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Inside The Mind
United States
Приєднався 6 січ 2013
Maker of things
Inside the Mind is a project designed to help artists of all levels learn new techniques. Being able to bring your imagination to life is not something that should cost an obscene amount of money. Most of what is shared in this project is provided for free so that anyone can learn to breathe life into their thoughts.
Feel free to share your creations in the discord. We also encourage you to share your knowledge and help others if you can. Creativity inspires more creativity. Everyone's imagination is different, and we believe that sharing what you learn is important to the overall growth of the industry.
We have additional assets and project files available on patreon. These paid assets help pay for the upkeep of software subscriptions and allow us to keep the content free. It is not needed to learn but we really appreciate the extra support from those who can.
Thank you for the support and we hope you enjoy learning with us.
Inside the Mind is a project designed to help artists of all levels learn new techniques. Being able to bring your imagination to life is not something that should cost an obscene amount of money. Most of what is shared in this project is provided for free so that anyone can learn to breathe life into their thoughts.
Feel free to share your creations in the discord. We also encourage you to share your knowledge and help others if you can. Creativity inspires more creativity. Everyone's imagination is different, and we believe that sharing what you learn is important to the overall growth of the industry.
We have additional assets and project files available on patreon. These paid assets help pay for the upkeep of software subscriptions and allow us to keep the content free. It is not needed to learn but we really appreciate the extra support from those who can.
Thank you for the support and we hope you enjoy learning with us.
Stamp Points in COPs | Intro to COPs | Houdini 20.5
Learn about the new Stamp Points node in Houdini 20.5's COPs context and how it interacts with data from SOPs. This tutorial provides a detailed overview of the node's features and practical applications, enhancing your workflow by integrating SOP data with the new COPs functionality. Learn how to use attributes from SOPs to further enhance the output of the node.
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#houdini #houdinifx #houdinitutorial
Support me on Patreon:
www.patreon.com/InsideTheMind
Speed up your renders using AI (affiliate link)-
www.topazlabs.com/topaz-video-ai/ref/1880/
Join this channel to get access to perks:
ua-cam.com/channels/ZY_OKD2XAjmW0GVQa3So_Q.htmljoin
Join my Discord here:
discord.gg/vssZxjN
Leave a like and a favorite if you enjoyed. Subscribe if you want to.
Please let me know what you thought of the video.
Follow me-
insidethemind.space/
Stormz3D
insidethemindspace
www.artstation.com/matt_ekstrom
#houdini #houdinifx #houdinitutorial
Переглядів: 1 410
Відео
New Modeling Features in Houdini 20.5
Переглядів 3,6 тис.14 днів тому
Explore the new modeling features in Houdini 20.5. Learn about the new Planar Inflate tool, the revamped Clip node, and the enhanced Sculpt tool. This video provides a detailed overview of how these updates can improve your modeling workflow in Houdini. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (affiliate link)- www.topazlabs.com/topaz-video-ai/ref/1880...
Karma New Features You Might Have Missed in Houdini 20.5
Переглядів 2,7 тис.21 день тому
Houdini 20.5 has brought new features to Karma. There are updates to MaterialX, adaptive sampling, light instance and new light types. Lets look at some of the new features in Karma that you might have missed in Houdini 20.5. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (affiliate link)- www.topazlabs.com/topaz-video-ai/ref/1880/ Join this channel to get a...
How to Create Wetmaps Using COPs in Houdini 20.5
Переглядів 3 тис.21 день тому
Unlock the power of Houdini 20.5 by learning how to create a wetmap using the new Copernicus, COPs, context and Opencl. This technique was shown in the launch videos and short film, Turbulence, for the release of Houdini 20.5. This is a remake and in depth look at the technique used for that short film. Watch the talk on the short film here: ua-cam.com/video/1xnTqLYNDXk/v-deo.html Support me on...
