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Rohan Dalvi
India
Приєднався 19 лис 2006
Houdini 20.5 - Wood panels in COPs
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Відео
Houdini 20 5 Rendering in COPs
Переглядів 1,3 тис.21 день тому
Toon shading in SOPs www.rohandalvi.net/toon-shading
Houdini 20.5 - Cryptomattes in the new COPs addendum
Переглядів 52928 днів тому
for more houdini training visit www.rohandalvi.net
Houdini 20 5 Cryptomattes in COPs
Переглядів 1,1 тис.28 днів тому
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Houdini 20.5 - Rasterize attributes using VEX in COPs
Переглядів 2 тис.Місяць тому
int prim; vector uv; xyzdist(1,v@P,prim,uv); v@origP = primuv(1,"origP",prim,uv); for more houdini training visit www.rohandalvi.net
Houdini 20.5 - COPs in terrain
Переглядів 3,5 тис.Місяць тому
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Houdini 20.5 - SDF shapes in COPs
Переглядів 3,6 тис.Місяць тому
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Houdini 20.5 - toon shading using copernicus
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Houdini 20 - model a raygun
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Houdini 20 - Floating balloons
Переглядів 1,3 тис.2 місяці тому
Make objects float using vellum for more houdini training visit www.rohandalvi.net/
Houdini 20 - combine FLIP and RBD simulations
Переглядів 1,9 тис.2 місяці тому
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Houdini 20 - fishiee
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Houdini 20 - Procedural Cake
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Houdini - Offset animation
Переглядів 1,9 тис.3 місяці тому
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Tiny Robot Project - Houdini to Unreal - promo
Переглядів 2,1 тис.3 місяці тому
$20 discount on the first 100 sales code - "the100" www.rohandalvi.net/tiny-robot
Houdini - copy distribution and attributes
Переглядів 1,5 тис.4 місяці тому
Houdini - copy distribution and attributes
Houdini 20 - What replaced the Partition node?
Переглядів 3,4 тис.4 місяці тому
Houdini 20 - What replaced the Partition node?
Houdini - using the Parametric Equalizer in CHOPs
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Houdini - using the Parametric Equalizer in CHOPs
Houdini - Building a simple audio display using CHOPs
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Houdini - Building a simple audio display using CHOPs
Houdini procedural modeling series- Procedural dial
Переглядів 1,6 тис.8 місяців тому
Houdini procedural modeling series- Procedural dial
Houdini modeling - Procedural hedge
Переглядів 3,4 тис.8 місяців тому
Houdini modeling - Procedural hedge
Houdini 20 - Shader Building in Material X
Переглядів 13 тис.8 місяців тому
Houdini 20 - Shader Building in Material X
houdini 20 and materialX - 2d patterns
Переглядів 6 тис.9 місяців тому
houdini 20 and materialX - 2d patterns
Houdini procedural modeling - Spiral staircase
Переглядів 1,6 тис.9 місяців тому
Houdini procedural modeling - Spiral staircase
Bored man makes houdini tutorial- chops animation
Переглядів 4,2 тис.Рік тому
Bored man makes houdini tutorial- chops animation
Nice presentation.
Really amazing tutorial with clear explanation!! I was learning something every minute. Please continue making more of these
man I love your tutorials great work
Nice video! Thanks!!
nice little tutorial. Forbidden Planet is a very good but forgotten movie, lost in the rush to get heavy CGI SciFi movies out but it was ahead of its time for effects, like 2001.
Oh absolutely and the storyline also holds up . If i may do a bit of self promotion. I so movie reviews. Here's my review of Forbidden planet😄 ua-cam.com/video/-zxxOoQ_L60/v-deo.htmlsi=4Qcxk4wQVEl0L7rZ
I just purchased and started this project. there is an amazing amount of information about Houdini tools for modeling in just the first lesson. I have a number of Rohan's other tutorials. I have been away from Houdini for a few years but am coming back and this is a great introduction to H20
Please do a copernicus fabric tutorial, i tried emulating substance designer workflows for fabric but i'm not familiar enough with cops to do it well.
I would also like this.
Thanks so much! Do you think this is a problem that SideFX will adress in future updates? So COPs working in a way that handles UV seams better... I guess would be nice to don't need this workflow everytime....
No idea. But This is the first version of COPs , it should improve with time . You can report this to sidefx support so they know it's an issue. I'm too lazy to do it😅
thanks Rohan!!
OH MY GOD! RIP SD!
Hi, really nice. I think the way you added the knots to the wood really makes it look realistic. I saw another tutorial(from greyscale gorilla I think) that talked about using metallness to enhance wood textures, do you think that would add anything ? or is that just the same as what you did with the specular ?
Its not a bad idea to add a metalness map. Could give some nice shine to the wood.
Thanks Rohan!!
Very useful, thanks.
Hi Rohan! I really like your tutorials. Thanks) You can actually use heightfield directly in cop with sop import + geometry to layer
these videos are amazing, thank you so much.. you are making it so easy to understand
I am on 2024 and Houdini is ignoring the pin constraints. I tried on 2019 and the same issue....
