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.
To complement our PBD Wire Setup, here is a tutorial on a topic I’ve personally been struggling a lot when I first tried wrapping my head around constraint networks. Similar to what we’ve been doing in PBDs, we’re gonna build a network of interconnecting wires – this time using Houdini’s wire solver.
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.
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 […]
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.
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.