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Asset Requests
Rain that can be set from light rain to torrential rain. Thrown in light with random (to simulate lightning) for good measure.
It is very common to see many TDs trying to optimize their collision meshes. Most people and new users tends to use only the Shelf tools to make collision geo, but in most cases the default settings are not enough either the SDF wont have enough res or wont cover the geo etc, Then we go the VDB way convert to VDB add the fields, connect it to the solver etc. Change the Volume to -1 all the other stuff. What I am suggesting is to have a Tool that outputs an accurate representation of the Collision Geometry that would work on whatever solver is requesting it. With easy way to visualize it.
Toolset for 1) creating virtual HDR Lightsetups similar to the Hdrlightstudio and 2) a smart asset for an HDR workflow, like SPI "localized HDR Lighting" (which is the extraction of very light areas of an HDR Image including the possibilty to position these extracted area lights localized in 3D scene) A smart asset solution could enhance and add to the classical HDR workflow.
Hi, i have hipnc file that I want to convert into Hip file. Can you show me how to do the convertion? Thanks a lot
Just a typical quadruped dragon model that can be animated. If you want to go the extra mile scaling properties for the neck wings tail, etc. would be nice. Also, I don't know it this can be done, but if someone could create a way to choose overall muscle and bulk values like in DAZ Studio, that would be exceptional.
Quick tool for fracture, Debris And Dust Generator, houdini is powerful and is time that Vfx artist or ohter 3d package see it. this tool with option for Fracture (from image, path based, total voronoi fracture, etc.) glue option for segments, plus 1: emit debris from pieces, plus 2 emit dust. plus 3 Geo displacement. Like rayfire or PDI wtih the plus of debris & dust / smoke emition from pieces http://rayfirestudios.com/ http://www.pulldownit.com/ fracture with dust reference https://www.youtube.com/watch?v=FEPEz83t8Kg
Can anyone build this in Houdini? Set up so that you just need to drag your static object boat around, and the foam/spray gets calculated in a Flip tank, and rendered with the underlying ocean?