When should I use Add or Mult in VEX, VOPs etc?
Are there any rules for that?
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Houdini Indie and Apprentice » Add or Mult
- plazadelmar
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Houdini Indie and Apprentice » Spline thickness
- plazadelmar
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Here is a test that having the basic idea. Right now the heads are growing with the poly wire. I wish to have more control over it such as stopping heads from growing, shaping them with ramp etc. Is there a simpler way to create it?
Edited by plazadelmar - Dec. 18, 2018 19:02:30
Houdini Indie and Apprentice » Spline thickness
- plazadelmar
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I would like to create this kind of effect where the geometry is thicker in one end of the spline and thereafter goes smaller together with geometry. Probably matching the sphere head. To add to this the splines are moving so preferably this should move with growing splines. I'm using geometry on the splines from Redshift. In C4D there is a spline option to control it.
Could someone point me in the right direction?
Could someone point me in the right direction?
Edited by plazadelmar - Dec. 19, 2018 01:43:07
Houdini Indie and Apprentice » Move multiple 'copied' objects along a spline
- plazadelmar
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tamteplazadelmarline 3, change
I would like to each spline to produce random speed for the spheres It = @Time * ch('speed');
tot = @Time * ch('speed') * fit01(rand(@primnum), .5, 1);
which will multiply the speed of each sphere by random number between 0.5 and 1 per curve
Awesome. Thank you
Edited by plazadelmar - Dec. 18, 2018 12:55:10
Houdini Indie and Apprentice » Move multiple 'copied' objects along a spline
- plazadelmar
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One more noob question. If I would like to each spline to produce random speed for the spheres I could probably solve it with forEach. Unfortunately, I have not been able to create this effect. How could I solve it?
Edited by plazadelmar - Dec. 12, 2018 14:22:39
Houdini Indie and Apprentice » Move multiple 'copied' objects along a spline
- plazadelmar
- 27 posts
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tamte
line 9 in your animate_curveu_add_random
change:
@sourceprim = 0;
to
@sourceprim = @primnum;
or
i@sourceprim = @primnum;
to be explicit
Amazing, it works. Thanks.
Edited by plazadelmar - Dec. 12, 2018 14:19:52
Houdini Indie and Apprentice » Move multiple 'copied' objects along a spline
- plazadelmar
- 27 posts
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mestela
same but different, using the attribute interpolate sop, plus a slider for randomness.
If I take this example and use copy to points to have many splines, Attribute Interpolate brings all objects to 1 spline even though I have many copies. How can duplicate it, keep the points and position of the splines?
Edited by plazadelmar - Dec. 12, 2018 10:00:11
Houdini Indie and Apprentice » Particle trails connect to same id
- plazadelmar
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I can get my head around this “simple” problem. The setup is pretty basic, I want to shoot out particles from an existing one and connect it with the line. It's important that all of the new spawn particles are connected to the same main particle. Its kind of working but I can't control the lines with pop forces and add the smooth motion. What am I doing wrong?
Houdini Indie and Apprentice » Particle trails carve
- plazadelmar
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Some interesting solution in this thread I was recommended to check out.
https://forums.odforce.net/topic/40028-give-me-varying-trail-lengths-per-point/ [forums.odforce.net]
https://forums.odforce.net/topic/40028-give-me-varying-trail-lengths-per-point/ [forums.odforce.net]
Houdini Indie and Apprentice » Particle trails carve
- plazadelmar
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Let's say I'm shooting 100 particles every frame. The particles are creating trails from the surface with Add SOP.
How can I make the end of the particle trail to follow its leader based on age or life to release its self from the surface?
Right now the end of the trail is connected to the surface. I tried to use carve and ForEach Sop but without the desired result. The carve node affects all of them simultaneously. I kind of like to create random carve where the trails disappear based on their age, a random movement.
How can I make the end of the particle trail to follow its leader based on age or life to release its self from the surface?
Right now the end of the trail is connected to the surface. I tried to use carve and ForEach Sop but without the desired result. The carve node affects all of them simultaneously. I kind of like to create random carve where the trails disappear based on their age, a random movement.
Technical Discussion » Smoke interaction
- plazadelmar
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I would like to make 2 smoke sources to interact with each other. How can I set up my scene to make it happen?
Edited by plazadelmar - July 16, 2018 10:53:52
Technical Discussion » Volume collision
- plazadelmar
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The beauty of 3D is that everything can be solved in so many ways. This solution brought me very close to my final solution. I there are other solutions you would like to share please go ahead.
http://pyrovfx.com/houdini-clouds-rnd [pyrovfx.com]
http://pyrovfx.com/houdini-clouds-rnd [pyrovfx.com]
Houdini Indie and Apprentice » Cloud Dynamic Simulation
- plazadelmar
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I have the same problem right now with Cloud node and collision. My set up is basic, Cloud node, Cloud Noise to get nice cloud shape and then import density to DOP. Static object to collide with. The collision works fine on the smoke level but the Cloud feels static. I would like to Cloud and Cloud Noise to interact with the static object and look like smoke interaction. Is it possible?
Technical Discussion » Volume collision
- plazadelmar
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I'm using Cloud node with Cloud Noise and I would like to make static geo object to interact with it. The idea is to create a similar effect when using smoke.
Is it possible to make an object to interact with a volume and its density?
Is it possible to make an object to interact with a volume and its density?
