hi all,
i want to learn more of houdini vex shading language, i had cmivfx Vex Sop video before, however, i want to go further. Anyone knows any good online tutorial available?
thanks.
herman
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Houdini Lounge » vex shading language
- herman02
- 22 posts
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Technical Discussion » bubble geometry in houdini
- herman02
- 22 posts
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thanks for sharing, now i get some general ideas of how it works… however,i have loaded the voronoi_fracture .otl file, but somehow there are warning messages-
oplibSop/jl_voronoi_fracture?Sop/jl_voronoi_fracture Warning(431): Unknown parameter type - assuming float
strange!
cheers
oplibSop/jl_voronoi_fracture?Sop/jl_voronoi_fracture Warning(431): Unknown parameter type - assuming float
strange!
cheers
Technical Discussion » bubble geometry in houdini
- herman02
- 22 posts
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hi all,
would like to know how to make water bubble geometry in geo. i want to have spheres interecting sharing a flat surface and not the curve surfaces when i surfsect (for nurbs) or cookie (in polygon)…
i tried to scale down to 0 after surfsecting two sphere taking their intersection. this may work for 2-3 spheres… would like to know if there is more efficient way to do it especially when i want to try it on large numbers of interecting spheres.
thats something i like to acheive
thanks
would like to know how to make water bubble geometry in geo. i want to have spheres interecting sharing a flat surface and not the curve surfaces when i surfsect (for nurbs) or cookie (in polygon)…
i tried to scale down to 0 after surfsecting two sphere taking their intersection. this may work for 2-3 spheres… would like to know if there is more efficient way to do it especially when i want to try it on large numbers of interecting spheres.
thats something i like to acheive
thanks
Technical Discussion » polybevel & divide sop
- herman02
- 22 posts
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Hi all,
I want to input expressions like ($PT+… or $BBX…etc) to the divide sop>smooth polygon>weight or polybevel>relative inset, because I want to create some meshing pattern for a cube/sphere that primitives varies accord with my input of the expressions.
However, Houdini doesn’t seem to allow such input. I tried attribcreate, it still doesn’t work.
Wonder if anyone knows.
Thanks in advance
Cheers
I want to input expressions like ($PT+… or $BBX…etc) to the divide sop>smooth polygon>weight or polybevel>relative inset, because I want to create some meshing pattern for a cube/sphere that primitives varies accord with my input of the expressions.
However, Houdini doesn’t seem to allow such input. I tried attribcreate, it still doesn’t work.
Wonder if anyone knows.
Thanks in advance
Cheers
Technical Discussion » meshing pattern
- herman02
- 22 posts
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Technical Discussion » meshing pattern
- herman02
- 22 posts
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hi all,
i'm exploring the meshing pattern, since all the lines are straight in a polygon meshing, is there any way to select individual lines to make it as a curve? i tried to isolate the edge and make it polyspline, however i cannot merge it back to the original surface to be part of the primitive divisions. Please see here-
http://farm4.static.flickr.com/3275/266741…ecd4d2426_o.jpg [farm4.static.flickr.com]
thanks
i'm exploring the meshing pattern, since all the lines are straight in a polygon meshing, is there any way to select individual lines to make it as a curve? i tried to isolate the edge and make it polyspline, however i cannot merge it back to the original surface to be part of the primitive divisions. Please see here-
http://farm4.static.flickr.com/3275/266741…ecd4d2426_o.jpg [farm4.static.flickr.com]
thanks
Technical Discussion » quadrilateral meshing
- herman02
- 22 posts
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hi all,
would like to know if any sop in houdini can adjust the meshing into a quadrilateral (or diamond shape, angle not 90 degree) http://1.bp.blogspot.com/_HZ8hEOJYC_Y/SPKdsQJzXjI/AAAAAAAAD94/HNkL7VuERHE/s1600-h/09.jpg [1.bp.blogspot.com]
because by default, the meshing for box or sphere is a square, i tried the divide sop> bricker polygon> angle, but it doesn't seem to get the effect i want.
