It feels kinda strange for ppl cuz its a basic part model that u can do in couple of minutes in cads or 3d modeling softwares but in houdini you get the results that u can change everything 🤯🤯
For some reason when I duplicate the node tree making clip 4 and entering values the spline looks different and at clip 5 it basically disappears. I've checked many times value which I've entered nad just cannot figure out wha'ts happening. Anyone can help? NVM it fixed itself somehow. I dunno what happened.
4:32 You don't need a "Labs Soften Normals" node. A regular Normal node is fine, with the Weighting Method set to "By Face Area" and the same "Cusp Angle" (37.5). It produces the exact same result. 5:31 You don't need "3" rows, 2 is best. Because 3 will create some undesired polygons when booleaning later because of the slight imperfections left on the semicircles by the Smooth nodes. The Fuse node after that _might_ take care of it, or it might not. But why would you have to adjust the distance of the fusing? Just set it to 2. It results in a clearer boolean operation. 6:38 That creates horrible topology, lol. You would need supporting edge loops for something like that. Or leave the holes as unfused empty space and "fill" them with separate geometry. Look at those crooked inner edges! 6:44 Again with the Soften Normals... If you double click that node, you'll see it's just a regular Normal node with the settings I mentioned above (ignoring the Switch, which isn't even used here, it's probably that checkbox). 5:50 "Next, we will manually select some faces and extrude them." 😨 That's not very procedural at all. If you ever decide to increase the number of polygons on the side, that manual selection immediately becomes worthless. You should have used the Group node (or two). If you look at it from the Front view it slightly banks. Because of those 3 Smooth nodes. Not very "CAD-like" at all. But you can still learn a lot from this. Not bad. 👍 I don't think there's any other tutorial in Houdini on making this shape.
You don't need it. A regular Normal node is fine, with the Weighting Method set to "By Face Area" and the same "Cusp Angle" (37.5). It produces the exact same result.
It's great that Plasticity offers such quick results! My tutorial aims to provide a deeper understanding of the principles behind 3D modeling in Houdini, which can be beneficial for more complex projects.
make it with procedure intention later it could be done all kinds of variants you want for the model ( bevel profile, randomize size, color.. for example ) in just 1 minute in houdini, then scatter around 1milions of their instances around a city scene with zero lag in another minute
In Houdini 20.5 the circle node has an automatic 'Reverse' checkbox that you should turn off for the point numbers to line up properly.
Saved for later, need my coffee first :D. Thank you for the content
Thank you!
It feels kinda strange for ppl cuz its a basic part model that u can do in couple of minutes in cads or 3d modeling softwares but in houdini you get the results that u can change everything 🤯🤯
What is the software you used to record and add the hotkeys used on screen?
I use Karnak
For some reason when I duplicate the node tree making clip 4 and entering values the spline looks different and at clip 5 it basically disappears. I've checked many times value which I've entered nad just cannot figure out wha'ts happening. Anyone can help? NVM it fixed itself somehow. I dunno what happened.
Pop-up is way too loud. Appreciate the content though.
Probably the most interesting tutorial!
The most complicated way modelling an object ever..
You best. Cool tutorial.
Thank you 🙏
Can you go a little faster next time Flash?
Hi why did you delete the pillar tutorial???😢😢😢
I will publish it soon on gumroad, I will soon publish a thriller here
4:32 You don't need a "Labs Soften Normals" node. A regular Normal node is fine, with the Weighting Method set to "By Face Area" and the same "Cusp Angle" (37.5). It produces the exact same result.
5:31 You don't need "3" rows, 2 is best. Because 3 will create some undesired polygons when booleaning later because of the slight imperfections left on the semicircles by the Smooth nodes. The Fuse node after that _might_ take care of it, or it might not. But why would you have to adjust the distance of the fusing? Just set it to 2. It results in a clearer boolean operation.
6:38 That creates horrible topology, lol. You would need supporting edge loops for something like that. Or leave the holes as unfused empty space and "fill" them with separate geometry. Look at those crooked inner edges!
6:44 Again with the Soften Normals...
If you double click that node, you'll see it's just a regular Normal node with the settings I mentioned above (ignoring the Switch, which isn't even used here, it's probably that checkbox).
5:50 "Next, we will manually select some faces and extrude them." 😨 That's not very procedural at all. If you ever decide to increase the number of polygons on the side, that manual selection immediately becomes worthless. You should have used the Group node (or two).
If you look at it from the Front view it slightly banks. Because of those 3 Smooth nodes. Not very "CAD-like" at all.
But you can still learn a lot from this. Not bad. 👍 I don't think there's any other tutorial in Houdini on making this shape.
Bro, someone uploaded your escalator tutorial on youtube. Search for CGcircuit - Houdini Tutorial Procedural Modeling
Hi Bro, thanks for letting me know, I'll try to block him!😔
I use houdini 19.5.435, there is no such thing as a soften normal node... :(
you have to update or install Labs, it's a set of free tools developed by Sidefx guys:)
@@RaduCius Yeah I’ve been trying for the past hour and it doesn’t want to update my shelf with the tools. I tried both techniques without success ;(
@@Underwood42 try to write to the guys from SideFX, they are very responsive
You don't need it. A regular Normal node is fine, with the Weighting Method set to "By Face Area" and the same "Cusp Angle" (37.5). It produces the exact same result.
Leaving comment
This is done in 1 minute in Plasticity, yippee
It's great that Plasticity offers such quick results! My tutorial aims to provide a deeper understanding of the principles behind 3D modeling in Houdini, which can be beneficial for more complex projects.
make it with procedure intention later it could be done all kinds of variants you want for the model ( bevel profile, randomize size, color.. for example ) in just 1 minute in houdini, then scatter around 1milions of their instances around a city scene with zero lag in another minute
God these loud gameboy sound popups in between are annoying
Thanks for the feedback.
Absolutely
Yes pls turn their volume way lower and all will be fine :)
really crap tutorial. The object is not moddeled correctly and thus cannot be smoothed.
agreed. And it's not procedural. Also the stupid random values are pointless....
what annoying sound effects
The loud awful noise at 1:05 made me block this channel