Exporting Textures from COPs | Intro to COPs | Houdini 20.5
Переглядів 2 тис.28 днів тому
Learn how to export textures from the new COPs context in Houdini. Sometimes you are looking to create textures in one application for use in another. This video is for those looking to effectively use Houdini’s latest features for texture creation to generate materials for use in other software. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (affiliate link...
Bringing SOPs into COPs | Intro to COPs | Houdini 20.5
Переглядів 4,8 тис.Місяць тому
Learn how to bring information from SOPs into the new Copernicus, COPs, context in Houdini. Discover techniques to seamlessly transfer data between SOPs and COPs and make the information tile perfectly. Learn to integrate geometry and procedural data into textures. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (affiliate link)- www.topazlabs.com/topaz-video...
Using Custom Geometry in COP's | Intro to COPs | Houdini 20.5
Переглядів 2 тис.Місяць тому
Learn how to use custom geometry in the new Copernicus COPs context in Houdini. Using custom geometry can help design specific materials for your assets. These custom assets also allow you to visualize your materials on a variety of models to better visualize the final product. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (affiliate link)- www.topazlabs.co...
Getting Started with Copernicus for Material Generation | Intro to COPs | Houdini 20.5
Переглядів 8 тис.Місяць тому
Get started with Copernicus, the new COPs context in Houdini, for material creation. Learn how to navigate and utilize Copernicus to create materials and textures for your 3D projects. This series is designed to get up and running with all the new nodes and workflows of the updated COPs context. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (affiliate link)...
Adaptive Sampling in Karma XPU | Houdini 20.5
Переглядів 3,4 тис.Місяць тому
Unlock faster render times with adaptive sampling in Karma XPU. In this tutorial, you'll learn how to use adaptive sampling to speed up your renders while preserving high-quality results. If you are wanting to speed up your renders and get the most out of Karma XPU you will want to be using adaptive sampling. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (a...
Getting Started with Recipes | Houdini 20.5
Переглядів 3,6 тис.Місяць тому
Unlock the potential of Houdini 20.5's new recipe system. Learn how to create and use presets and tools to enhance your workflow. Recipes are a perfect way for artists to maximize efficiency and speed up their workflow in Houdini. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (affiliate link)- www.topazlabs.com/topaz-video-ai/ref/1880/ Join this channel to ...
Quick Surface Material | New Features | Houdini 20.5
Переглядів 2,8 тис.Місяць тому
Discover the power of the new Quick Surface Material node in Houdini 20.5. Learn how to quickly create materials with the new feature. Perfect for quickly making materials in situations where you don't need the extra level of control. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (affiliate link)- www.topazlabs.com/topaz-video-ai/ref/1880/ Join this channel...
Houdini 20.5 First Impressions
Переглядів 8 тис.Місяць тому
Discover the latest features in Houdini 20.5 with me for the first time. Explore new tools and enhancements, and hear my first impressions on the new features. Stay ahead of the curve and maximize your creativity with the newest capabilities in Houdini. Some of the new features we look at are recipes, the vulkan viewport, Copernicus or cops, and the new MPM solver. Support me on Patreon: www.pa...
L-System Introduction | Differential L-Systems Part 2 | Houdini 20
Переглядів 864Місяць тому
Explore the fundamentals of L-systems in Houdini. Learn how to combine L-systems with differential line growth to create intricate, organic patterns in this series. Learn to create this dynamic and visually captivating motion graphics effect. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (affiliate link)- www.topazlabs.com/topaz-video-ai/ref/1880/ Join this...
Differential Line Growth | Differential L-Systems Part 1 | Houdini 20
Переглядів 1,8 тис.Місяць тому
Unlock the secrets of differential line growth in Houdini with this tutorial series that combines it with L-systems. Learn how to create complex, organic patterns using Houdini’s procedural techniques. Learn to create dynamic and eye-catching motion graphics using these techniques. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (affiliate link)- www.topazlab...