wonder if houdini can adjust the pattern of meshing.
thanks
herman
would like to know if any sop in houdini can adjust the meshing into a quadrilateral (or diamond shape, angle not 90 degree) http://1.bp.blogspot.com/_HZ8hEOJYC_Y/SPKdsQJzXjI/AAAAAAAAD94/HNkL7VuERHE/s1600-h/09.jpg [1.bp.blogspot.com]
because by default, the meshing for box or sphere is a square, i tried the divide sop> bricker polygon> angle, but it doesn't seem to get the effect i want.
wonder if houdini can adjust the pattern of meshing.
thanks
herman
Technical Discussion » meshing pattern
- herman02
- 22 posts
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hi all, i'm exploring the houdini capacity in meshing pattern for polygon, seems to me there are limitations-
1. when i use the “divide” sop for a polygon box, divide>smooth polygon>weight…. since i want to have a variation for the “weight” apply to different surface of the box, i tried to type in expression like $PT+… , however, houdini do not allow me to do so. I then tried to use attribcreate for the “weight”,still do not work.
2. since all the lines are straight in a polygon meshing, is there any way to select individual lines to make it as a curve? i tried to isolate the edge and make it polyspline, however i cannot merge it back to the original surface to be part of the primitive divisions. Please see here- http://farm4.static.flickr.com/3275/2667414067_9ecd4d2426_o.jpg [farm4.static.flickr.com]
3. when i use “divide”>convex polygons or “tristrip” sop, is there any way to control the trianglation directions at selected primitives?
thanks!
herman
1. when i use the “divide” sop for a polygon box, divide>smooth polygon>weight…. since i want to have a variation for the “weight” apply to different surface of the box, i tried to type in expression like $PT+… , however, houdini do not allow me to do so. I then tried to use attribcreate for the “weight”,still do not work.
2. since all the lines are straight in a polygon meshing, is there any way to select individual lines to make it as a curve? i tried to isolate the edge and make it polyspline, however i cannot merge it back to the original surface to be part of the primitive divisions. Please see here- http://farm4.static.flickr.com/3275/2667414067_9ecd4d2426_o.jpg [farm4.static.flickr.com]
3. when i use “divide”>convex polygons or “tristrip” sop, is there any way to control the trianglation directions at selected primitives?
thanks!
herman
Technical Discussion » meshing studies
- herman02
- 22 posts
- Offline
Hi all,
After looking at this few sites of what 3dmax can do with the hexagons meshing http://designreform.net/?p=86 [designreform.net] and along with this more elaborate design for rhino http://madeincalifornia.blogspot.com/2008/03/parametric-honeycomb-series01a.html [madeincalifornia.blogspot.com] … I’m trying to explore the same in Houdini…
Firstly, if I want to do some fancy meshing pattern, is the “divide sop” the only option I have?
After making the meshing pattern in “divide sop” from “box”(polygon mesh)>divide sop (check compute dual), there seem to have only one option left to make it into a frame by connecting it to “polywire” sop…
however, if I want the joint to have buckle as in here http://www.flickr.com/photos/7453761@N05/2362689599/sizes/o/ [flickr.com]
or
to change the depth or width of individual frame that varies (since the polywire seem to be too uniform), there seem to be a limit… please see attached file…
any suggestions?
Thanks
After looking at this few sites of what 3dmax can do with the hexagons meshing http://designreform.net/?p=86 [designreform.net] and along with this more elaborate design for rhino http://madeincalifornia.blogspot.com/2008/03/parametric-honeycomb-series01a.html [madeincalifornia.blogspot.com] … I’m trying to explore the same in Houdini…
Firstly, if I want to do some fancy meshing pattern, is the “divide sop” the only option I have?
After making the meshing pattern in “divide sop” from “box”(polygon mesh)>divide sop (check compute dual), there seem to have only one option left to make it into a frame by connecting it to “polywire” sop…
however, if I want the joint to have buckle as in here http://www.flickr.com/photos/7453761@N05/2362689599/sizes/o/ [flickr.com]
or
to change the depth or width of individual frame that varies (since the polywire seem to be too uniform), there seem to be a limit… please see attached file…
any suggestions?
