Houdini Algorithmic Live #107 - Sci-Fi Dissolve

Junichiro Horikawa2 minutes read

The text discusses creating a dissolve effect geometrically procedurally using Houdini, covering parameters, grid adjustments, and unique IDs for cubes. It explores methods for adjusting color, distance calculations, and gravity effects on objects, with a focus on creating intricate visual effects for sci-fi and gaming inspirations.

Insights

  • Procedural nature in Houdini enables flexible time frame adjustments for dissolve effects without a solver, emphasizing geometric calculations and parameter customization.
  • Utilizing free 3D scan models from Kyushu University under CC BY 4.0 allows for commercial use, providing diverse formats like glTF, USDZ, or glb with 4K textures for download.
  • Implementing various techniques like distance calculations, color changes, and shape manipulation in Houdini can create intricate dissolve effects, with the potential to explore Sci-Fi and Tetris-inspired designs through procedural processes.

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Recent questions

  • How can I create a dissolve effect in Houdini?

    The process involves adjusting parameters like grid size, frame count, start/end offsets, and dissolve angle. Utilize a free 3D scan model from Kyushu University, available for commercial use. Import the model into Houdini, adjust orientation, and create a square grid on complex geometry using the Break node. Assign unique IDs to cube faces, calculate positions, and find the center point. Create a base dissolve effect by reducing mesh size and establishing a hierarchy between particles. Adjust values for distance calculations, naming, and normalization to achieve gradual dissolves. Control dissolve timing with start and end offsets, implement rotation and lift effects based on T value, and experiment with color changes for visual appeal.

  • What are the different distance calculation methods in Houdini?

    The text discusses various distance calculation methods, including Manhattan distance as an alternative to Euclidean distance. It details using radial basis functions for Tetris-like blocks, explaining their role in distance calculations. Custom grids can be created using unique attributes connected to points for desired effects. Solvers like SOP or Vellum can be used for gravity-affected objects, with mass attributes and gravity application. The speaker demonstrates applying gravity and updating velocities for detached pieces, focusing on controlling velocity and position changes. The process concludes with a trial of the gravity effect on detached pieces, showcasing position and velocity updates within the solver for the desired outcome.

  • How can I apply masks for dissolving effects in Houdini?

    Masks can be utilized for dissolving effects, but caution is advised due to potential crashes. The speaker encounters issues with pack geometry, leading to a switch to point conversion. Attributes like name and mask are crucial and need accurate transfer. Primitive wrangle can successfully transfer mask information to primitives. Masks can be applied for various effects like color changes based on mask values. The text discusses quantizing colors into integers, adjusting colors based on cluster attributes, and converting colors into HSL for quantization based on brightness values. It explores using the enumerate node, attribute wrangle, cop network, and XYZ distance for transferring mask information to primitives.

  • What options are available for creating visual effects in Houdini?

    Various options and parameters are available, including shape changes, grid size adjustments, and distance calculation options. Parameters like gradient frame, offset frame, and range increase are mentioned, with a comparison to the GameCube load screen effect. Effects can be created on simple geometries like cubes, with potential for a matrix-like effect. The text expresses a desire to change designs to a more Sci-Fi look, inspired by Tetrisphere on Nintendo 64. It delves into using radial basis functions for Tetris-like blocks, different distance calculation methods, and creating custom grids for desired effects. The speaker considers the setup a procedural process, exploring gravity effects, velocity control, and position changes within solvers.

  • Where can I find free 3D scan models for use in Houdini?

    The text mentions utilizing a free 3D scan model from Kyushu University, available for commercial use under CC BY 4.0. Models can be downloaded in glTF, USDZ, or glb formats with 4K textures. Import the model into Houdini, adjust orientation using bounding box and transformation matrix. Create a square grid on complex geometry using the Break node with polygon breaker option. Assign unique IDs to cube faces, calculate positions, and find the center point. The speaker plans to keep the setup for download and future reference, emphasizing the procedural nature of the process.

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Summary

00:00

Houdini Tutorial: Procedural Dissolve Effect Creation

  • Weekly tutorial live for Houdini, titled "Houdini Algorithmic Life," 107th episode.
  • Topic: Creating a dissolve effect geometrically procedurally using Houdini.
  • Procedural nature allows for time frame adjustments without a solver, focusing on geometric calculations.
  • Parameters like grid size, frame count for dissolve, start/end offsets, and dissolve angle are adjustable.
  • Lift parameter for particles when dissolving adds a sci-fi touch.
  • Utilizing a free 3D scan model from Kyushu University, available for commercial use under CC BY 4.0.
  • Download models in glTF, USDZ, or glb formats with 4K textures.
  • Import the glb file into Houdini, adjusting orientation using bounding box and transformation matrix.
  • Creating a square grid on complex geometry using the Break node with polygon breaker option.
  • Assigning unique IDs to each cube face by calculating position within the cube based on size and bounding box.