If Statements | VEX and VOPs | Houdini 20
Переглядів 829Місяць тому
Learn how to use if statements in VEX and VOPs in Houdini 20. We will cover the basics of conditional logic using both VEX and VOPs to help control various aspects of your procedural workflow. If statements are a powerful technique to leverage in your projects. Support me on Patreon: www.patreon.com/InsideTheMind Speed up your renders using AI (affiliate link)- www.topazlabs.com/topaz-video-ai/...
Using VEX to Assign Render Settings | Intro to Solaris and Karma | Houdini 20
Переглядів 1 тис.Місяць тому
Using VEX to Assign Render Settings | Intro to Solaris and Karma | Houdini 20
Lerp Function | VEX and VOPs | Houdini 20
Переглядів 1,2 тис.2 місяці тому
Lerp Function | VEX and VOPs | Houdini 20
How to Create Proxies in Solaris | Intro to Solaris and Karma | Houdini 20
Переглядів 9202 місяці тому
How to Create Proxies in Solaris | Intro to Solaris and Karma | Houdini 20
Distance Function | VEX and VOPs | Houdini 20
Переглядів 9772 місяці тому
Distance Function | VEX and VOPs | Houdini 20
Camera and Karma Render Settings | Intro to Solaris and Karma | Houdini 20
Переглядів 2 тис.2 місяці тому
Camera and Karma Render Settings | Intro to Solaris and Karma | Houdini 20
MaterialX Material Creation | Intro to Solaris and Karma | Houdini 20
Переглядів 1,4 тис.3 місяці тому
MaterialX Material Creation | Intro to Solaris and Karma | Houdini 20
Addpoint and Addprim Functions | VEX and VOPs | Houdini 20
Переглядів 6353 місяці тому
Addpoint and Addprim Functions | VEX and VOPs | Houdini 20
Lighting and the Light Mixer | Intro to Solaris and Karma | Houdini 20
Переглядів 1,3 тис.3 місяці тому
Lighting and the Light Mixer | Intro to Solaris and Karma | Houdini 20
Creating Arrays and Variables | VEX and VOPs | Houdini 20
Переглядів 7334 місяці тому
Creating Arrays and Variables | VEX and VOPs | Houdini 20
Access Point and Prim Values | VEX and VOPs | Houdini 20
Переглядів 7444 місяці тому
Access Point and Prim Values | VEX and VOPs | Houdini 20
Intro to Lighting and Materials | Introduction to Solaris and Karma | Houdini 20
Переглядів 1,5 тис.4 місяці тому
Intro to Lighting and Materials | Introduction to Solaris and Karma | Houdini 20
Random Functions | VEX and VOPs | Houdini 20
Переглядів 8874 місяці тому
Random Functions | VEX and VOPs | Houdini 20
Final Layout | Introduction to Solaris and Karma | Houdini 20
Переглядів 9254 місяці тому
Final Layout | Introduction to Solaris and Karma | Houdini 20
Clamp and Fit | VEX and VOPs | Houdini 20
Переглядів 1,2 тис.4 місяці тому
Clamp and Fit | VEX and VOPs | Houdini 20
so stamp is back, I'm falling farther and farther behind with Houdini!
Kind of. Not exactly the copy stamp we had before. Theres a lot to Houdini. No one will be able to keep up with everything
omggggg i just wane install a plugin, why that so complicated -.- is there a 1 click method to start MOPS and PIRO ???
I haven't even started
hi, I have a question it works perfectly but when I use cache node after popnet and then use de trail and add node doesn't work I can't see anything?
that thumbnail tho :D Poor ole pighead didn't get the chicken pox in grade school, evidently.
thank you! how to revers operation?
Cool, handy for all sorts of random objects. Could you elaborate on how to make it tileable?
If you're scattering points on a grid we covered that earlier on in this series. I believe that was in the Bringing SOPs into COPs video. If you are doing it on a uv'd mesh that's a little bit more complex and doesn't have a one size fits all solution if you are wanting to stay in COPs.