Houdini Indie and Apprentice » Age vs Lifespan
- plazadelmar
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Houdini Indie and Apprentice » Fill object with particles
- plazadelmar
- 27 posts
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Sean Rowe
Yep!
1 - Convert your original object into a volume with an IsoOffset node
2 - Scatter points inside your volume with a Scatter node with how many points you want
3 - Convert your points to VDB with a VDBfromParticles node, you'll have to adjust some setting to make the SDF visible.
4 - Convert to a mesh with a ConvertVDB node set to Polygons.
You may need to adjust the shape of your VDB before you convert it to polygons. There are a bunch of nodes you can use like VDB Reshape, VDB Smooth etc
Thats is an swesome trick. Thank you for sharing.
II think the first two bullets did the trick. Now I need to figure out how to use it as particles and use it with colliding geometry. So far I emitted particles from points and use collider object to interact with it. Didnt work yet as I was hoping. Its a process
Houdini Indie and Apprentice » Fill object with particles
- plazadelmar
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Is it possible to fill an object with lets say 1000000 particles on frame 1 and create object shape with those particles?
Houdini Learning Materials » What is the workflow of Houdini artist?
- plazadelmar
- 27 posts
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Konstantin Magnus
Hi plaza,
it´s true, many things are approached a lot differently in Houdini.
What sets Houdini apart from other packages is its proceduralism. You might not directly work on geometry, but you will rather develop tools or workflows that create the geometry (or animations, even sounds) for you. Also you do not necessarily work on a specific project, but you will rather try to setup a procedure that is as versatile, elegant and performative as possible so you can use it in future projects, as well.
There are numerous creative thoughts you will have to go through. Here are some from the perspective of a procedural modeler:
- Define: “I want to create a city full of rectangular low poly buildings in a modular fashion!”
- Analyze: “What do buildings actually look like?”
- Generalize: “What elements do all buildings have in common?”
- Filter: “I found some buildings during my analysis that are too irregular. I will not consider them.”
- Dependencies: “Buildings get larger towards the center of a city. Entrances are mostly on ground level.”
- Abstraction: “What details are worth recreating? What will be visible enough to make my variants distinguishable?”
- Parameterization: “What degree of freedom is the user supposed to get? Are their any sensible limits?”
- Randomization: “How can I vary my results without making them look arbitrary?”
- Technical: “What is the most efficient and reliable way to create my geometry? Do I need several curves or is a cube sufficient as a start?”
- Maintenance: “How can I keep my procedure well structured, so that me and others will be able to understand and improve it later on?”
- Style: “Do I need complex node trees or can I solve most of it with one-liners? Are there useful programming functions that do exactly what I want or do I have to jump between lots of group assignments and attribute promotions?”
It´s like a really long journey of learning (among other things the behinds of 3d graphics) while you will definitely become a more technical and in some sense a more effective artist.
Interesting thoughts and the approach. I like it. Thanks for sharing
Houdini Learning Materials » What is the workflow of Houdini artist?
- plazadelmar
- 27 posts
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malbrecht
Moin,
> you need to forget everything you know about other softwares in order to understand Houdini
… sorry to be so blunt, but that sounds ridiculus. Why should you forget everything you learned about MS Word when you want to understand Houdini?
Oh, you meant other 3d software? Sorry to be so blunt, but that sounds even more ridiculus. Why should you forget everything you learned about normal vectors when you want to understand Houdini?
I don't know how an artist thinks or works. But I love to get a job done - and forgetting things I know isn't on the agenda, ever, if I want to get a job done.
(It is different when I want to hit a target with a self made arrow on one of my self made archer's bows. THEN I want to forget about EVERYTHING and just “be the arrow”. But that moment passes, as soon as the arrow hits the target (hopefully). I would not want to transfer that feeling to working on a computer. Definitely not. Neither the hitting the screen with an arrow nor the forgetting about anything.)
If you look at my videos on Vimeo, you can see how I approached my first small project in Houdini without really having used Houdini much before (I used it for a couple of hours, maybe days, counted all in). If I hadn't known anything about 3d software in general, I probably wouldn't have gotten the project done (I am speaking of the “spider leg rig” project I documented: https://vimeo.com/210490392 [vimeo.com] and the two following videos). Obviously today I would do some things differently, because you learn something new every day - often enough you learn something new in another (3d) software and just apply that newly learned stuff to your work in Houdini.
Everything works together. Houdini is not a singularity.
Marc
Hey Marc, thanks for your thoughts. What would you do differently today with your gained knowledge?
Houdini Learning Materials » What is the workflow of Houdini artist?
- plazadelmar
- 27 posts
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I would like to deconstruct the mind of an Houdini artist to understand the workflow and the first steps in beginning of a new project/experiment.
I'm new to Houdini and I would like to learn more about the software. I have good knowledge in 3D and from what I understood you need to forget everything you know about other softwares in order to understand Houdini. Learning new software is always intimidating and require hours of learning. I would like to know your mistakes and failures that made you to improve your learning.
My question is how and where to start to understand what is the workflow and creative thinking when you decide to put down the first nodes in your new project?
All advice from your expertise is always appreciated.
I'm new to Houdini and I would like to learn more about the software. I have good knowledge in 3D and from what I understood you need to forget everything you know about other softwares in order to understand Houdini. Learning new software is always intimidating and require hours of learning. I would like to know your mistakes and failures that made you to improve your learning.
My question is how and where to start to understand what is the workflow and creative thinking when you decide to put down the first nodes in your new project?
All advice from your expertise is always appreciated.
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