This work demonstrates the usage of voronoi fracture extrusions for creating a procedural city blocks. The user is able to control 4 stages of the creation the flora such as trees, bushes, waters like rivers), buildings (city centre, residential area, administrative buildings) and roads with pathways.
This project documents the procedural simulation of rotting and decay, which is a natural phenomime many have seen. It can be simulated to add realism to a scene. Several papers relating to this topic have been discussed, highlighting some of the commonly used techniques. A custom-made solver was developed in Houdini18.5 using the Pyro Sop Solver and predominantly the VEX Wrangles and VOP networks to simulate this process. This report outlines the framework to create a rotting simulation of several fruits; apple, banana and orange. This digital asset will allow the user to input their modelled fruit and set various parameters to create the desired rotting effect they wish. Further development is required to add further realism into the simulation
This pproject demonstrates the generation of a Houdini Digital Asset for ivy growth. This procedural tool can generate a variety of different scenes based on user defined parameter values. The ivy is generated using a sort of particle based method first introduced in 1985 by Reeves and Blau (1985). Using this as the basis for the growth algorithm, the HDA also simulates external tropisms such as gravitropism and phototropism. Along with the ability to automatically generate ivy, this tool allows the user the more stylistic approach of drawing ivy directly onto the environment geometry. This highly art-directable procedural tool demonstrates an easy way to generate climbing ivy.
A custom MPM solver created in Houdini using mostly VEX and gas microsolver nodes. The ten step process presented in 'A material point method for snow simulation' is implemented. A tool to create custom snow scenes in Houdini using the solver is also provided.
Fluid Implicit Particle Fluid Solver using OpenMP directives
A Fluid Implicit Particle Approach to a Pyro Solver in Houdini
Thesis A Fluid Implicit Particle (FLIP) Sovler Built in Houdini
Abstract The following thesis presents the research and implementation of a Fluid Implicit Particle (FLUID). A literature review is included in order to highlight the most commonly used techniques for simulating fluids in the Visual Effects and Computer Graphics industries as well as critically analyse and compare them.
Procedural modelling in Houdini based on Function Representation
Procedural generation of Bridges and Tunnels
3D Langrangian Fluid Solver using SPH approximations.
A User Friendly Hair Reflectance Model in Houdini
Prototyping a Custom 3D Printing Slicer
Procedural destruction in Houdini
Diffusion Limited Aggregation Inside 3D Models
Animation production using Houdini
Creature Generation using Genetic Algorithms and Auto-Rigging
Survey on user centric approaches to various pre-fracturing techniques in different materials in Houdini
Art-directing procedural vegetation in Houdini using a space colonization algorithm
Applying aggregation over 3D surfaces
2D Fluid Solver for Houdini
Weathering System in Houdini
Dynamic Animation and Re-Modelling of L-Systems
Controlling Fluid Simulations with Custom Fields in Houdini
Procedural City Generator
Weapon Effects Creation Pipeline Using Houdini and Unreal Engine 4
Interactive tool for procedural city generation in Houdini
Fluid Solver built in Houdini
Art Directed Ant Crowd Simulation in Houdini
Winter effects for computer Graphics
Procedural Road Crack Generation Tools
Visualizing Astronomical Data In Houdini
Intuitive and fast simulation for soft and viscous substances
Implementation of Artistic Curly Hair Dynamics in Houdini