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'Houdini'에 해당되는 글 12

  1. 2017.03.22 Pyro FX
  2. 2017.02.28 Tutorial Site List
2017. 3. 22. 23:06

Pyro FX Houdini/H_Practice2017. 3. 22. 23:06

Houdini 16.0.504.20

Node

Channel(CHOP) / Compositing(COP) / Dynamic(DOP) / Object / Render(ROP)

Geometry(SOP) / VEX networks (Vector Expression Language) (containers for VOP) / VOP(Vector OPerators)

http://www.sidefx.com/docs/houdini/nodes/_index


https://www.sidefx.com/forum/topic/43515/?page=1#post-195103

Object = Object type nodes in an Object type folder. These Object nodes allow you build transform constraint hierarchies. Geometry type Object nodes contain SOP nodes that construct and modify geometry that inherit any transforms at the object level.

SOPs = Surface OPerators or geometry nodes that are inside an object folder. These are used to construct and modify geometry. Any kind of geometry from polygons to volumes.

DOPs = Dynamic OPerators or simulation/solver nodes that are used to construct simulations. Simulations read in geometry from SOPs and passes this data in to the DOP solvers.

SHOP = SHading Operators are materials that represent a shader to apply to geometry. Some are hard coded with vex and others are folders that you can dive in to and modify the VOPs inside.

VOPs = Vector OPerators inside VOP network nodes are used for everything from building shaders to modifying geometry, volumes, pixels, and more.

VEX = Vector Expression Language. The code language used to write shaders. VOPs are wrappers around VEX code snippets.

CVEX = Context agnostic Vector Expression Language. This has replaced all the VEX specific contexts throughout Houdini. It is a generalized language that uses the same environment and functions anywhere inside Houdini.

COPs = Composite OPerators in composite type folders. Used in image compositing operations.

ROPs = Render OPerators in side ROP Output directories which are used to create render output dependency graphs for automating output of any type of data and for triggering external processes like rendering. Commonly used to generate sequences of geometry, simulation data and trigger Render tasks that generates sequences of images to disk.

CHOPs = CHannel OPerators used to create and modify any type of raw channel data from motion to audio and everything in between. Most users safely ignore the CHOP context, and so can you, for now. Put it on the “get to it later” list when learning Houdini. But definitely keep it on the list. 



Pyro FX

Flames / Explosion / Fireball / Billow Smoke / Wispy Smoke / Candle /

Smokeless Flame / DeyIce / Volcano / Smoke Trail / Smoke Cluster / Pyro Cluster

 

<Flames>

.

<FireBall>

.



<Explosion>



Dynamics(DOP) nodes

Smoke object

http://www.sidefx.com/docs/houdini/nodes/dop/smokeobject

 

Gas Resize Fluid Dynamic

http://www.sidefx.com/docs/houdini/nodes/dop/gasresizefluiddynamic

 

Source Volume

http://www.sidefx.com/docs/houdini/nodes/dop/sourcevolume

 

Pyro Solver(2.0)

http://www.sidefx.com/docs/houdini/nodes/dop/pyrosolver

Gravity force

http://www.sidefx.com/docs/houdini/nodes/dop/gravity

 

Geometry(SOP) Nodes

Fluid Source

http://www.sidefx.com/docs/houdini/nodes/sop/fluidsource

DOP I/O

http://www.sidefx.com/docs/houdini/nodes/sop/dopio

DOP import

http://www.sidefx.com/docs/houdini/nodes/sop/dopimport


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:
Posted by fx0275
2017. 2. 28. 13:42

Tutorial Site List Houdini/Tutorial2017. 2. 28. 13:42

sidefx

https://sidefx.com/tutorials/


wiki houdini

http://www.tokeru.com/cgwiki/index.php?title=Main_Page



기본학습 사이트 링크

http://cgamefancy.tistory.com/52


sideFX 까페

http://cafe.naver.com/sidefx


hicko 까페

http://cafe.naver.com/hicko


독학 후디니

http://dokak.net/index.htm



CGCircuit

https://www.cgcircuit.com/browsepage.php?&software=50&search=#


free https://vimeo.com/185820853


ihoudini /simple example scene

http://ihoudini.blogspot.kr

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:
Posted by fx0275