I developed this HDA for my latest game Land of Hatti. Since manually designing maps for open-world would require an immense amount of time I decided to use a procedural approach for map generation and instancing. A- Biome Map Generation After Temperature and humidity paremeters are calculated, biomes are selected by cross-referencing the a predefinedContinue reading “Procedural Biomes , Unreal & Houdini”
Tag Archives: houdini
MUSCLE & FLESH SETUP
The MUSCLE & FLESH SETUP is a versatile toolset designed to create realistic flesh and muscle simulations. I started to develop it inside Maya ,and by time all cfx part is transfered to houdini. Tool combines dynamic muscle anatomy, FEM simulations, surface dynamics, skin sliding, and wrinkle simulations to deliver lifelike muscle and flesh motion.Continue reading “MUSCLE & FLESH SETUP”
Noise & Domain Ctrl Vex
noiseControl Functionality: Script generates and controls various noise patterns applied to geometry in Houdini. It creates three distinct types of noise, blends or combines them, and outputs the result as the Cd attribute. Uses second inputs Cd or deformation attribute to deform noise space. Parameters:
Vex Snippets & Tools
Connect AdjacentconnectAdjacent The script connects points in a point cloud with polylines (primitives) based on the following rules: Scatter & instance tool. Reads normal and tangent vectors, to create orient attribute . This script is designed for controlling the instancing of objects along curves or surfaces in Houdini. It generates an @orient @pscale and @isntancepathContinue reading “Vex Snippets & Tools”
Dune Trailer
New dune trailer Released! I am proud to be part of the team and our work! I have worked on sandstorm and water elements development.
Non-Newtonian and Viscoelastic Fluids
1.Non Newtonian Fluids viscosity does not depend on on the stress state and velocity of the flow. On the other hand the viscosity of non-Newtonian fluids is dependent on shear rate or shear rate history. In Shear thickening non-Newtonian fluid, apparent viscosity increases with increased stress. Such as, Application in Houdini, In example below, increased pressure make fluidContinue reading “Non-Newtonian and Viscoelastic Fluids”
Houdini Bullet Solver 1
1 Bullet Altering Attributes In fallowing example deforming and in-active bullet object is transformed non-deforming active object. It is done by transferring second objects attributes (box) to bullet object in sopsolver inside dop. 3)object merge, merges animated box with attributes of active=1 deforming=0 4)attribute transfer for point attributes of active and deforming 2 Bullet ConstraintContinue reading “Houdini Bullet Solver 1”
Houdini Solvers Mutual Interaction
1A. Cloth – Pyro Interaction On default, pyro interacts withj cloth(if pyro solver connected first to merge node). However in this method, pyro do not colide but just affect as field force(left example) . In order to have proper colision, cloth obj should be imported with sop solver as colision source. (right example) importing velocity and density fromContinue reading “Houdini Solvers Mutual Interaction”
Houdini Micro Solvers 2
In fallowing example gas analyses micro solver is used in order to calculate curl and curvature fields for more detailed fluid shape. importing points to sim. particles advected by velocity. normal curl and curvature fields are matched with reference “vel” field. gasParticletoField, particle normals transfered to field with “normal” name. gasAnalysis: curl analyses has beenContinue reading “Houdini Micro Solvers 2”
Houdini Micro Solvers 1
Micro Solvers are building blocks in Houdini simulation. Mostly they are doing one task in a clean way. SideFx’ fluid solvers from scratch tutorial and Pater Claes’ master theses about custom fields helps a lot for learning however there are tons of them and started to a bit confusing. Hence I make little list of these nodes with some examples attasched. It isContinue reading “Houdini Micro Solvers 1”