Thanks
Technical Discussion » Vex pattern for newbie
- herman02
- 22 posts
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hi tim,
thanks again for the reply, i'm under vex/cop filter/ cos i want to transform at there… i tried with the transform node there before but seem not to work, there is only from/to in that node.
my procedure as such-
ring(amount)>float to vector>(from)transform(in)>output (r,g,b)
attached is the image for your review.
many thanks.
cheers herman
thanks again for the reply, i'm under vex/cop filter/ cos i want to transform at there… i tried with the transform node there before but seem not to work, there is only from/to in that node.
my procedure as such-
ring(amount)>float to vector>(from)transform(in)>output (r,g,b)
attached is the image for your review.
many thanks.
cheers herman
Technical Discussion » Vex pattern for newbie
- herman02
- 22 posts
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hi tim, great it works!! many thanks!
so how do we rotate the images/objects?
say i use the strips, the default is vertical, how to rotate into horizontal?
appreciate ur prompt answer again!
cheers herman
so how do we rotate the images/objects?
say i use the strips, the default is vertical, how to rotate into horizontal?
appreciate ur prompt answer again!
cheers herman
Technical Discussion » Vex pattern for newbie
- herman02
- 22 posts
- Offline
hi all,
i'm using the vex ring to create some pattern, please see the follows, http://farm3.static.flickr.com/2411/2048808743_293ab165b1_o.jpg [farm3.static.flickr.com]
however, i want to make the ring size varies in a gradation from small to
large. any expressions to use for the vex at the ring size input?
also, if i want to flip the image 90 degree or 45 degree, what vex shall i
use??
thanks.
cheers herman
i'm using the vex ring to create some pattern, please see the follows, http://farm3.static.flickr.com/2411/2048808743_293ab165b1_o.jpg [farm3.static.flickr.com]
however, i want to make the ring size varies in a gradation from small to
large. any expressions to use for the vex at the ring size input?
also, if i want to flip the image 90 degree or 45 degree, what vex shall i
use??
thanks.
cheers herman
Technical Discussion » tessellation pattern
- herman02
- 22 posts
- Offline
hi all,
I want to create some tessellation pattern on surfaces. Examples like this here- http://farm3.static.flickr.com/2407/2049594382_dc628e9833_o.jpg [farm3.static.flickr.com]
Wonder if I create some line patterns, then what Sops can project lines onto surfaces and become part of the tessellation configurations?
Or say if I have a square grid and a circle grid, how do I fuse the two pattern together and become as one tessellation configurations? (I did use the “merge” then “fuse”, but two grids only shown as overlapping each other and not as one grid with “fused” pattern.
Thanks.
I want to create some tessellation pattern on surfaces. Examples like this here- http://farm3.static.flickr.com/2407/2049594382_dc628e9833_o.jpg [farm3.static.flickr.com]
Wonder if I create some line patterns, then what Sops can project lines onto surfaces and become part of the tessellation configurations?
Or say if I have a square grid and a circle grid, how do I fuse the two pattern together and become as one tessellation configurations? (I did use the “merge” then “fuse”, but two grids only shown as overlapping each other and not as one grid with “fused” pattern.
Thanks.
Technical Discussion » vex code to sop
- herman02
- 22 posts
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thanks tim, appreciate your help… will take a further look at your file and understand it since i'm a newbie!
cheers herman
cheers herman
Technical Discussion » vex code to sop
- herman02
- 22 posts
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hi jimbob8s,
i mainly want to create a 3d obj as per following images,
http://farm1.static.flickr.com/214/497557808_265f6c80b1_o.jpg [farm1.static.flickr.com]
by using the vexsop voronoise/cellular noise function. is it possible??
thanks for the reply and sorry for the late reply.