I had to change it to Cloth and select Pin To Animation and input the "Pin" group as well in the Geometry input settings of the Constraint node. One can also delete the Cloth node and keep the constraints node.
thanks
Do you know how to apply this when your vellum solver is part of a DOP network? Where to plug it in, etc?
It just seems to make my roots behave strangely rather than affecting the length
Is it possible to get a render WITHOUT using karma?
It is a post process, so you need a base render from somewhere doesn’t have to be karma, use any render engine. You could do a screenshot of the viewport and work on that but you’ll need something.
THANK GOD THANK YOU MUCH
Thanks so much! I could not figure it out how to render all the COPs effects. I'm so glad that we have You around, who can translate this alien logic for some of us :)
Cool stuff! 2 cents - Render all in a single process fits writing the USD render file - it's just one file for the whole sequence, so you don't want to do that for each frame, but just once. Saving different USD files for each rendering will avoid the clashing. And you could also batch them in TOPs.
Is there a tutorial for this that i can watch. It will make life easier for me.
@@rohandalvi mm don't know, I've learned from experience :)
You can try with the USD ROP node and start debugging errors from there, there is a good change it will export to usd just fine with default settings, considering your scene is simple.
@@mangoship yes, make it usda so it's readable. There are tops wrappers of these nodes so you can launch a sequence with one click.
I mean a sequence of usd export and husk - usd render.
nice work , in cop is it possible we project like foam particles on ocean surface without create uv set ?
Nice dude!
wow that's great
Hello, when I export the geometry it appears in gray and not with the colors and contours that I have in the viewport.
It’s a post effect. You’ll need to render tha base render and then Load it into cops using a file node and apply the effect to that . And then render that out using a rop output node.
@@rohandalvi Thanks for the reply, would it be very complicated to make a tutorial on that?
@@h_the_lost I'll make one next week.
@@rohandalvi Great, I'll be on the lookout
nice!
Please write this to support and attach this video. This is important.
can we use glue constraints in the guided sim ?
thanks! the .rat tip is helpful
seems like they would have a dropdown menu (in the cryptomatte node) that would grab relevant names from the render... right?
That would have been the smart thing to do. Hopefully they can add it in a newer build.
Can you please show me how to run the render through COPs, so that COP would immediately process the data and ultimately save me Circle+ball_$F.png and toy_$F.png separately?
Thanks Rohan for looking into cryptomatte, haven’t had time yet. The names from Solaris is helpful info, I’ll look into getting them to select
फार छान उपक्रम
Nice!
Bro can you make a full course from modellibg or sculpting to render?
now we just need a good workflow for UDIMS in COP :)
Thanks so mucb for this. xyzdist + primuv may be the most cool and effective secret weapons in all of Houdini. As you can sample ANY attribute. This and uvsample are incredibly powerful, and only really available in VEX: ua-cam.com/video/OJslIENfT38/v-deo.html
Around 34 minutes I had to add a normal after the circle, before the remesh AND after the scatter for the scatter and align to work as it did in the tutorial. not sure why.
great but what is the point of this?
Nice one! Gotta love the new COP 😊
I found there's no need to project the uvs if you set the UV.z to 0 (it defaults to the height). In a point wrangle: v@uv = set(v@uv.x, v@uv.y, 0);
Thanks for the tip 😊
You can use recipes now to do what you did with the shelf near the end of the video, in case you hadn't looked into them yet.
I haven't checked out recipes at yet
@@rohandalviYou really should Rohan. It's a quick system to learn and eternally useful. You can also share the recipe files to other to build networks quicker.
Thank You very much, Rohan!
I second your request to have a bake curvature node in cops. The lack of bakers in cops is frustrating. I know I can do some of this with a lends shader in karma, although there is no aov for curvature. It would be SO convenient to bake to texture or 2d volume in cops. It’s really a pain to subdivide the geo to get detail needed for rasterization, and even after subdivision it is just not the same as a bake.
Are there workarounds you've tried we could learn from?
can you export displaced mesh or is it just material render
This is render time displacement. If you want create a mesh that you can export you can do it in SOPs using heightfields or displace standard mesh using noise maps in vops.
@@rohandalvi I just like this particular pattern, sure there must be a way to bake and export that render time displacement outside as a map
Cool stuff thx, any idea is bringing heightfield masks available in new cop WITHOUT converting it into geo, as its normally super heavy and all setup becomes too glitchy...
Check out the Geometry tp Layer node in COPs
thanks
I doubt it could be done straight in cops, because it looks like it doesn't have access to the geometry. SOP, and the renderer have access to it.
the primuv uses intrinsic uvs, they are continuous and cover the entire surface, unlike explicit uvs that have seams. That vex looks a bit weird though - looks like the xyzdist doesn't do anything?
Thanks for these videos! I haven't started digging much myself yet, so it's very interesting to see the thought process.
I just did a copy paste. I'll try to remove the xyzdist and see if it breaks the code.
@@HristoVelev xyzdist is outputting the prim number and it's intrinsic uv's that are used in the primuv function to sample the attribute.
@@damjanmx there would be a variable on the left side of '=' to store the result of it though?
Hi, handy tip. My hands were hovering over the keyboard to ask about needing the layer when you didn't add the uv one, but you noticed it first !
😂