Houdini Session Week 3

Working with attributes and simulation
Manipulate attributes on points, primitives, vertices, packed geo.
Introducing Vop and Vex.
Introduction to dynamics (Dop) with particles simulations.
Adding forces to the simulation.
Examples: simple magical effect / disapearing object
Previewing simulations.
Introduction to Rigid bodies using the wood cabin.
Simple Rigid bodies constraints.

Automatic update]: When we change the value of a Houdini node, it will automatically (and very quickly) update the effect on the screen.

[On mouse]: when we change the value of a Houdini node, it is only updated when we click on the window with the mouse.

[Manual]: manual update. This can be interpreted as an independent update of the window effect when we change the value of the node. (This mode is very convenient and I have been using this mode in my last assignment.

[empty] node: this node has no effect. However, it is easier to create an [empty] node in the panel to observe the process. (Probably because the shape of this node is so unusual. Most other nodes are rectangular, whereas the [empty] node is an X-like shape)

When we hold down [J] and [left mouse button], the dragged curves will form connections on the nodes. (In the Houdini interface, it is like stitching nodes together with a needle and thread). When you need to delete a connection, press and hold [Y] and [Left mouse button]. (In the Houdini interface you seem to be cutting the nodes with scissors). After selecting a node, I always use [Delete].

Selecting multiple nodes is very similar to other software. [Shift] plus [Left mouse button] adds more than one selected node, if you want to deselect a node use [Ctrl] plus [Left mouse button].

When the node shows [Warning] we can select [Open display options] (shortcut is [D]). In the [Network view display options] you can see the reasons for the different warnings.

  • In the animation module.

[arrow key +] is playing

[arrow key +] is play in the opposite direction of the timeline

[arrow key ←] is the previous keyframe of the animation

[Arrow key →] is the next keyframe of the animation

[Ctrl]+[arrow key←] is to reach the first keyframe of the animation

[Ctrl]+[arrow key→] is the last keyframe of the animation

In the [i] property bar of the node we can observe the values of [Point], [Original], [Vertices] and [Polygon].

  • Starting this week’s exercise [Particles]

The first thing to do is to create a [geometry] node, using [testgeometry_crag] as the base model node.

  • Custom nodes in the [pop-up net] node.

“pop object” is like a container full of particles that goes through a blaster. “blaster” is like a toolbox to think about it. A toolbox, you will have. Everything you need to calculate what happens in a dynamic, so it all has physical operations. It has all the physical logic that we need. “pop source” can solve any physical problem that we have.

Add the [Podlage] node as a change in air resistance. (Make some more defined shapes if you wish.

Back in the [Geography] panel, I added [Point Velocity] and [Delete]. [Point Velocity] changes the speed of the particles and [Delete] is used to remove particles that affect the screen. I have also adjusted the value of the nodes in the [Popup Mesh].

Final Rendering

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