro.

However, with Houdini 22, COP Pyro has become much more substantial. It no longer feels like the old idea of COPs being mainly for 2D/image processing, and it can now handle Pyro simulations in a much more complete way.

I’ve actually tried COP Pyro in H22, and I found it very intuitive. Iterating on parameters and immediately seeing the result also feels extremely fast.

So what I’m wondering is:

“If you were starting to learn Houdini 22 from scratch today, how would you approach SOP Pyro and COP Pyro?”

In previous versions of Houdini, I would naturally expect SOP Pyro to be the obvious starting point. But now that COP Pyro is becoming a much more significant part of Houdini, how would you personally learn Pyro if you were starting today with H22?

For example:

  • Focus mainly on SOP Pyro and learn COP Pyro later
  • Focus mainly on COP Pyro and learn SOP Pyro when needed
  • Learn both from the beginning, but make one of them the primary workflow
  • Learn the fundamentals deeply in one environment, while learning the other for different purposes

I’m not really asking which one is simply “better.”

I’m more interested in what learning order and division of roles would make the most sense if you were learning Pyro today, taking the current state of Houdini 22 into account.

I’m especially interested in perspectives based on the current H22 workflow, rather than advice that mainly comes from older versions of Houdini.

One more question about my overall learning strategy

I’d also like to hear your thoughts on my idea of building up my skills one capability at a time.

For example:

  • How much should I be able to understand and actually create in one area before moving on to the next?
  • While focusing deeply on one discipline, how much should I still explore the other areas?
  • If I learn FX disciplines one at a time, how should I learn the connections between them?

I’m still at the stage where I’m figuring out how Houdini and FX actually work, so I’d really appreciate honest advice from people who use Houdini professionally.

In particular, I’d love to hear from anyone currently using Houdini 22 or familiar with the more recent workflows.


r/Houdini • • 8d ago

Small scale fire issue need help

4 Upvotes

I am currently working on a small-scale fire effect and am encountering challenges when incorporating gas turbulence, particularly with the resulting smoke behavior. Need help


r/Houdini • • 9d ago

Simulation WIP Jelly Porsche

49 Upvotes

Would live to hear your thoughts on this and ideas how to shade and lit this


r/Houdini • • 9d ago

Loader Modeling and Visualization

89 Upvotes

r/Houdini • • 8d ago

Help Trouble with Houdini Engine for Unity Terrain Scatter

1 Upvotes

(video showing part of the issue where you can see that session sync updates, but the unity part does not)

I have run into a bit of trouble with the houdini engine for unity terrain system. i built a procedural terrain network outputing a height layer and 8 texture layers. i made it an HDA and used it in unity and it worked beautifully. all parameters worked and the terrain game object updated nicely.

Then i decided to add Scatter points for Trees, i added the required attributes to the height layer and the scatter points, updated my HDA and the scattering worked, the terrain looked nice and the trees all appeared as they should.

Here is the BUT, as soon as i added the Scatter points, the Terrain didnt update anymore based on parameter changes (yes i made sure update on parameter change was ticked on). The terrain in unity seemed to be locked. if i changed a parameter, nothing would happen on the unity side, but in session sync, the scene would update, but just not translate over to unity. No amount of recooking or rebuilding would fix this.

Once i removed the Scatter points again, it was fully dynamic again and updated in unity aswell.

I thought maybe there is an oddness with scattering and tried a few other methods. At first i tried having the Scatter points behind a switch that is off by default and then only enabled when the final terrain look is locked in. This didnt work. again the switch node updated in session sync, but not in unity.
Then I tried to make the scatter tool seperate, so one HDA for Terrain gen and another for the Tree Scatter. But again the same issue, it works great for the terrain gen, but using that already generated Terrain as an input for the Scatter HDA, it would update in Session sync, but not in unity.

I am at wits end and have been trying to figure out a solution for a while now

I am using H22 and Unity 2022.3


r/Houdini • • 9d ago

Simulation Second real simulation render

8 Upvotes

Hi there, i made this simulation for a school project.. apart from some minor tests this is my second actual render and the first one used in a short.

I'm very proud of it and wss looking on some feedback what could have been improved and ofcourse just wanted to show my work.

I didn't make the sphere animation, if i would i probably would have made it come down diagonally to show the cloud moving more.

Thanks :)


r/Houdini • • 9d ago

Rendering I've been coding up my own AMD GPU powered hydra delegate for Houdini

51 Upvotes

r/Houdini • • 10d ago

Demoreel Waterfall FX R&D – Looking for Feedback & Suggestions

180 Upvotes

I’ve been working on this waterfall setup in Houdini as part of my FX R&D.

I’m mainly looking for feedback on the water simulation, whitewater, meshing, and overall realism. I’d really appreciate it if you could point out anything that feels off or could be improved.

I’m also experimenting with rendering the whitewater, and I’m still trying to find a good balance between particle density, shading, transparency, and render time. If you have any tips or an industry-style approach for getting better-looking whitewater without making renders insanely heavy, I’d love to hear them.

Any critique or suggestions are welcome — especially from people who work with water/whitewater professionally.

Thanks!


r/Houdini • • 9d ago

Help How to rid my Vellum simulation of the straight lines that are causing unrealistic creases?

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4 Upvotes
very sharp edges when the garment should be fluid and nattural

Essentially, how this is setup is by using curves to generate an outline for each pattern piece. Drawing each pattern piece with separate curves so that they can be recognized later by the planarpatchfromcurve (which will create seam groups that can then be plugged into vellumdrape to create the garment).

