Thanks to visit codestin.com
Credit goes to github.com

Skip to content

chordee/houdini-hda-collection

Folders and files

NameName
Last commit message
Last commit date

Latest commit

 

History

5 Commits
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

houdini_hda_collection

Houdini Digital Assets Collection

fake_window (VOP: Fake Window)

A shader similar to Unity's Fake Window. Outputs a simple color from the perspective camera.

fake window node fake window example
Vop in MatNetwork Pre-set: UV and Normal
  • Depth: Maximum depth value when outputting inDepth.

  • Outputs:

    outUV id drawing inDepth
    outUV id outNor inDepth

grid_cutter (SOP: Grid Cutter)

grid cutter node grid cutter example
  • Auto Align: Aligns the face to the X/Z plane before cutting. (Useful when using grid_cutter in a For-Each Primitive loop.) auto align

  • Force Cut Long Side: Cuts the longer side at each iteration. force cut long side

  • Half Ratio: How close each cut is to the halfway point.

    half ratio 05 half ratio 1
    Half Ratio: 0.5 Half Ratio: 1
  • Min Size: Limits the size of the smallest piece.

line_cracker (SOP: Line Cracker)

Fractures based on polyline projection (X/Z plane).

line creacker node line crack example

Input 1: polyline.
Input 2: Ground plane (does not need to be flat)
Output: Fractured polygons with attributes.

close line example open line example
Close Line Open Line
  • Iterations: Increase to better match the input line. (May not be a perfect match.)
  • Iteration Threshold: Avoids extremely small pieces.

export_Maya_nParticles_cache (SOP: Export Maya nParticle cache)

Export Maya nParticle cache directly from Houdini.

REQUIREMENT:

  1. Unique id attribute.
  2. Source code: nCache.py

Attribute Mapping:

v@v -> velocity
f@age -> age
f@life -> lifespanPP
f@pscale -> radiusPP
v@Cd -> rgbPP
f@Alpha -> opacityPP
v@rotation -> rotationPP

export Maya nParticle cache node

  • Start Frame
  • End Frame
  • Evaluation Rate
  • XML: xml file path to be written.
  • Particle Name: Name of the particle shape in Maya.
  • Python Module Path: File path to nCache.py.

export_Maya_geoCache (SOP: Export Maya geoCache)

Export Maya geometry point cache directly from Houdini. (Multiple objects are supported.)

REQUIREMENT:

  1. Primitive attribute: path
  2. Source code: nCache.py

The path attribute defines the target in Maya. The recommended workflow is to use an Alembic file exported from Maya, preserving the path attribute for exporting back.

export Maya Geo cache node

  • XML: Path to the XML file to be written.
  • Start Frame
  • End Frame
  • Python Module Path: File path to nCache.py.

Mandelbrot3D (VOP)

Entagma - VEX in Houdini: Mandelbrot and Mandelbulb

Zeus VFX - 3D Fractal in Houdini Tutorial

Mandelbrot3D

volume_texture (VOP: Volume Texture)

Reuse the volume texture exported from Labs Volume Texture Export in Houdini. Volume Texture Node

  • Volume Texture: Texture filepath.
  • BB_pos: Bounding box position.
  • U_Tile
  • V_Tile
  • outClr: RGB color from the volume texture.

create_crowd_collections_by_agent_stage_material (LOP)

Create collections based on the material binding name of the source agent mesh. Create Crowd Collections

  • Collection: collection prim path
  • From Path
  • Replace Path

thunder_builder (SOP: Thunder Builder)

About

Houdini Digital Assets Collection

Topics

Resources

Stars

Watchers

Forks

Releases

No releases published

Packages

No packages published