Best solution its just to make 20 to 30 those patterns(something like a little schablones) in Houdini( i posted in odforce how to make with chops any pattern-user Librarian) and fit-In uv by voronoi or vice versa in Houdini ,than in Houdini you have endless possibility to make abs any animation,fluid -wraping -solver l-system-vellum .mah.. sky its limit... I think (everything depend on your imagination)...You are restricted with design and animation if you just convert those (already nice and good for me) designs in Houdini with Trace...
Have Fun..
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Technical Discussion » Pen Art to 3D.
- cncverkstad
- 117 posts
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Houdini Indie and Apprentice » sort points along curve SmallDistanceToBig / Solved
- cncverkstad
- 117 posts
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Technical Discussion » How to expand/shrink curve?
- cncverkstad
- 117 posts
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hm
int previousPt = (@ptnum - 1 + @numpt) % @numpt; int currentPt = @ptnum; int nextPt = (@ptnum + 1) % @numpt; vector previousDir = point(geoself(), "P", previousPt) - point(geoself(), "P", currentPt); previousDir = normalize(previousDir); vector nextDir = point(geoself(), "P", nextPt) - point(geoself(), "P", currentPt); nextDir = normalize(nextDir); float radian = acos(dot(previousDir, nextDir)); vector centerDir = normalize(nextDir + previousDir); if (cross(nextDir, previousDir).y <= 0) { centerDir = -centerDir; } float r = chf("radius"); float vectorLength = r / sin(radian / 2.0);
@P += v@MoveVector;
Technical Discussion » Cylindrical Phyllotaxy Help!
- cncverkstad
- 117 posts
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if you have points "you have everything" I think so .. 'Try' Play a little bit ... with 137.5◦
float VanDerCorpus(int n; int base) { float invBase = 1.0f / float(base); float denom = 1.0f; float result = 0.0f; for(int i = 0; i < 32; ++i) { if(n > 0) { denom = float(n) % 2.0f; result += denom * invBase; invBase = invBase / 2.0f; n = int(float(n) / 2.0f); } } return result; } // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- vector2 HammersleyNoBitOps(int i; int N) { return set(float(i)/float(N), VanDerCorpus(i, 2)); } vector ImportanceSampleGGX(vector2 Xi;vector N;float roughness) { float a = roughness*roughness; float phi = 2.0 * PI * Xi.x; float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y)); float sinTheta = sqrt(1.0 - cosTheta*cosTheta); // from spherical coordinates to cartesian coordinates vector H; H.x = cos(phi) * sinTheta; H.y = sin(phi) * sinTheta; H.z = cosTheta; // from tangent-space vector to world-space sample vector vector up = abs(N.z) < 0.999 ? set(0.0, 0.0, 1.0) : set(1.0, 0.0, 0.0); vector tangent = normalize(cross(up, N)); vector bitangent = cross(N, tangent); vector sampleVec = tangent * H.x + bitangent * H.y + N * H.z; return normalize(sampleVec); } int n = chi("num"); for(int i=0;i<n;i++){ int test = i; vector2 xy = HammersleyNoBitOps(test,n); vector testNormal = chv("normal"); vector newpos = ImportanceSampleGGX(xy,testNormal, chf("roughtness")); addpoint(geoself(),newpos); }
Technical Discussion » Sidefx Curvature missing information about "curvedness" ...
- cncverkstad
- 117 posts
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Ola Peppito
Curvedness
This is the square root of the sum of squares of the two principal curvatures and serves as a way of summarizing the two principal curvature in a single number without distinguishing between them or considering their signs.
Curvedness
This is the square root of the sum of squares of the two principal curvatures and serves as a way of summarizing the two principal curvature in a single number without distinguishing between them or considering their signs.
Technical Discussion » Sidefx Substance Bridge in beta for 3 years.. so how could..
- cncverkstad
- 117 posts
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You have on V-ray forums and on GitHub Open source Live link Substance/Houdini(painter_Designer) that you can modify ..
and Have Fun...
and Have Fun...