However, these edge boundaries still persist after being "welded" in the vellumdrape, and the straight lines that they have in the geometry cause it to behave in an unnatural manner. Almost like it had been ironed to produce strong creases resulting in an unnatural shape for a cloak-esque garment which should feel more fluid and drapey rather than structured and angular.

I guess Im not necessarily needing to find a way to fuse the boundaries together, as that would still have a straight line in the garment. And for some reason, when I fuse the problematic boundaries together (the seams that I dont believe would be present on a real world garment like this), and proceed to remesh, the solver cannot simulate with a reasonable time per frame. I cannot make sense of this because the remeshed geometry is not anymore dense then the current geometry.

This is what happens when I attempt to fuse the garment's edges
The solver cant seem to solve anything leading to long wait times for cooking frames.

r/Houdini • • 9d ago

C++ Houdini Engine consle app + SessionSync doesn't work

1 Upvotes

Hi!

I'm experimenting with a very simple console C++ application with Houdini Engine and SessionSync.

All functions return success except HAPI_IsSessionValid that fail with HAPI_RESULT_FAILURE.
I'm using HAPI_CreateThriftSocketSession and i see the log in Houdini GUI connection success.

I can call HAPI_CreateNode(&session, objNodeId, "geo", "geometry", true, &node_id); with success but nothing append on the Houdini GUI, it seems to me that the network node are completely disconnected and indipendent.

Any suggestions?

THANKS!


r/Houdini • • 9d ago

PIPE VFX : Pipe got an overhaul, USD-native VFX pipeline (Teaser)

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3 Upvotes

Modern launcher UI with one show selector across every tab
USD-native assets and shots, openable in usdview or any USD app
A node graph (the Automator) of a shot's dependencies, bakes and FX
FX caches published as assets or override layers
A render scheduler with local and Linux slots
A storage view with published vs work data and version clean-up
Built with Python, PySide6, OpenUSD and Houdini (Solaris). More coming soon.

#VFX #OpenUSD #Houdini #Pipeline #Solaris


r/Houdini • • 9d ago

How to Install Quixel Bridge in Houdini 22 | PySide6 Fix & Megascans Export

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9 Upvotes

r/Houdini • • 10d ago

Simulation I know it’s a bit early for this kind of stuff but I am allready in the mood 🎅🏻

179 Upvotes

r/Houdini • • 9d ago

Rendering Perennial Mac Q

5 Upvotes

Not sure whether this is current but I am considering buying a saw Mac Studio. AFAICT the Mac limitations are:

COPs texture masks,
training Gaussian splats,
XPU is CPU only and
bigger sims require at least 128mb memory

Is this accurate or am I missing something?


r/Houdini • • 9d ago

Dop import as point (from RBD+flip) gone wrong

2 Upvotes

I m simulating a boat with RBD-flip to first get the moving boat(although using vectors from ocean spectrum can also do I did choose the RBD way)

The problem is the sim looks fine and works but once I import with dop import the point just falls down.

I tried serval preset , got back to the first dop import and nothing worked.

So as last choice I put the dop import field, got the geometry then packed it as point to cache, this time I see the point working, though I m concerned of the consequence , I m not sure it’s correct, I m learning Houdini and just put these two nodes from what I know

Was my last solution Correct or is it’s unusable for the upcoming flip sim


r/Houdini • • 10d ago

Building a procedural multi row pave solver in Houdini - Grid and Hex patterns

47 Upvotes

The flexibility of Houdini’s attribute workflow makes it straightforward to build multi-pattern distributions with real-time topology updates.


r/Houdini • • 11d ago

Demoreel Pyro simulation

189 Upvotes

r/Houdini • • 9d ago

PAID CONTENT Halloween sales

0 Upvotes

Hello!

Just a promotional post.

My tank rig is now 54% off until the end of the month.

find it here: https://cglounge.studio/assets/fully-rigged-dynamic-tank-houdini


r/Houdini • • 10d ago

Scatter SOP: 100 points per piece instead of 100 points total without a for loop?

0 Upvotes

Hey everyone,

For a project, I'm using a Copy to Points SOP with a piece attribute to scatter two different animated mesh types onto points. Each copied mesh has a unique id attribute.

I would like to scatter 100 points on every individual mesh instance after they have been copied to the points. Currently, if I use a Scatter SOP with a Force Total Count of 100, the points are distributed across all meshes combined, rather than 100 points per mesh.

Because there can be hundreds of animated mesh instances in the scene, I'd prefer to avoid a For-Each loop if possible for performance reasons.

What would be the best way to generate a fixed number of scattered points (e.g. 100) on each copied mesh instance?


r/Houdini • • 10d ago

Lightning Generator HDA

35 Upvotes

Finally the "Lightning Generator" HDA I have been working on past few weeks is ready.
will be creating a rendered version of it pretty soon. With HDA Breakdown.

Check Comment for HDA Parameters screenshot


r/Houdini • • 10d ago

white water offset from mesh

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3 Upvotes

Hi,

I found this an interesting tutorial: Large-Scale Water FX in Houdini. It was very interesting to learn about this system to build the sim,m and I have just an issue that I'm trying to solve: I'm having an offset between the white water and the creature mesh. Does anyone know how to fix it?


r/Houdini • • 11d ago

Net Break Sim

213 Upvotes

Breakdown video of my recent project with Derede Studios for Under Armour & Dick's Sporting Goods.

For this project they came to me with the challenge of breaking a net in slow-motion:

- Curve-based spline modeling for clean knot geometry
- Glue constraints to eliminate knot jitter and untangling
- Procedural cuts for art-directed tearing
- TOPs wedge runs to dial ins stretch stress limits.