cheers
i mainly want to create a 3d obj as per following images,
http://farm1.static.flickr.com/214/497557808_265f6c80b1_o.jpg [farm1.static.flickr.com]
by using the vexsop voronoise/cellular noise function. is it possible??
thanks for the reply and sorry for the late reply.
cheers
Technical Discussion » vex code to sop
- herman02
- 22 posts
- Offline
hi jimbob8s,
many thanks for the advise, to clarify my intention, this is the image which i use the vex cellular noise in vex then transfer to cop…
http://farm1.static.flickr.com/214/497557808_265f6c80b1_o.jpg [farm1.static.flickr.com] ,
i suppose to do it in vexsop might involve a more complicated procedures?
thanks again for being helpful.
cheers herman
many thanks for the advise, to clarify my intention, this is the image which i use the vex cellular noise in vex then transfer to cop…
http://farm1.static.flickr.com/214/497557808_265f6c80b1_o.jpg [farm1.static.flickr.com] ,
i suppose to do it in vexsop might involve a more complicated procedures?
thanks again for being helpful.
cheers herman
Technical Discussion » vex code to sop
- herman02
- 22 posts
- Offline
dear all,
I just start learning to use vex, and discover that the “compile vex code to sop type” are very useful for modeling (learn from David Gary’s Vex DVD)… I’m trying to explore more function in vex and to visualize in Sop, especially the Worley noise, voronoi noise and cellular noise. However is not quite successful to visual it in 3d model pattern. I tried the help, and Vex language reference, but not much material cover this subject.
For quick visualization, I did the following but not sucessful,
At geo – grid> vex(derived from compile vex code to sop type)
At Vex - Global variables(P)>vectofloat(v)>voronoise>floatovec>output
Wonder if anyone is familiar with these functions and knowing any link to this relevant subject? I know this may involve complicated procedures and not that simple I might have thought, however, any advice to help me progress is very much appreciated.
Thanks!
I just start learning to use vex, and discover that the “compile vex code to sop type” are very useful for modeling (learn from David Gary’s Vex DVD)… I’m trying to explore more function in vex and to visualize in Sop, especially the Worley noise, voronoi noise and cellular noise. However is not quite successful to visual it in 3d model pattern. I tried the help, and Vex language reference, but not much material cover this subject.
For quick visualization, I did the following but not sucessful,
At geo – grid> vex(derived from compile vex code to sop type)
At Vex - Global variables(P)>vectofloat(v)>voronoise>floatovec>output
Wonder if anyone is familiar with these functions and knowing any link to this relevant subject? I know this may involve complicated procedures and not that simple I might have thought, however, any advice to help me progress is very much appreciated.
Thanks!
Houdini Lounge » generative components
- herman02
- 22 posts
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Houdini Lounge » generative components
- herman02
- 22 posts
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thank-you all for the reply… i think the copy sop with stamping function is what i should be focusing on… since i'm a beginner, regarding the stamping functions, any tutorials or books focus on this aspect?
also i would definitely buy the tutorials on L-system/city dvd, hope the shipping will not be too long!!
many thanks again.
also i would definitely buy the tutorials on L-system/city dvd, hope the shipping will not be too long!!
many thanks again.
Houdini Lounge » generative components
- herman02
- 22 posts
- Offline
I'm an architect and recently there is a new program from Bentley called Generative Components:
http://www.bentley.com/en-US/Markets/Building/GenerativeComponents.htm [bentley.com] which i've been long trying to achieve such effects from houdini, mainly of non-repeating “similar parts” composing a structure or facade… I know houdini has such capacity for achieving such effects, would like to know any SOP aspect i should focus on or any tutorials that covers those topics?
Many thanks
http://www.bentley.com/en-US/Markets/Building/GenerativeComponents.htm [bentley.com] which i've been long trying to achieve such effects from houdini, mainly of non-repeating “similar parts” composing a structure or facade… I know houdini has such capacity for achieving such effects, would like to know any SOP aspect i should focus on or any tutorials that covers those topics?
Many thanks
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