All posts filed under: Tutorials

Live Rendering of Heightfields in RS

comments 6
Tutorials
Live-Rendering-Of-Heightfields-In-Redshift3D

Heightfields are a nice addition to Houdini 16 for environment work. They more or less replicate the functionality of programs like Worldmachine. In today’s tutorial Manuel shows you how to create a terrain from scratch in Houdini and how to render it directly in Redshift3D, without baking out textures manually.

Scaling The Bullets Dynamically

comments 7
Tutorials
Scaling-The-Bullets-Dynamically

Today we scale live dynamic objects and make the scaling affect the running sim. You’ll gain some insights into how the Bullet solver inside of Houdini works and how it operates more efficiently using packed primitives. Manuel goes over the ins and outs of modifying a Bullet sim dynamically.

Artistic Quadtrees

comment 1
Tutorials
quadtrees Copy.Still004

You might not be aware of the fact that you most likely have been using the algorithm we’re discussing here – at least if you’ve ever worked in 3D. Quadtrees (and their relatives, KD-Trees and Octrees) are used to accelerate point queries (ever used pcfind() or nearpoints() in Houdini?), make rendering faster (ever waited for “building raycast accelerator” to finish?) or to compress images. Also they are mesmerizing to look at.

VEX in Houdini: Space Colonization

comments 5
Tutorials
VEX-in-Houdini-Space-Colonization

Branching growth is fascinating as it has a lot of hidden structure to it and is very intricate. Many methods have been proposed over the years to model branching structures, like trees. One algorithm that is particularly beautiful and simple is the “Space Colonization” algorithm, that Adam Runions proposed in 2007. It models branches by looking at their competition for space. The space that contains the branches is filled with points that serve as attractors […]

Quicktip: Visualizing Flight Paths

comments 14
Tutorials
flight_paths.Still002

The past decade has seen a wealth of data visualization elements in UI design, movie sets and motion graphics. When it comes to creating these elements you’re left with two approaches: faking it vs. the real thing. In this quicktip we’re doing the real thing when it comes to flight data. We’re taking publicly available airport and route data and model the (usually) invisible lines that connect our world by air travel.

Connect The Yarns – With the PBD Solver

comments 29
Tutorials
ConnectTheYarns01

This time Manuel is talking about a straightforward way of dynamically connecting simulated yarns. Although, this can be achieved with the wire solver this tutorial uses the PBD solver (grains) in Houdini to simulate the yarns, as it’s easier to work with and gives nice results, quickly. Especially as collisions between yarns are not important here.