29:56

Finding Center Point in 3D Modeling

  • The text discusses using attributes like ID dot X and Z, and creating a Center Point position for surfaces.
  • To find the center of a cube, the text explains multiplying the ID by size to get the real size zero coordinate.
  • Offsetting by 0.5 of the size on X, Y, and Z directions is crucial for finding the center.
  • The text emphasizes starting from the bounding box minimum position to get the real position.
  • It mentions verifying the correctness of the center point by creating a single point at that position.
  • The text delves into the difference between Guy Primitive Wrangle and Big View in terms of running on primitives or polygons.
  • It clarifies that moving a primitive in Prim Wrangle requires accessing point positions.
  • The text then transitions to creating a base dissolve effect by reducing the high-res mesh size.
  • It discusses creating a hierarchy between particles based on distance calculations from custom points.
  • The text explains calculating distances between the center point of a grid and custom points using a Primitive Wrangle.

58:35

Creating Dynamic Dissolve Animations with Values

  • By adjusting values like 2.7, 4.8, and 0, different ranges can be created for animations.
  • Naming values as Mindy and Max D, and normalizing frames from 0 to 1, can create gradual dissolves.
  • Changing Max D value can show dissolving from shortest to maximum distance.
  • Creating a gradient range within 40 frames can provide a neat effect for dissolving.
  • Adjusting start and end offsets can control when the dissolve effect begins and ends.
  • To avoid wild remapping due to zero values, slightly above zero values are recommended.
  • Implementing rotation based on T value can add a rotating effect to the grid.
  • Lifting the grid upward based on T value can create a floating and disappearing effect.
  • Adding randomness to the lift value can make the effect more natural and less geometric.
  • Changing colors based on T value can enhance the visual appeal of the dissolve effect.

01:31:32

Creating Sci-Fi Tetris Effects with Houdini

  • The text discusses various options and parameters available, including a switch to change shapes from 0 to 5, grid size adjustments, and distance calculation options.
  • Parameters like gradient frame, offset frame, and the ability to increase range are mentioned, with a comparison to the GameCube load screen effect.
  • The text explores creating effects on simple geometries like cubes, mentioning the potential for a matrix-like effect.
  • A desire to change the design to a more Sci-Fi look is expressed, with a reference to Tetrisphere on Nintendo 64 sparking inspiration.
  • The text delves into using radial basis functions in Houdini for creating Tetris-like blocks, explaining the function's role in distance calculations.
  • Different distance calculation methods are discussed, including exploring Manhattan distance as an alternative to Euclidean distance.
  • The text details a method to create custom grids using unique attributes and connecting them to points for a desired effect.
  • The text touches on using solvers like SOP solver or Vellum solver for gravity-affected objects and detached pieces, discussing mass attributes and gravity application.
  • A demonstration of using a solver to apply gravity and update velocities for detached pieces is shown, with a focus on controlling velocity and position changes.
  • The text concludes with a trial of the gravity effect on detached pieces, showcasing the process of updating positions and velocities within the solver for the desired outcome.

02:14:43

Implementing Force Setup with Vellum and Masks

  • Implementing a Force setup is feasible, potentially with Vellum, but controlling it with conditions might be challenging.
  • Using a subserver is a simpler option for the speaker.
  • The speaker plans to keep the setup for download and future reference.
  • The process discussed involves using a solver or frame-based approach, despite some naming confusion.
  • The speaker considers the setup a procedural process.
  • Masks can be utilized for dissolving effects, with caution due to potential crashes.
  • The speaker encounters issues with using the pack geometry, leading to a switch to point conversion.
  • Attributes like name and mask are crucial for the process and need to be transferred accurately.
  • The speaker explores using primitive wrangle to transfer mask information to primitives successfully.
  • Masks can be applied for various effects like color changes based on the mask values.

02:58:28

Quantizing colors for songs with clusters

  • The text discusses the process of quantizing colors into integers for a song.
  • It mentions using the cluster attribute to adjust colors based on the number of clusters.
  • The text explores the pattern type attribute and the need to transfer colors into integer maps.
  • It delves into the process of converting colors into HSL and quantizing based on brightness values.
  • It discusses the challenge of quantizing colors linearly and the desire for unique values.
  • The text explores using the enumerate node to set attributes sequentially.
  • It mentions converting colors to grayscale for quantization and counting similar values.
  • The text discusses using the attribute wrangle to count and set unique values.
  • It explores using the cop network to quantize colors and create masks.
  • The text concludes with transferring mask information to primitives based on XYZ distance.

03:43:06

GitHub offers free downloads and 3D models.

  • The video description page on GitHub provides a URL to download files, which will also be available on the creator's Patreon for free; the live stream will be recorded for later viewing, including a glv file for free redistribution, along with a link to Sketch Fab for downloading over a thousand 3D scan models in Japanese and English.
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