I like how these tutorials make great little systems to squirrel away for different usage in future projects (snow, ice, dust, grime, powdered sugar, sprinkled toppings, etc.).
I figured it's more helpful having smaller systems that can be adapted than long winded tutorials that become too complex to reuse. Glad you appreciate this style of tutorial :)
Oh I had a similar aproach. But faster. Group by normal to the vertex facing up and scatter over them points. Thats about it. Your method however is more customizable and works better with lowpoly assets. Good job
great tutorial! tutorial suggestion, a hands on walkthrough to achieve Procedural Rock formations as seen from SIGGRAPH 2017 talk (here on youtube). Maybe how to delete outer groups (not just outer faces) when doing a Voronoi Fracture etc. keep up the good work!
Hey guys awesome video. Wondering if you can do the same with VOPs instead using a wrangle, that way many noob ppl like me might understand better. LOL! .. However love all your tutorials.. easy to follow and to the point as always. Thanks again .
Thank you for the great tutorials. They are helping me a lot getting my foot into houdini. One question though regarding your multiple usages of rand('@ptnum') in one of the Attribute wrangle nodes. Doesn't this bias the results, as then e.g. @pscale and @orientation are 100%ly correlated, or is this intended?
Ok you got the tutoring gift! So i would like to see more please, i would really like to see a waterfall scene made procedural in houdini, where height and rock formations can be adjusted and even the water flow. Not sure how big or hard that may be able to do, i'm only 1 month into houdini.
Thank for the feedback! The simplest way I can think of right now would be; to generate a rock-face (likely by copying geometry to points and converting to a vdb to smooth it off), it might be useful to add a boolean that cuts out a path for the water to follow, and then you would probably need an emitter for flip that finds the highest point of the rock-face. Perhaps you should try to do it as your own project and get help from the Houdini forums. Its a great way to learn. Just tackle a project that you don't know how to do and see where it takes you. Anyways, all the best with your learning :)
Thank you for your tutorial! but I have two questions! Why do you use v@dir=-v@N; ? not @N= -@N; !! v means exactly what? Please answer to my questions!
hey this might be a stretch since its an old video, but just wondering if theres a way to scatter it regardless of topology? using your method on a house that I modeled there are many unevenly sized polygons across the house, so what i notice is that when i use the attribute wrangle node, the points become isolated onto areas with a vertices so it ends up looking very grid like in some areas that are not perfect quads?
Since this video, they have released the "scatter and align" and "spray paint" nodes. You can use those to put points on a geometry fairly evenly. Also, I'd recommend using a "vdb from points" now, instead of copying and then converting to vdb. Hope that helps a bit. Otherwise, try remeshing the house so that you have more points. Use the remeshed version for the snow and the original house for rendering. Basically, using a proxy to generate snow might help. Cheers!😁
@@NineBetween Thank you for the reply. Where would you insert the scatter and align or spray paint node in your network? Especially in conjunction with your attribute wrangle node, I'd like to keep that as it provides nice control over the falloff. My issue is right now once I apply the attribute wrangle node, all the points get constrained to vertices on the geometry causing a very repetitive pattern.
@@abhigyangupta6509 haha, sorry about that, we just had tutorials scheduled. We currently don't have anything scheduled so I'll do my best to make sure the intro becomes our next tutorial
This was a really nice tutorial so far, unfortunately I am stucked at the 8th minute when you program the mult ramp. All my points are affected by the value all the way left in the ramp, even though the normals of the points show all different kinds of directions. Here i got a screenrecord: ruclips.net/video/8Gnl1XlnuWo/видео.html do you have any idea what I did wrong? Thank you
Hey, if we do that, it works, but we don't end up with the geometry blocking certain areas. The ray sop ensures that only the top surface has points scattered. If you have a geometry that doesn't block its own surfaces, then the @N.y > var would work :)
I like how these tutorials make great little systems to squirrel away for different usage in future projects (snow, ice, dust, grime, powdered sugar, sprinkled toppings, etc.).
I figured it's more helpful having smaller systems that can be adapted than long winded tutorials that become too complex to reuse. Glad you appreciate this style of tutorial :)
you are awesome , this tutorial amazing , i am from peru and watching you doing this made love a bit more houdini
Great tutorial! Very clear explanation, even an absolute beginner could understand.
Great tutorial, man! A really like the way you make your tutorials. This one makes me think about lots of possibilities :)
Thanks! Glad it has given you some ideas :)
Thank you for this awesome tutorial! 😆
Awesome! very concise and informative. thanks much! please keep them coming.
Thanks a lot! please more Quick Tutorial.
Thanks a lot! Especially for great explanation and detailed illustration on you blog.
Thanks !!!!!!!keep up the good stuff
great tutorial, quick and to the point! instantly hit that sub button
Awesome! Thanks!
ahah first time ever I see using that "point generate" node. Nice tut! hope to see more from you! cheers
Haha, yeah, its one of those nodes that you hardly ever see. Glad you enjoyed this tutorial!
