XaiJu
entagma
entagma

patreon


AHTYA07 - Finishing The Title Graphics Model

Before we dive into rendering the volumetric sculpture with Redshift3D in one of the next episodes, today we finish the model. To create a final scene some attention to little details has to be payed. We'll vary the gaps between onion skins, color the model by using an attribute, create caps and polsih the model to prepare it for shading.

AHTYA07 - Finishing The Title Graphics Model

Comments

Because the deleted faces were manually selected. There is no way to programmatically change the form, right?

Keanu li

Hi, such a wonderful tutorial! I have a question if you don’t mind: I am aware that the cap and the rest of the surface are separate surfaces; however, if I were to run a bevel on the edges so they don’t look so sharp, what is the best way to approach it/start approaching it? Thanks! :))

YR

Hi, Thanks you for the amazing tutorials Manu. I have a problem with the Hip file i download.Every time i load it has a WARNING too many elements found for parameter? Do you have any solution to this?

Dimitris

Someone above in the thread actually solved this issue! I checked on "Reversed Faced" in the Boolean node (output prim groups) Then placed a Blast with the "reversed" group.

Justin Kirk

Thank you for making this series. I'm in the same boat as Shkyo30 and Jia, though in my case the strange blue "double polygons" get hidden under the caps (I selected every other row instead of deleting several adjacent rows). A Clean SOP did not clean up these blue "double polygons." I suspect Houdini 18.5.499 also computes the Boolean differently, because Episode07_End.hip does not match the tutorial results. The Blast node after the second Boolean does not target the same "bounding box" primitives as the video.

Jennifer Lynn Hachigian

Hello! Thanks for making such a cool and really useful series. Similar to Shkyo30, I'm having the same problem when after the first Blast node to delete some caps, I started to notice primitive counts were doubled, i.e. each primitive has an overlapped double with flipped normal. I guess this is due to some updates built into either the boolean node or the blast node (my guess is the former). The only way I found is to append a clean sop at the end, but I'm wondering if there's an option inside boolean or blast sop that can solve this problem. Many thanks!

Jia

Hello, I'm new here, I'm following this (very cool!) series, and I've a problem at the end of the episode 7 ! I'm using Houdini v18.0.499, all are okay until the "Clip" node operation, but just after the 1st blast (after the 2nd boolean), my primitives look crazy! You can see the result here : https://1drv.ms/u/s!ApYPBgSXDzl8gZQlse1SxAUUP3zyLg?e=FflJiJ and I don't know where's the problem... I tried to put a normal node, but nothing change! Please can you help me? Many thanks in advance ! Bye

Shkyo30

Hello Manu, First of all, thank you for such great lessons! since watching AHTYA07 I have been wondering if would be possible to generate the caps between the onion skins in a procedural way, or if that would be too cumbersome. The tip for selecting primitives in the viewport and hitting tab to create a blast with the selection is incredibly useful, in fact. But would be cool to have the caps generated procedurally in case we want to animate the clip plane, for instance. My gut feeling would be to create a group with the points generated by the clip plane, and combine that group with ival to be able to select the borders from a pair of adjacent skins, and then generate some geo from that. Would you have any tips on how you would go about something like this? Thanks so much for putting together Entagma, I love the balance between in-depth knowledge and cool-looking things you and Mo achieved! best

caios

Shift+S :) Or in your network editor go to /View/Change Network Wiring Style. Cheers, Mo

Entagma

Hello, Thank you for your amazing indepth introduction to houdini. A little UI question : How do you get those smooth curved connection lines beetween nodes (like the attribtransfer node linked from the color node)? I can only manage to get straight lines and this is rapidly becoming a mess in my graph. Thanks !

zepixel

Hi Miles. Hard to tell what’s going on. Please post a .hip file. Cheers mnu

Entagma

Miles Manfield

Thank you very much! That fixed.. @Jonathan, inside the "Output Primite Groups" list tick "Revesed Faces" and leave "reversed" in the tag string. Then attach a Blast under the boolean and in the Group menu choose "reversed"... Seem to fix everything...

Guido Ponzini

just to update for anyone who might have the issue, I spoke with Houdini support. It seems you have to also tick the box 'Reversed faces' in the boolean and create a blast for this group, before selecting the caps and splitting into their own groups. From houdini support "It seems the boolean sop is encountering some bad geometry and thus is creating almost a second set of reversed primitives for every primitive. In Houdini 17.0 backfacing polygons are shaded purple as a visual aid, that's why you can see the offending polygons now, which on 16.5 would've remained undetected." Hope that helps anyone.... K

Kieran

hey guys just went through to follow and build this out. When I get to the boolean caps stage, after the process the 'not 'binsidea'' selection ends up looking all glitched out like the normals have been scrambled. I downloaded the end file to check and same in there, and also in there the actual final look shows just a bounding box with the colour map over it my end.. using houdini 17, any ideas? cheers

Kieran

Hi Henry - Moritz here. Although I didn't record the tut, when looking into the Episode07_End.zip, Manu added caps to the slices there... Is that what you're trying to achieve? Cheers, Mo

Entagma

Hi guys, Just wondering for animation purposes, how would you go about procedurally adding in some caps to the onion skins? Cheers!

Henry Bullen

Heyhey, that depends on which topic interests you and on your skill level - for a quick intro to Houdini and its principles: Start with AHTYA. For volume techniques have a look at Volumes 101 and for VEX tutorials watch VEX 101. It makes sense to start each of those courses from the beginning as the episodes often build on top of each other. Cheers, Mo

Entagma

This depends on your area of interest. AHTYA starts very basic, then picks up steam with episode 3. The VEX and Volume courses start on a higher level. Cheers mnu

Entagma

Hello Entagma, I've recently joined as a patreon; though I am familiar with the basics of Houdini I was wondering where the best place to start your courses would be.

Injae Hwang

Currently we are working with Houdini volumes, which are slow. VDB is much faster. Look at Moritz‘ volume course for details on using VDB!

Entagma

Thank you. working with volumes is very nice in Houdini. but if I use something more complex than a sphere like 3d scan for example things get really slow even with strong workstation . is there ways to optimise volumes when working with complex geo or high res volumes to speed things up ? is that something you would consider for a tutorials ? an optimise and fast workflow. thank you very much. Ash

Ash


More Creators