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Making LOKI TESSERACT under 20 Minutes in Houdini!!! 

INDIAN VFX SCHOOL
Подписаться 13 тыс.
Просмотров 31 тыс.
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In this tutorial we will be learning how make a cool looking LOKI TESSERACT under 20 Minutes in Houdini using Pyro and Particle Advection.
Installing ACES in Houdini - • Quickstart to ACES & O...
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PYRO Series - • Pyro Smoke Simulation ...
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29 май 2023

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Комментарии : 54   
@danny0boii
@danny0boii 11 месяцев назад
you are so good at explaining, thank you very much!
@vsdifer2
@vsdifer2 Год назад
Thank you so much. Best explanation of the process so far. Please do more of magical fx tutorials with advection.
@ReticsDigital
@ReticsDigital 7 месяцев назад
13:12 If particle collide is not visible or not collecting particles, you can add the collision target sop path to pop collision detect. Thanks for this amazing tutorial.
@shor1222
@shor1222 Год назад
Thank you very much for the lesson! Special thanks for showing the rendering settings, not many people do it, it helps very a lot
@indianvfxschool
@indianvfxschool Год назад
Thank you. Glad you found it useful.
@KartikSinghBashera
@KartikSinghBashera Год назад
Cool sirji
@arcturus2685
@arcturus2685 8 дней назад
Amazing!!!!!
@jartanyt
@jartanyt Год назад
Cool Sir 🤩
@sumityadav8920
@sumityadav8920 Год назад
Fantastic ❤
@VijayNoel2219
@VijayNoel2219 Год назад
WOW ❤
@alyona_bocharova
@alyona_bocharova 5 месяцев назад
cool! thank you 💚
@someoneedits
@someoneedits 11 месяцев назад
Ohh God wow ❤
@parmeetsingh6432
@parmeetsingh6432 Год назад
best😍
@arbajhussain66
@arbajhussain66 5 месяцев назад
wow great sir
@anujrajawat7000
@anujrajawat7000 Год назад
You are amazing mentor..the way you teaches its fabulous...big fan sir
@indianvfxschool
@indianvfxschool Год назад
Thank you for your kind words. Means alot 🙏
@VISHNU.S_143
@VISHNU.S_143 Год назад
​@@indianvfxschool Bro please make a tutorialbout realistic fireworks in houdini 🙏🙏🙏
@elekurio1369
@elekurio1369 5 дней назад
Nice tutorial, thank you from Italy
@jbrox8072
@jbrox8072 Год назад
🔥🔥🔥🔥
@marcopirisinu6060
@marcopirisinu6060 9 месяцев назад
Hi, thanks for your tutorial. I try to recreate thi effect but I've some many errors in smokeobj_sparse-->pyrosolver_sparse nodes because don't working and I've change it with smoke obj-->pyrosolver. Second problem is when I add popadvectbyvolumes-->popsolver I can't see the particle but only the yellow rays like in pointvelocity node. How is possible?
@rupeshsathawane5168
@rupeshsathawane5168 Год назад
❤❤
@AnkushKumar-yt7nb
@AnkushKumar-yt7nb Год назад
Sweet , simple and beautiful as our sir ❤.
@guristoski2625
@guristoski2625 8 месяцев назад
Can you share hip file?
@mrz3r068
@mrz3r068 8 месяцев назад
thank you for the tutorial 🙏! First houdini task ever here! probably not the easiest one I picked. I didn't understand everything I was following haha. It was nicely explained though! One thing I could not make out though is the particules impulse count change at 19:00 there is a screen cut as well so maybe you did something else during the cut but in my scene no matter what number I put in that field, It doesn't change anything in the viewport or the render which is supposed to make it look much better. I would be very grateful for any additional help on that part :)
@mrz3r068
@mrz3r068 8 месяцев назад
nevermind, I think it worked! I went a few frames ahead and it started cooking DOP, got a lot more particules after that. Thanks again :)
@hanapolak8435
@hanapolak8435 11 месяцев назад
Hello, when I set up emission color in principled shader nothing happens. My particles stay white, even when I render them out. Can you help me with any advice please?
@rahulrajverma5098
@rahulrajverma5098 11 месяцев назад
Sir, how can we visible the box like in your video you played first.
@IstyManame
@IstyManame 6 месяцев назад
What are your pc specs? All the simulations are really smooth
@jrgensrensen3019
@jrgensrensen3019 9 месяцев назад
i am having trouble rendering it out, either the file directory doesnt exist. And when i try to open the rendered image, it is corrupted. i have set it to render from frame 1-240. When it is finished rendering, file shows only one image, and that image is corrupted.
@Driftnitronexus
@Driftnitronexus 2 дня назад
Ok when we create cube for tesseract sphere box and then transform and all that done null but when switching pyro and particle the boxes remain even if i change and switch to mountain instead of showing the emitter it show box
@Govind_C
@Govind_C Год назад
Sir please tell me a junior fx artist salery stars from ?
@amankamalvashi9584
@amankamalvashi9584 11 месяцев назад
Plzz make a hiper beam tutorial
@curiousmonk7990
@curiousmonk7990 Год назад
pls can you share specs of your workstation?
