r/Houdini

▲ 334 r/Houdini+1 crossposts

2d pyro experiments

The idea originally came from an R&D task I was working on for a client project earlier this year. I liked the underlying behavior enough to revisit it later and push the technique further as a personal experiment.

I first created an initial simulation focused on the main velocity field, while also generating UVs internally as an additional 2D Pyro field. That first sim then became the advection driver for the bubbles and their velocity, allowing them to inherit the motion and flow of the fluid in a more natural way.

After that, I created a second fluid simulation using only the velocity from the first Pyro setup, combined with collisions and bubble velocity. This made the fluid react to spheres moving across its surface, changing the internal mixing and creating more dynamic interaction.

I also experimented with a non-divergent workflow in COPs, but for this particular look it was missing some of the organic, naturally unstable motion that I still get from the old 2D Pyro Solver.

A fun experiment in using Pyro not only as smoke, but as a flexible field-based solver for art-directable fluid motion and procedural detail.

u/TaranStark — 19 hours ago
▲ 44 r/Houdini

GPU Particle Sims in COPs

Since Houdini 22 was released I have been building a set of GPU enabled particle tools that work directly in COPs. Here are some renders showing just a bit of what they can do.

u/MindofStormz — 13 hours ago
▲ 120 r/Houdini

Fly brain in houdini

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I recently found the published FlyWire fly brain dataset and thought it would be really interesting to bring it into Houdini.

I imported the neuron skeletons as curves and combined them with the published annotation data, which gave me a lot of useful information to visualize.

From that data I could create different color visualizations based on actual brain information, like brain groups, Kenyon cells associated with learning & memory and the two sides of the brain.

I could probably make 1000 more renders of this, but here are my 3 favorites!

See the video and more renders on my Instagram:

https://u2l.ai/bramgunst-instagram

Data credit - FlyWire / Schlegel et al.:

https://doi.org/10.5281/zenodo.10877326

u/Br4mGunst — 18 hours ago

Slight confusion on houdini dopnet collisions

When using staticobject for collisions inside Dopnets, it seems like it defaults to the RBD Solver for collisions where I can feed custom VDBs and whatnot, I have never seen it use the Bullet Data tab as I can view collision geometries in there and it has no effect on my sims. If the solver default is RBD, why is the Bullet tab there? Can I switch to Bullet? Am I misunderstanding something?

Thanks

reddit.com
u/therealshura86 — 16 hours ago

Houdini 22 UI is very slow on a 5K monitor.

Houdini 22 UI is very slow on a 5K monitor. At 1920×1080 it works much better.

The old UI works well on both 5K and Full HD, so it seems to be an issue with the new UI.

Is this planned to be fixed in a future update?

reddit.com
u/Rough-Bedroom7162 — 22 hours ago

Viewport visualitzation volume issue? - Need help

I'm experiencing this weird issue. It's true it's a very large-scale simulation, but, for example, in the top cam, it seems to be right, but not in my cams or perspective viewport. Does someone know what's happening?

u/Several-Fish-7707 — 22 hours ago
▲ 32 r/Houdini

Mimic Backrooms

A few years ago, I came across the amazing Mimic effect by Cartesian Caramel and kept trying to recreate and improve the technique over time. His original version was made in Blender; this is my take on the idea, built entirely in Houdini.

I added a few new behaviors:

The Mimic avoids placing its legs in areas it can't see.

Each leg can move at a different speed, creating more varied and unpredictable motion.

At the end of the video, you can see a comparison of my progress and how the effect has evolved over the years.

u/SherzodKadirov — 1 day ago
▲ 238 r/Houdini

Houdini Cookbook

Made a web site and a shelf tool that allows you to share Houdini node setups via copy and paste.

We just revamped the look. Hopefully it is a bit cleaner and easier to use!

https://codercat.xyz/cookbook/

u/kkvis — 2 days ago
▲ 66 r/Houdini

How do I approach this?

I want to model buildings like this procedurally.

How do I approach this? What skills do i need?

Any videos on yt would be appreciated.

I am still a beginner in houdini, using apprentice ver.

u/ELF_27 — 2 days ago

Help With Viewport Playback Speeds

I'm currently working through a scene from Nick Medukha where a sphere hovers over the white discs and they simulate bouncing around and as the sphere travels further, the disc settle back into their rest state.

The scene is basic for the most part and is composed of about 50,000 points. Not super light, but feels relatively low. When I file cache and load from disk, I'm not even getting half the real-time playback speed when I'm pulling from my local drive. Even if I were to delete all the attributes before caching, I still can't get real-time playback on the full-geometry unless I'm viewing through a point cloud or similar super lower res quality. Turning the viewport into wireframe mode is not improving the playback neither.

Just to note, I am working on a Mac and I know it can be slower than PC. Even on PC I've feel like I have run into these types of issues before. Is there some best practices I'm missing rather than exporting to flip-book every time to see previews playback well in the viewport?

Thanks for your help!

u/AlternativeNo9069 — 1 day ago
▲ 152 r/Houdini

Copernicus hard surface R&D

Having fun with Copernicus 💪

u/caskalll — 2 days ago
▲ 19 r/Houdini

Vellum sim difference in h22 and h21

Hi, i am trying to follow a tutorial on vellum snow simulation, and while trying it i noticed that my same setup in h22 and h21 gave completely different result,
and this happened only once on the h21, when trying again without changing anything on h21 i got same result as h22.
in the video - left side is h22 and right is h21 with the result i am looking for.

in h21 i am getting all the clumping to the snow but not, even if it only happened once is there any other way as well to get the similar results?

u/nikhil_king — 2 days ago
▲ 23 r/Houdini

It is 3rd time I try to understand APEX workflow

Hi Guys,

do you also struggling with understanding APEX? Trying to get into since release but usually drop it and use KineFX for projects.

