In an earlier episode we took a first look at the new ONNX inference node, a node that allows us to use trained neural nets inside Houdini. And today we want to use this node for something usefull – Volume Style Transfer! We want to […]
All Posts tagged “Volumes”
New In Houdini 20: Cloud Workflow
Houdini 20 comes with a completely rebuilt cloud workflow, which makes it a whole lot easier to create a wide variety of realistic clouds. So let’s build one from scratch and take a look at the new cloud shape tools, noises and shaders! Download Project […]
Advanced Setups 23 – Controlling Stable Diffusion With Houdini
Of course Mo could take the high road and build a stable diffusion pipeline using Huggingface’s Diffusers library… But let’s not kid ourselves. Thanks to Automatic1111’s API Mo can duct tape together Houdini and WebUI to use both of these awe inspiring powerful tools to […]
KineFX 101 – pt. 29: Rigging Volumes
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New In Houdini 19.5 Pt 4: SOP FLIP Fluids
One of the major milestones in Houdini 19.5 is the SOPification of FLIP fluids – allowing for a much more streamlined setup of fluid simulations. In this video Mo goes over the basics of the new workflow, including custom viscosity and density for our liquid. […]
Advanced Setups 09 – From Formula to VEX: Winding Numbers
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Advanced Setups 04 – Field Guided Reaction Diffusion
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Houdini: Baking Point Attributes To Textures
EDIT: For more point to texture attribute trickery have a look at the scene files. In our tutorial on dissolving geometry we hinted at baking point distances into a texture rather than using highly subdivided geometry to store attributes from a point cloud. While this […]
Mograph Liquids: Controlling FLIP Fluids Via Curve Forces
Been going through a few of Jeff Wagner’s feature presentations from a the last few Houdini releases and stumbled upon a gem which I thought I’d base a setup on: Controlling FLIP fluids using a curve. Throw in a tiny bit of VDB/VEX magic and […]
New In Houdini 18.5
Full Playlist Here Houdini 18.5 is out! And here are the features that got us excited! Of course there’s much more. (SOP based rigging anyone?!) We had great joy in seeing that Karma has come a long way and that real time pyro sims in […]
Rendering 101 – pt. 21: Instancing In Redshift (Plus A Bit Of Shading)
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Rendering 101 pt. 15: Volume Shading Principles Demonstrated In Redshift
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Volumes 101 – New Since H17 (Visualisation & Sourcing)
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Volumes 101 – pt. 25: Breaking Up Smoke Sims
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Volumes 101 – pt. 24: Linear Volume Ramp
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Volumes 101 – pt. 23: Something New
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Volumes 101 – pt. 22: Art Directing Velocity Volumes
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Volumes 101 – pt.21: “Dissolving” Geometry
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Volumes 101 – pt. 20: Volume Displacement Shader
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Volumes 101 – pt. 19: Juliabulb Using Volume Procedurals
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Volumes 101 – pt. 18: Volume Procedural Basics
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Volumes 101 – pt. 17: Multistate Cellular Automata in OpenCl
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Volumes 101 – pt. 16: Reaction Diffusion in OpenCL
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Volumes 101 – pt. 15: Custom Kernels in OpenCL
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Volumes 101 – pt. 14: Kernels, Sharpening A Smoke Sim
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Volumes 101 – pt. 13: Point Advection
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Volumes 101 – pt. 12: Adding Colliders To Our Solver
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Volumes 101 – pt. 11: Adding Forces To Our Solver
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Volumes 101 – pt. 10: Curvature Driven Growth
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Volumes 101 – pt. 9: Curvature
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Volumes 101 – pt. 8: Organic Cells
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Volumes 101 – pt. 7: Reshaping SDFs
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Volumes 101 – pt. 6: Volume Gradient
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Volumes 101 – pt. 5: Volume Booling
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Volumes 101 – pt. 4: VDBs vs. Standard Volumes
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Volumes 101 – pt. 3: Signed Distance Fields
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Volumes 101 – pt. 2: Vector Volumes
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Volumes 101 – pt 1: Volume Basics
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