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Houdini Indie and Apprentice » pyro question
- tadian
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Houdini Indie and Apprentice » pyro question
- tadian
- 90 posts
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Simple question here. I'm just trying to dive in and understand everything better. In the creation of pyro in dops. For the source volume node. There are some different source options. “Source Smoke” …some others… and “Source Fuel”. I get the concepts of fuel, temp, volume/density. But, what are the main advantages of choosing “Source Smoke” vs “Source Fuel” or vice versa? One better for different effects? I'm assuming “Source Fuel” is better for fire…where “Source Smoke” may be better for explosions?
Houdini Indie and Apprentice » vex control normals
- tadian
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Houdini Indie and Apprentice » Quality procedural modeling tutorial
- tadian
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Houdini Indie and Apprentice » vex control normals
- tadian
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So I'm trying to have the inner most normals laying down so to speak and the further the points get out to have an up vector for the normals. Not really sure how to pull this off. I tried to use the lerp function in a foreach loop. It's not doing what I want. Check out the last wrangle. Any advice?
Edited by tadian - March 20, 2018 15:24:53
Houdini Indie and Apprentice » Quality procedural modeling tutorial
- tadian
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Would love to dive more into procedural modeling. The Lakehouse is good. Anything else? Would love to learn more along the lines of what Kim Goossens is doing. I'm just not finding alot out there. Any ideas or resources?
Edited by tadian - March 20, 2018 15:25:21
Houdini Indie and Apprentice » Skin 2 curves
- tadian
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Houdini Indie and Apprentice » Bridge like maya
- tadian
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Yeah CPB. That's exactly what I was looking for. Getting the bridge to work like maya. That's a really nice methodology. Thanks for sharing. And mestela. Thank you as well. Again all very nice solutions. These solutions helped me learn few things.
Houdini Indie and Apprentice » Bridge like maya
- tadian
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Whoa. Nicely done. These are very viable solutions. Thank you very much for the tips and trick
Quick question about the last solution. Why does this need the sort node? I see it does, just curious as to the reasoning. Also, nice vex. Any tips on where to start learning vex. I've been taking classes on python, but this is pretty nice stuff right here.
Again thank you all. Very very nice solutions.
Quick question about the last solution. Why does this need the sort node? I see it does, just curious as to the reasoning. Also, nice vex. Any tips on where to start learning vex. I've been taking classes on python, but this is pretty nice stuff right here.
Again thank you all. Very very nice solutions.
Edited by tadian - Dec. 20, 2017 23:37:58
Houdini Indie and Apprentice » Bridge like maya
- tadian
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Hello, I have a half torus in the example scene. How could one bridge the edges like in maya. End result for the example would be like the top half of a torus but as a closed object. Hope that makes sense.
I tried skin and polybridge.
I tried skin and polybridge.
Edited by tadian - Dec. 20, 2017 21:28:29
Houdini Indie and Apprentice » vex question
- tadian
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Hello, I'm working on the lakehouse tutorial and a part of the code she uses has me a bit confused.
She then goes on to write if and else statements with the “normal” variable. Like “if (normal.y > 0)” and “else if (normal.y<0)”. These if else statement figure out the values of the normal.y across the mesh. How is this possible, if the vector normal is only looking atand not the full array? To me it would seem like the code is looking only at one pt. What am I not understanding?
int pts[] = primpoints(0, @primnum);
vector normal = point(0, "N", pts[0]);
She then goes on to write if and else statements with the “normal” variable. Like “if (normal.y > 0)” and “else if (normal.y<0)”. These if else statement figure out the values of the normal.y across the mesh. How is this possible, if the vector normal is only looking at
pts[0]
Edited by tadian - Aug. 3, 2017 23:12:24
Houdini Learning Materials » Explode a shell object
- tadian
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Not sure if this is what you were after and it's a bit late…but this has hollowed out the fractures with interior pieces not being present. So more like a shell fracture. You'd have to be a little deliberate with the face delete, but may be a solution.
Houdini Indie and Apprentice » HOpe this question makes sense.
- tadian
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Ahhhh ok that makes sense. Dude thanks for the heads up on that. Was starting to pull my hair out lol.
Houdini Indie and Apprentice » HOpe this question makes sense.
- tadian
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So I have RBD sim in DOPs. Inside the DOPs node I'm using a Sop Solver with an Attribute Vop inside. I want the attributes from the Attribute Vop for later use. I can't seem to figure out how to get these attributes into my new geo node with the dopimport. Make sense? Any ideas?
Also, attached an example file with a couple stickys.
Also, attached an example file with a couple stickys.
Houdini Indie and Apprentice » Houdini Ash Destruction
- tadian
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Anyone know of a decent tutorial or workflow that could achieve similar results to the following video at around 50 to 55 seconds. Was thinking fracture to get somewhat bigger pieces at first and then convert the fractures to particles to further destruct…I don't know…maybe? Is there already a tutorial out there for this? I know there is for Max, but would prefer to do this in Houdini.
https://vimeo.com/60302220 [vimeo.com]
https://vimeo.com/60302220 [vimeo.com]
Houdini Indie and Apprentice » Revolve and keep normals
- tadian
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Houdini Indie and Apprentice » Revolve and keep normals
- tadian
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I created a circle curve with nice normals that follow the curve. What I would like to be able to do is revolve this into a torus that has the normals following each section like the original curve. The revolve keeps the original circles nice normals but the corresponding sections aren't working. Ideas? Better way to the same end point? I'm attaching a hiplc.
Houdini Indie and Apprentice » Layered Projection Shader
- tadian
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I got it working. Simple setup on half pipe. Will try something a little more complicated soon. Will try and upload sample setup if anyone is interested.
Houdini Indie and Apprentice » Layered Projection Shader
- tadian
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Anyone know a good way to go about setting up a layered projection shader. I'm looking for something similar to the below video…but in Houdini
https://www.youtube.com/watch?v=rFAefWFLIBg [youtube.com]
https://www.youtube.com/watch?v=rFAefWFLIBg [youtube.com]
Houdini Indie and Apprentice » Custom Velocity based on tangents from normals directions
- tadian
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