Vellum Skinning used to Improve Character Animations
I'll be demonstrating how you can use Vellum Skin, a technique to fix overlaping geometry in character animations. Vellum Skin is an easy technique that can be used to procedural overcome the intersecting geometry and improve results without setting manual keyframes on the rig pose node.
Blending FLIP Fluids with Ocean Spectrum
Houdini's Ocean Tools are known to be super fast for generating infinite Ocean waters. To get collisions with Ocean, you'll need the power of FLIP Fluids to do the heavy calculations for collisions in the FLIP solver. You then take the results of the FLIP solver and blend it with the Ocean Spectrum grid to get that infinite ocean look with water collisions.
Vellum Grains with Crowds
I demonstrate the basics of Houdini’s Vellum Grains simulation and a step by step demonstration of attraction weight, clustering Vellum Constraints, Crowd Agent setup, and dynamically activating Vellum Grains.
SDF Destruction
Using SDF (signed distance field) to create Destruction scenes and calculate the damage used to dent different objects.
Vellum Antennas and Crowd Bug Army on Hamster Wheel Terrain
Using Houdini’s Vellum system to procedurally animate the antennas of the bug walk cycle and adjust the Crowd Solver to increase avoidance. Make the Crowd Agents walk upside down all over a hamster wheel terrain and workaround the issue when they walk off the edges.
Crowd Simulation with Kine FX Rigged Characters Part 1
Crowds, Ragdolls, Kine FX, RBD Collision! I'm going to build on top of the Kine FX topic and use it to animate the Crowd States in Houdini's Crowd Simulations! I'll be demonstrating how to setup ragdolls and use Crowd Triggers to kickstart the ragdoll state. The most interesting part is probably the RBD collision happening with everything mentioned above!
Flying City Destruction
Create animated paths using Houdini’s procedural nodes and define a destruction path that runs through the city, all using a curve node.
Procedural City Asset v4
Procedural UDIM Generation! New feature update in Procedural City HDA v4 Asset for Houdini. I created a video demonstrating the Houdini to Painter workflow and how easy it is to create and assign textured materials for all the buildings in the city.
Tornado Motion using Custom Velocity Fields - Live Stream
In tonight’s Live Stream I’ll be creating the Tornado motion. I’m releasing the files ahead of time so members can follow along more easily. The Tornado velocity field will be used to drive two different types of simulations, FLIP and RBD. All simulated in Houdini.
Procedural City Asset v3
I demonstrate how to use this Procedural City HDA version 3 to generate a very small city and fracture it using a custom asset node.
Vellum Grains Destruction with Animated Collision Objects
Vellum Grains colliding with animated RBD Object. Only colliding grains are activated in the simulation to optimize and create less chaotic effect. I then take this scene further by adding an animated Soft Body Vellum Object into the Vellum Grains simulation.