All posts filed under: Tutorials

Refine The Ripple Solver

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Tutorials
Refine-The-Ripple-Solver-Setup

Last time I announced a second part to the ripple solver tutorial. And here it is! This time, I rebuild the ripple solver setup by using a SOP solver to update the simulated geometry. Then I show you how to vary the wavespeed spatially. And finally I create an enclosed polygonal body from the simulated grid to be able to use a absorption shader on it.

Using The Ripple Solver

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Tutorials
Using-The-Ripple-Solver

The nice thing about Houdini is its versatility. Not only does it offer DOP solvers for fluids, RBDs and cloth, like many other applications, but it has some very specialized solvers, too. One of them being the ripple solver, that can be used to propagate waves across surfaces. And not only flat ones, like in this example!

Quick VDB Clouds

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Tutorials
vdbclouds_01

After being asked how to create clouds for rendering in Octane (or any other Engine that supports VDBs) we dove into that topic a bit and the quickest way we found was to use the cloud tools that Houdini provides.

QUICKTIP: Select And Navigate

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Tutorials
Select-And-Navigate

Today for something a little different. I know, Houdini is mainly about complex simulations, VEX and VOPS, but when I started out with the software, it was mainly the little things, like navigating and selecting, that I needed to learn, to feel at home. That’s why I compiled this quick tip for you.

Naive Path Finding

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Tutorials
pathfinder_001-still001

This one is a rather brute force approach for a problem we had to solve on a recent job: Finding a path through a bunch of obstacles. Admittedly what we implement here isn’t a very sophisticated algorithm, but its power lies in its simplicity: It will find a path as long as it’s got enough points available.

Custom Particle System in VEX

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Tutorials
newtoniannightmare-still002

Dobromir of Inlifethrill Designs asked us how we’d go about recreating this. And as I’m quite untalented with Houdini’s particle system, I turned to VEX to create this custom particle system in which individual particles attract each other.