@@InsideTheMindSpace ah yeah. But thats when you use real geo as texture input. So 2D cop nodes as a source for seamless textures isnt as easy as substance designer?
No you can still do it. Just in this case because we are using points scattered onto the geometry as a source for our copying all inside cops it's not necessarily the easiest thing to approach. You can get seamless textures relatively easy with noises and other things which I will be covering. Just because of how this method works it will not necessarily be the easiest thing to accomplish
Its difficult to explain in text format. Maybe I'll explain in a separate video why it doesn't work and how to approach getting seamless copys
@@InsideTheMindSpace ah phew. Was almost worried making seamless textures in general was cumbersome. Looking forward to the next one. 😁
if i have a usd reference file in lop can i make a proxy for those data how can i reduce the polycount of usd geo any idea would be helpful thanks..
When I try plugging the noise into the preview material, it does nothing. I swear I followed this step-by-step. What might I be doing wrong? (Yes, I checked the display flag)
Check to make sure your viewport isn't locked maybe. Also if you are on Mac apparently cops doesn't work on Mac. Otherwise I'm not sure.
@@InsideTheMindSpace Yep. It's a Mac issue. No problem on my PC. Thank you!
Nice Nice Nice! Thänx!
Thank you, super useful!
So, is it correct to say, that this technique is more valuable when you render an image that doesnt need uniform amount of sampling? Meaning one part of the image is more important then others and the adaptive sampling takes that into account...
No image really ever requires uniform sampling. Adaptive sampling just allows the engine to determine where samples are and are not needed. It can be valuable to use in every render
@@InsideTheMindSpace that makes total sense!
Cool. Looking forward to more COP tutorials. Hope I stay in houdini for most if not all my texturing needs soon.🙂
thx!
How do I Edit these, eg: from recipe manager I want to remove one node.
select recipe, Edit button
Super happy about the new sculpt brush. So easy to edit and create quick blend shapes. Love it.
Is it possible to change the wireframe color inside the sopcreate to black, like it is in the obj context? it's not an issue, but I could not find how to do it. I use the dark gray background and the white wireframe is a little distracting, keeps turing back to black in the stage, and back to white inside the sop create. btw cool stuff with the planar inflate, thanks!
The display options should be all you need to change. It might be a bug. I haven't played with those settings although I also do not like the very bright white wireframe
awesome!
Will forever wish for a native traditional, destructive modelling/uv node or context or something that's streamline loool
The uv nodes actually aren't too bad in my opinion. Traditional modeling options definitely need a rework in my opinion.
I'm currently building a Modo-like destructive modeling node using Python Viewer States.
well there is @ModelerHoudini :)
hi! just an extra cool feature is the clip sop is able to clip based on an attribute
Oh yeah. I totally forgot about this. Definitely something cool as well thats super useful. Thanks for pointing that out
you could do that even before, just store the positions to temporary attribute (like rest), set point positions based on your attribute you want to clip by (ie. in wrangle set @P=(@myattrib,0,0); ) then clip, and restore position from the temporary attribute you created before .. whats amazing in houdini is that when the clip creates new points, the stored position attribute is correctly interpolated on to the new points.. i mean this technique is bit redundant now for clipping based on attribute, but is always nice to know these tricks:)
Yeah it was possible but it was a little bit of a pain to do and not something that was readily apparent. This makes it a lot easier and less hacky
Thank You very much!
The new sculpt node is amazing to move points arround like Zbrush or even the Maya sculpting tools! It's very usefull to correct shapes and geometry, especially when doing CFX when you don't want any penetration between your collision geometry and your vellum geometry.
Very true. I hope they build on it more still and get something similar to zbrush with dynamic remesh and such. It would be awesome to be able to sculpt with more detail on meshes.
It’s one of the top 3 features I missed a lot when I switched from C4D. Love it!
@InsideTheMindSpace would love to not have to open zbrush as wonderful as it is. The UI switch up from Houdini just drives me bananas. Love your channel.
when you have such an idea that you voiced in the second minute, be sure to write to the SIdeFx support, they are very responsive and will add your proposal to the database they are working on.
