Fun studies i did a long time ago. I really need to scan in the kiligrams of sketchbooks i created each year when i was studying art before going into Houdini.

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@houdinisketchbook
Fun studies i did a long time ago. I really need to scan in the kiligrams of sketchbooks i created each year when i was studying art before going into Houdini.
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Here is the collection of videos i made for the Houdini July Challenge. I was able to complete it and win the iron man challenge for participation.
HIP
My attempt at the opacity trick used in the phoenix FD community.
HIP
Here is my attempt at the houdni sparse pyro solver flamethrower. the original tutorial can be found here - https://www.youtube.com/watch?v=Fm7q1i1-SZo&t=1s
The dragon animation can be found here, https://gumroad.com/truebones?recommended_by=search&sort=newest&tags=fbx#skZMC
HIP
A fairly simple setup. But very useful
HIP
HIP
HIP
HIP
An upgraded version of an earlier post. Now supporting multiple different objects
This is "Art directed RBD Cuts + HIP" by Nathan Barrett on Vimeo, the home for high quality videos and the people who love them.
HIP
My attempt at Lloyds Algorithm. Hip file and more information on my tumblr. https://houdinisketchbook.tumblr.com/
Hip
HIP
Here’s a way to simulate chain with vellum really quickly. Its not the most accurate solve but its very fast.
HIP
I saw a question about uprezing multiple vellum soft bodies on the odforce forum, this was my answer. The hero to this set up is the BirthID, which I set to the frame of birth. A ForEach loop set to the BirthID is then used to point deform the hero mesh with the vellum sim.
HIP
Fake Vellum Rigid Body
To Fake rigid body behavior I use tetrahedral mesh to simulate and copy the motion onto packed geometry using the point deformer.
HIP Houdini Anime Hair in Vellum
This technique isn’t limited to or even created for anime style hair, it’s just very good at it.
This technique mainly relies on Vellum Pin and Glue constraints, both set to soft. The pin will be used to try and match animated guides. Glue will be used to keep the hairs together. It is very important to keep these settings as soft as possible else it will make the simulation unstable. In the original use of this technique, i has to use 6+ substeps for the desired outcome.
HIP Detangle for Animation character FX preparation
Here’s how you can use the Detangle sop to remove self intersecting animated mesh.
You take the animated mesh and simplifying it by shrinking and smooth it. You use this simplified version as the rest position for the Detangle sop. The Detangle sop will then blend the intersecting mesh to that of the rest position.
This method while solving very fast, is not perfect. It has a weakness towards fine mesh and where even the shrinked mesh is intersecting.
The key principle of the system is inspired by “Delta Mush” - https://vimeo.com/103666815 .
Example video shows original mesh in red, detangled mesh in blue and shinked mesh in green.