Oh I had a similar aproach. But faster. Group by normal to the vertex facing up and scatter over them points. Thats about it. Your method however is more customizable and works better with lowpoly assets. Good job
Exactly what i needed, please do more, im willing to pay! lol
great tutorial! tutorial suggestion, a hands on walkthrough to achieve Procedural Rock formations as seen from SIGGRAPH 2017 talk (here on youtube). Maybe how to delete outer groups (not just outer faces) when doing a Voronoi Fracture etc. keep up the good work!
Wondeful! keep up the good stuff :)
Hey guys awesome video. Wondering if you can do the same with VOPs instead using a wrangle, that way many noob ppl like me might understand better. LOL! .. However love all your tutorials.. easy to follow and to the point as always. Thanks again .
thanks!
Thank you for the great tutorials. They are helping me a lot getting my foot into houdini. One question though regarding your multiple usages of rand('@ptnum') in one of the Attribute wrangle nodes. Doesn't this bias the results, as then e.g. @pscale and @orientation are 100%ly correlated, or is this intended?
Thanks!!!
Ok you got the tutoring gift! So i would like to see more please, i would really like to see a waterfall scene made procedural in houdini, where height and rock formations can be adjusted and even the water flow. Not sure how big or hard that may be able to do, i'm only 1 month into houdini.
Thank for the feedback! The simplest way I can think of right now would be; to generate a rock-face (likely by copying geometry to points and converting to a vdb to smooth it off), it might be useful to add a boolean that cuts out a path for the water to follow, and then you would probably need an emitter for flip that finds the highest point of the rock-face. Perhaps you should try to do it as your own project and get help from the Houdini forums. Its a great way to learn. Just tackle a project that you don't know how to do and see where it takes you. Anyways, all the best with your learning :)
@@NineBetween Thank you! True, projects are a great way to learn
Would this work on a larger mountain range as a way of getting a realistic snow cover ?
Thank you for your tutorial! but I have two questions! Why do you use v@dir=-v@N;
? not @N= -@N; !! v means exactly what? Please answer to my questions!
sweet!!
hey this might be a stretch since its an old video, but just wondering if theres a way to scatter it regardless of topology? using your method on a house that I modeled there are many unevenly sized polygons across the house, so what i notice is that when i use the attribute wrangle node, the points become isolated onto areas with a vertices so it ends up looking very grid like in some areas that are not perfect quads?
Since this video, they have released the "scatter and align" and "spray paint" nodes. You can use those to put points on a geometry fairly evenly. Also, I'd recommend using a "vdb from points" now, instead of copying and then converting to vdb. Hope that helps a bit. Otherwise, try remeshing the house so that you have more points. Use the remeshed version for the snow and the original house for rendering. Basically, using a proxy to generate snow might help. Cheers!😁
@@NineBetween Thank you for the reply. Where would you insert the scatter and align or spray paint node in your network? Especially in conjunction with your attribute wrangle node, I'd like to keep that as it provides nice control over the falloff. My issue is right now once I apply the attribute wrangle node, all the points get constrained to vertices on the geometry causing a very repetitive pattern.
Would love an updated tutorial on this method!@@NineBetween
cool!
Excellent tutorial, but I wonder, is there a way to do this on a larger scale that doesn't explode my computer? Haha.
Could this be imported in Unreal without being too heavy for the engine ?
Like does it increase a lot the size of the initial file to add snow on it ?
amazing tutorial! buttt we need your intro tutorial please!
Hi, we've been getting that request a lot. I'll try to make it our next tutorial :)
@@NineBetween haha you said me the same thing over at Reddit, but nevertheless looking forward to your tutorials love them!
@@abhigyangupta6509 haha, sorry about that, we just had tutorials scheduled. We currently don't have anything scheduled so I'll do my best to make sure the intro becomes our next tutorial
This was a really nice tutorial so far, unfortunately I am stucked at the 8th minute when you program the mult ramp. All my points are affected by the value all the way left in the ramp, even though the normals of the points show all different kinds of directions. Here i got a screenrecord: ruclips.net/video/8Gnl1XlnuWo/видео.html
do you have any idea what I did wrong?
Thank you
If you're still having this issue, make sure your geo node doesn't have transforms. All transform need to come from that transform node
had a similar issue, but it was bc i added the normals to vertices and not normals in the normal node
@@TheTropical100 THANK YOU!! I was stuck here too until I saw your comment! :)
Спасиба)))👍
Why just not scatter by group N.y>0 for example?
Hey, if we do that, it works, but we don't end up with the geometry blocking certain areas. The ray sop ensures that only the top surface has points scattered. If you have a geometry that doesn't block its own surfaces, then the @N.y > var would work :)
Great explanation; can you show us how to do it in Maya?? Haha just kidding...
lol, if only I knew how, thanks for watching!
can this work on animated geometry?