Technical Discussion » Detect Primitive normal / Polygon winding
- cncverkstad
- 117 posts
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Technical Discussion » VEX color ramp look up
- cncverkstad
- 117 posts
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vector color[]; for(int i;i<10;i++){ color[i] = rand(i); } int pt; vector cd; for (int i;i<100;i++){ pt = addpoint(0,set(i/99.0,0,0)); cd = spline("linear",i/99.0,color); setpointattrib(0,"Cd",pt,cd); } vector p; int prim = addprim(0,"polyline"); int n = 100; float u; float deriv; for(int i;i<n;i++){ u = float(i)/(n-1); p.y = chramp("ramp_float",u); p.x = u; pt = addpoint(0,p); cd = chramp("ramp_color",u); setpointattrib(0,"Cd",pt,cd); deriv = chrampderiv("ramp_float",u); setpointattrib(0,"N",pt,set(1,deriv)); }
dict_eval = hou.ch('dict') print dict_eval print dict_eval['0'],dict_eval['1'],dict_eval['2'],dict_eval['3'] ramp_eval = hou.ch('ramp') print ramp_eval print ramp_eval.lookup(0.1) geo = hou.pwd().geometry() pscale_attrib = geo.addAttrib(hou.attribType.Point,"pscale",0.0) for i in range (10); u = i/9.0; point = geo.createPoint() point.setPosition([i,0,0]) pscale = ramp_eval.lookup(u); point.setAttribValue(pscale_attrib,pscale)
Technical Discussion » Chops: Scale copies by input
- cncverkstad
- 117 posts
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Houdini Indie and Apprentice » Square Nurb with rounded corners?
- cncverkstad
- 117 posts
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Maybe it Helps.
vector dirprev = point(0, "P", (@ptnum + @numpt -1) % @numpt) - @P; vector dirnext = point(0, "P", (@ptnum +1) % @numpt) - @P; @dot = dot(normalize(dirprev),normalize(dirnext)); @rad = degrees(acos(@dot));
Technical Discussion » Compositing in Chops
- cncverkstad
- 117 posts
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You want to manipulate colors in chops or what ? Its possible but heavy...regarding memory
"you can see On CG wiki Glitch example how to play with colors"
Please post you file or some Pic example.
"you can see On CG wiki Glitch example how to play with colors"
Please post you file or some Pic example.
Technical Discussion » VEX/VOP - Overlay /other blending modes?
- cncverkstad
- 117 posts
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Houdini Lounge » Python Script Book
- cncverkstad
- 117 posts
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zengcheni figured out Thanx @zengchen
you can find the origin at Python scripting [www.sidefx.com]
Houdini Learning Materials » Houdini - Akkanein - Questions and Tips
- cncverkstad
- 117 posts
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int dim = sqrt(@numelem); vector tp = set(@elemnum % dim,@elemnum/dim,0); float size = fit01(rand(@elemnum),0.5,1); int prim = addprim(0,"poly",addpoint(0,tp), addpoint(0,tp+set(0,size,0)), addpoint(0,tp+set(size,size,0)), addpoint(0,tp+set(size,0,0))); float area = size *size; setprimattrib(0,"area",prim,area);
node = hou.pwd() geo = node.geometry() geo1=geo # Add code to modify contents of geo. # Use drop down menu to select examples. attrib = geo.addAttrib(hou.attribType.Prim,"sort_i",0) def sa_kar(prim): return prim.attribValue("area") lis = list(geo.prims()) lis.sort(key=sa_kar) for i ,prim in enumerate(lis): s = node.inputGeometry(0).prim(i).points()[0].position()-prim.points()[0].position() for point in prim.points(): pos = point.position()+s point.setPosition(pos)
play with this and make some noise..Have Fun
Houdini Lounge » Python Script Book
- cncverkstad
- 117 posts
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Where this can be bought?????Or this its Only For Asian-s Customer's ...or we have somewhere pdf to download...hm ---1000 pages...cccccc..HM?
Technical Discussion » Spaceship Thrusters effect
- cncverkstad
- 117 posts
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Houdini Indie and Apprentice » Export wave file from Chop
- cncverkstad
- 117 posts
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