@Nathaniel_Philipp
@Nathaniel_Philipp 11 месяцев назад
thank you for this tutorial, I do have a question though, if you dont mind helping out, at 17:13 in the video when changing the point scale for the render, it doesnt shrink the scale for the object each render frame still shows them to be like large bubbles like at 16:42. tried a few approaches but seem to not know the issue
@indianvfxschool
@indianvfxschool 10 месяцев назад
Check Attribute Promotion: Ensure that the point scale attribute is correctly assigned to the particles you want to scale down. It should be assigned to each particle individually. You can use a Point Wrangle or Attribute Create node to set the point scale attribute. Check Attribute Type: Make sure the point scale attribute is set as a float attribute with a proper range. It should typically have values between 0 and 1 for scaling purposes. Verify Attribute is Connected: Ensure that the point scale attribute is connected to the Render node. In Houdini, the point scale attribute often controls the size of particles when rendering. Check the attribute field in the Render node and make sure it's set to point scale or whatever name you assigned to the attribute. Frame Range: Verify that you are making changes to the correct frame range and that you are rendering the frames where you expect to see the changes. Sometimes, issues arise if you are viewing a frame that doesn't have the updated attribute. Override Attributes: Check if there are any attribute overrides at different points in your node network that may be affecting the point scale. Overrides can sometimes unintentionally reset attributes.
@clementregazzoni4646
@clementregazzoni4646 8 месяцев назад
Just disable the setup, pyro and particles nodes display.
@MysteriousArt0
@MysteriousArt0 7 месяцев назад
Dude u saved some very new beginers life!!!@@clementregazzoni4646
@kerorie7
@kerorie7 2 месяца назад
@@clementregazzoni4646 you saves my lives bro i was frustating at this for an hours just when i was happy how smooth the process was hahah
@kerorie7
@kerorie7 Месяц назад
@@clementregazzoni4646 i have one more problem when i went to mat network and add principled shaders the colour in the render port doesnt show up why ?
@sriharivijayaraghavan9226
@sriharivijayaraghavan9226 Год назад
Why do we need to adjust the point scale at the obj level? we can use a pscale attribute to control it right. is there any specific reason why u did it this way for this specific instance? amazing tut tho. Awesome :)
@indianvfxschool
@indianvfxschool Год назад
Thanks. No specific reason, it's just lot easier to control from obj level. However if you want to randomize pscale or something like that, then we'll have to do it from attributes inside sop itself.
@tanishqgupta8330
@tanishqgupta8330 Год назад
in intro your cube is rotating , i wanted to ask that you have put keyframes on the box or on the camera
@indianvfxschool
@indianvfxschool Год назад
Its the camera.
@naughtyazz
@naughtyazz 10 месяцев назад
"HELP" i m not getting the emission after render to disk but i can see it on normal render
@shu6hedits
@shu6hedits Год назад
i want to learn houdini from basics to advance what about full course
@indianvfxschool
@indianvfxschool Год назад
Please contact us on our website www.indianvfxschool.com
@user-tm4lg1fl1j
@user-tm4lg1fl1j 8 месяцев назад
Why doesn't bumping work?
@arttemplarno5257
@arttemplarno5257 11 месяцев назад
It is said that houdini's vfx is better then unreal engiine's one - how can we export-import vfx from houdini to unreal engine without quality lost?
@indianvfxschool
@indianvfxschool 10 месяцев назад
Create and Simulate the VFX: In Houdini, create your VFX, whether it's particles, fluids, smoke, or any other effect. Ensure that the simulation looks as desired in Houdini. Cache the Simulation: To ensure that your simulation data remains consistent, cache it in Houdini. Common cache formats include Alembic (.abc) or OpenVDB (.vdb). Export Textures and Materials: If your VFX relies on textures and materials, ensure that you export them along with your simulation data. Use industry-standard file formats like PNG or EXR for textures. Export as FBX or Alembic: For geometry-based VFX, export the scene as an FBX or Alembic file. These formats preserve the mesh and animation data. Set Up Attributes and Metadata: In Houdini, you can use attributes and metadata to control various aspects of your VFX, such as color, scale, and other properties. Ensure that these attributes are correctly set up before exporting. Geometry Optimization: If needed, optimize your geometry for real-time rendering in Unreal Engine. Reduce polygon count and simplify geometry where possible. Importing into Unreal Engine: Import the FBX or Alembic: In Unreal Engine, use the Import feature to bring in the FBX or Alembic file that you exported from Houdini. Unreal Engine supports both of these formats. Import Textures: Import the textures and materials you exported from Houdini into Unreal Engine. Make sure the texture paths are correctly set up in your materials. Set Up Materials: In Unreal Engine, create or assign materials to your imported assets. You can use the materials you exported from Houdini as a starting point or create new ones using Unreal's Material Editor. Attribute Mapping: If your VFX relies on custom attributes or metadata, you may need to set up custom shaders or Blueprints in Unreal Engine to interpret and use these attributes. Particle Systems: If your VFX includes particle systems, Unreal Engine has a powerful particle system editor. You may need to recreate or modify the particle systems in Unreal to match your Houdini simulation. Lighting and Rendering: Adjust the lighting and rendering settings in Unreal Engine to achieve the desired look. Unreal Engine offers a wide range of options for real-time rendering and post-processing effects. Performance Optimization: Unreal Engine has tools for optimizing performance. Ensure that your VFX runs smoothly by adjusting LODs, culling, and other performance-related settings. Testing and Iteration: Test your VFX in Unreal Engine and iterate as needed to achieve the desired result. This may involve tweaking materials, adjusting particle behavior, or optimizing performance. Packaging: When you're satisfied with your VFX, package your Unreal Engine project for distribution or use in a game or application.
@arttemplarno5257
@arttemplarno5257 10 месяцев назад
@@indianvfxschool WOW!! - Thanks i am going to investigate it :)
@guristoski2625
@guristoski2625 8 месяцев назад
Post your animation file please
@artadecram_9624
@artadecram_9624 2 месяца назад
Sorry but it can't be reproducible. In volumerasterizeattribute there is no density attribute 2:31 even if i create it manually
@daylixght
@daylixght Год назад
this is so cool 🤯amazing work🤍
@indianvfxschool
@indianvfxschool Год назад
Thank you!
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