Vellum Clothing Part 2 Belts, Knot Tie Generator HDA
I demonstrate how to attach the Vellum Belt onto an animated character to drive the Vellum Solver of the Belt. I also created a HDA Knot Generator because I found editing the curve shape part was very tedious. I think it's better off making it procedural helps the workflow a lot.
Vellum Clothing Part 1 - Create Belts & Tie Knots
In this stream video, I demonstrate how to use the Vellum Solver to tie knots and model a belt for a character. I briefly go over the Vellum Clothing creation for the Tommy character that is a built-in Houdini character, which I will be hosting a more detailed step by step Live Stream soon in the coming days. The robe creation will be Part 2 in this mini-series.
FEM Destruction
Using FEM simulation to destroy a car & faking the FEM interaction with RBD. Here I go over RBD vs FEM destruction and compare between the different techniques for used for destruction. What FEM Destruction can destroy and cannot break apart? When to use FEM for destruction?
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.
Rolling Cube Guided by a Curve Path
Someone had asked a question regarding about a previous video on RBD Rolling Cube scene and how would it be possible to guide the path of the rolling cube using a curve of some sort.
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 2
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!
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!
FEM Driven by Kine FX Animations & Mocap
FEM Driven by Kine FX Animations! This FEM scene turned out very nice and I really enjoyed preparing the Plant Eater bite effect. Kine FX rigging and keyframing the mouth opening and close movements was super easy using Rig Pose nodes.
Kine FX in Houdini! Rigging Character & Retargeting Animations!
Houdini’s new Kine FX features makes it SO easy to rig characters, retarget animations, and enhance the animations using procedural noise. This is only the start of all this! Combing character animations with Houdini’s power can only make impossible reality.
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.
Ocean Wave Flip SIM & RBD Collision
Combining Ocean Waves & FLIP Fluids & RBD Interaction. Houdini's Ocean tools doesn’t provide a way of simulating collisions with RBD object. In this Tip Video and HIP file, I demonstrate how to create Ocean Waves in a FLIP Fluid simulation and create collisions with RBD objects as well as create custom velocity fields.