Thanks very much!
great videos. Was the lightmixer bug fixed in latest houdini 20.0.5 ?
Not sure. I haven't tried to replicate it but it also doesn't happen every time
Hey man .. thank you so much for everything you do .. keep it up .. as for the issue you mentioned .. maybe you could write to disk all the mas using PDG ?
I'm sure that's possible. I haven't really messed with PDG though so I would have to look into it.
@@InsideTheMindSpace that would be awesome .. thank you so much
I don't know why but preview material doesn't seem to be working for me. I can change the geo , but whenever I plug anything into color or height - nothing happens. Am I missing something?
Shouldn't be. Make sure your display flags are set correctly. It's still in beta so there are some issues
Thanks, I am actually working on a Copernicus wetmap solver too. I don't know opencl, so in my method I used wrangle cop with volume sample. but I got some ideas from this that I will implement. I am also working on dissipation. Thanks!
You can create dissipation with this method as well. Just multiply your volume by a value less than 1. I tried some other methods for creating a wetmap solver and there were some issues I ran into. Best of luck to you though
@@InsideTheMindSpace Thanks for the reply. I got my setup working. I added the ability to control at what age dissipation will begin, because I wanted it to be "wet" for like 30 frames before starting to dissipate. And if the voxel becomes "wet" again that resets the 30 frame window. I did notice some odd results if there are lots of seams on the uvs. I tried using smooth fill and extrapolate boundaries, that seemed to help.
Sorryif I did not catch it on the video, but may I know what is your cpu and gpu on this recording?
I dont remember for sure as I've switched hardware but I think I had a ryzen 3950x and a 3090. If the the 3090s weren't out at the time it would have been a 2080 super.
Great , light source support the volume ?
Awesome! thanks
Great, thank you! The "Render point as" menu not showing in XPU is probably worthy of a bug report
I'm not sure if it was intended to be that way or not. The documentation makes it seem like it was intended as it reads something to the effect of xpu to match cpu for that specific setting.
@@InsideTheMindSpace SideFX will let you know in response to a submitted bug report if it was an oversight or not (my bad if you were already aware of this). Still worth submitting in this instance.
@@InsideTheMindSpace Be sure to send a bug report to support
@@InsideTheMindSpace Seems like they've just fixed it in today's build, 20.5.326 !
Good to know. Thank you for the update! I'll take a look
cut my gpu suffering in half, thanks!
Perfect , exactly what i needed to get VDB into my COP. tnk u so much for sharing
Happy to help!
What are wet maps used for?
Whatever you can think of. You can use them for transition effects like shown. They are used for making materials seem wet when water splashes around over dry objects by controlling roughness.
Sadly COPs isn’t optimized in MacOS yet 😔
Thats unfortunate. It is still in beta so I would guess that it will get better with time.
@@InsideTheMindSpace I hope so, the Preview Material node doesn’t show any change when you connect smth to the height channel. I have to render it in karma to see the effect
@@junechevalier ahhhh god damn I've been searching all over as to why preview material isn't doing anything for me - this is why.
Very cool!
Thank You very much!
In C#, C++, and Java (because C# and Java copied the C++ version) the '&' on a parameter tells the compiler to bind it as a reference rather than by value. Or in other words, it's sets the parameter value to be the memory address that it's coming from instead of a copy of the data. As far as I can tell, OpenCL is also a call by value language, which means that without the ampersand the dst variable here does the same thing, allowing you to modify the dst value in the COP context from within the OpenCL node.
Thats a good explanation. Thank you. I refreshed my memory after recording this and you are correct. The ampersand specifies that the layer is write able. I like the extra information you provided as well.
@@InsideTheMindSpace No problem :) I'm an escaping programmer... I used to have to know this stuff for work :)
Thanks for all this great content.
Thank you for your support
Thank You very much!