I know there are good tuts out there. But during last three years I am facing several problems.

-There are a lot of changes in each version. (so at one point tuts are useless)

-It is really different than ususal houdini ux

Any advise how to get on the APEX ride.

u/ibackstrom — 2 days ago
▲ 214 r/Houdini+1 crossposts

March II

Personal work. Copy to points workflow for the figures. Each part gets a template point with various transforms applied to it. Maybe easier with a proper crowd setup, but this was quite fun to figure out the looping and various elements characters.

u/scarything_ — 3 days ago
▲ 21 r/Houdini

Texture Frequency Equalizer Copernicus HDA (Free)

A couple of weeks ago I ported my old Nuke tool to Copernicus-

It's called Texture Frequency Equalizer and is based off of "Texture Management" tools from DaVinci Resolve and BaseLight. It's used to sculpt the softness and sharpness of different frequency bands of your images which can be super helpful to art direct CG renders!

The docs and (free) download are on my github if anyone is interested in trying it out!

https://github.com/conlen-b/cb-houdini-tools/tree/main/texture-frequency-equalizer-cop

For those interested you can read more about the Modulation Transfer Function, it's not something I see brought up in CG communities very much, but DPs, colorists, and compers might be familiar with the concept!

Credit to Hallam Roberts for help with the OpenCL for the Use Test Waveform visualizer, and to Gabriel Martinez for helping me tune the parameters of the original Nuke gizmo!

youtu.be
u/conlenb — 2 days ago
▲ 537 r/Houdini+1 crossposts

RnD project based on the WetaFX whitepaper on water drip simulation with adhesion

In this focused RnD, I implemented a small-scale fluid simulation algorithm within Flip to accurately resolve adhesion forces. The core algorithm is relatively straightforward: the fluid's surface field is extrapolated into the collider volume, factoring in the contact angle, and is subsequently adjusted and smoothed. Furthermore, a localized viscosity is introduced at the fluid-collider interface to approximate boundary friction.

The simulation operates at a physically accurate real-world scale, utilizing empirical physical constants where the baseline water viscosity is 0.001 and surface tension is 0.072. APIC was chosen as the underlying solver.

While this technique requires a high substep count and is computationally expensive to evaluate, it successfully produces highly nuanced and realistic fluid dynamics.

u/CdvrSzf — 4 days ago
▲ 13 r/Houdini

Code editor plugin for Houdini - test and roast it!

Hey everyone,

I'm not a Houdini user myself, but after seeing how my wife struggles with editing Python code in Houdini I've built a little code editor in form of a plugin. It has built-in linter to highlight syntax errors and can run the code right away (force-cooking the node before that), the execution errors and log messages (like the print() method) are displayed in the built-in console window. Everything is in there, you don't have to switch to Python Shell to see errors and print() outputs.

I'm not a Houdini user myself, so I'd appreciate your feedback on the plugin. Feel free to give it a try, it's available for Windows, Linux and MacOS (although I only tested on my Mac so far).

You can download the plugin from Github: https://github.com/yurist38/mad-coder-houdini-plugin/releases . Installation is pretty straightforward, you can find instructions in the README file in the repository or inside the downloaded archive.

Looking forward to hearing back from Houdini experts!

u/yuridrabik — 2 days ago

Recently iv’e been having problems with pyro rendering with karma

So i’ve had this exact issue two or three times already on different projects
My pyro sim works well while viewing in open gl view port but when i go to render it “clips” the flames
It looks like a bounding box issues but its not present in the sop level pyro solver as I’ve mentioned.
I fixed it before but honestly dont remember what i did.
Some projects dont have this problem.
Appreciate the help🙏🏼
Added pictures of the issue in the comments.

reddit.com
u/Legitimate_Gas_2504 — 3 days ago
▲ 10 r/Houdini

Trying to recreate this viscous FLIP folding/buckling effect any advice?

Hi! I'm trying to recreate the FLIP simulation from this reference:

https://www.instagram.com/p/Db_WFG3kbhM/?img_index=2

I'm especially trying to reproduce the way the black liquid folds and overlaps onto itself, creating those small visible layers/ridges (image 2).

My current result is shown in image 1. The general motion is getting close, but my fluid stays extremely smooth and basically turns into one continuous sheet/blob instead of creating those overlapping folds.

Current setup:

  • Viscosity: 400
  • Surface Tension: 5
  • Swirly Kernel
  • The emitter is animated from right to left across the cylinders.

I'm wondering what I'm missing to get that layered/folding behavior. Is it mainly related to viscosity, emitter speed, particle separation, surface tension, or something else in the FLIP Solver?

Any advice on how to achieve the viscous buckling/folding visible in the reference would be really appreciated!

u/kamekiri — 3 days ago

R&D: Can a Houdini/Karma render be converted into useful vector graphics?

I’ve been experimenting with this for a while, and this is the current result on a more complex test model.

https://preview.redd.it/lb8znxn56zjh1.png?width=1044&format=png&auto=webp&s=92ccb3121807f9d4bd584599f8657b4f3dca5714

The image on the left is the Karma beauty render. The image on the right is the current vector output.

It’s still an early prototype and there’s a lot to improve, but at this point it can already preserve a surprising amount of the original shape, detail, color and lighting.

I’m curious whether this kind of output would actually be useful to anyone here, and what you’d want to see tested next.

I’ll keep posting updates as I make progress.

reddit.com
u/Meowshifted — 3 days ago