Downloads

AssetHandler, Copernicus, Downloads, Houdini, Pipeline, Python, Solaris, Tools

PBR 5 Layer


» Paint Masks with this Houdini 20.5 HDA and blend PBR texture Sets « This tool was mainly designed to work in conjunktion with the Houdini AssetHandler (here). You can apply any kind of PBR texture set. Whether it be from Megascans, Aixterior, ambientCG, PolyHaven etc. HINTS: FURTHER DEVELOPMENT: UPDATE 13/10/2024: HDA: You can use

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Downloads, Houdini, Photografic, Redshift, Tools, TOPs

HDRI Pack


This was primarily a PDG/TOPs exercise to auto generate Shaderballs and Montages from lot of .hdr files with Redshift. This pack includes 24 pieces from Munich, Bavaria, Lanzarote & Tyrol. The HDRIs are in 12K, stiched with PTGUI and retouched with PS. Get it from Gumroad

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Downloads, Fusion, Houdini, Redshift

Burning Paper


The main goal of this test was to ignite a fuel-field(paper) from a temperature emitting object(candle). I managed this with embedded fields. So i did this little paper-burn scenario, with a desintegration effect on top. For the desintegration effect i created two levels of clusters, which are released from the transfered heat field. The approach

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Downloads, Houdini, Python, Redshift, Substance Painter

Texture Workflow


Here are some kind of ideas for simplifying the texture handling from Substance Painter to Houdini. Therefor i use the gallery preset system and create a little prototype of script to add all baked maps from Substance Painter, with one click. This snippet is a bit low-end but i guess usefull for other automatism, as

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Downloads, Fusion, Houdini, Redshift

Mandelbulb


Mandelbulb fractal visualization and variances. Little Math and VEX exercise.Kudos to Junichiro Horikawa and his channel, check it out and VEX-it yourself. Setup: Here some testing to solve the equation just in camera space, to scale the pointcounts. Phase shifting: For a phase shift, just add a “phaseShift” variable for the vector components. 2 *

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Downloads, Houdini, Redshift

Raygun


Did this for a while in Softimage with ICE, you can check it out here. In short: Rays are shooting and bouncing around. Rendered as curves with some smoothing/subdivision. Get .hiplc: 014_Raygun_RaygunSetup_Export_001__NS.zip

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Downloads, Houdini, Redshift

Dustdevil


Testing and messing around with some volumes, vectorfields and DOPs. Done in Houdini with Redshift. Overview. Main Setup: Using an animated curve. I used velocity from particles to fill the volumes. I created a main “Vortex Particle” sim and a wide area sim and mix them together before sourcing. I also split up the ground

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Downloads, Python, Scripting, Softimage

Gather Textures


A little Python/PyQT script that gathers & copy Texture(s) from your Softimage/XSI scene to a specific folder. some notes for ns_Gather Textures Version 0.1: -supports Sources in Materials, Sources in TextureMaps-Properties & Sources in Lightshader(Sources on Camerashaders, Volumeshaders, Environmentshader  & Rotoscopes will follow)-supports Texture Sequences with any kind of Padding-supports UDIM Sequences in .1001. Format (like

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Downloads, Python, Scripting, Softimage

Version SI


ns_Version is a python script that allows you to versioning your scene related data. That includes the XSI scene itself, renderpictures, captures & ICE caches. You can organize it with a bunch of subfolder possibilities which placed it in the common XSI scenefolder structure. There are also some handy tools/scripts included.   ns_Version v0.52: Changes:-fixes

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