Jump to content


Popular Content

Showing most liked content on 03/10/2017 in all areas

  1. 2 points
    I like the concept of combining a 'proper' maths book and then use videos and game maths books to internalise the concepts. Linear Algebra:Pearson New International edition: Linear Algebra $$$$ https://www.amazon.com/Linear-Algebra-Pearson-New-International-ebook/dp/B00IZ0L5M4 Calculus- Free! Calculus in 3D: Geometry, Vectors and Multivariate Calculus - Tufts
  2. 2 points
    There is also a new course on pluralsight.com that addresses this: Practical Houdini Math Tips By Beau Garcia "This Houdini course will take the user over the fundamental math concepts that are pivotal to working within Houdini. Software required: Houdini 15." https://www.pluralsight.com/courses/houdini-practical-math-tips
  3. 1 point
    Here is an approach by shifting UV tiles. That way you can use one image and assign different parts of it to your primitives. UV_tiles.hipnc
  4. 1 point
    skip rendered frames?
  5. 1 point
    I had to do something similiar and I wondered how fast the clouds are created in reality. In two seconds most of the clouds are created and you see the pulsing power of the thrusters, have a look at this video: I was not able to simulate this speed in an acceptable quality. My final solution was to simulate in a normal speed and use only every 6th cache frame. The only drawback is that you have to simulate a lot more frames.
  6. 1 point
    I always recommend the first book - 3D Math Primer for Graphics and Game Development -. The reason I think it's so good is that it's written without the usual denseness of academically driven tomes but it still manages to have substance as well as wit. It's also really well structured. But for starters this series of web tutorials covers all the key concepts you need. Ignore the fact it looks like it was put together when Tim Berners Lee first had his idea for this new fangled thing called the Internet, it's a brilliant set of lessons and (and crib tests). http://chortle.ccsu.edu/VectorLessons/vectorIndex.html
  7. 1 point
    badgerfx, The test over at Pluralsight needs some work, I'll admit. We are working on it, trying to improve the accuracy of the testing algorithm and the overall quality of the questions. We will be working directly with SideFX in the future to ensure that the tests are greatly improved.
  8. 1 point
    Read this. This is base knowledge you need to work. https://drive.google.com/file/d/0B7D36pm7TOBCUk9RaXpDZ3NMbUU/view?usp=drivesdk Its for XSI but its simple.
  9. 1 point
    @lukeiamyourfather Ya - H16 ships with a built-in CPU openCL but it must be only for Intel CPUs - or that's how I understand it. http://sidefx.com/docs/houdini/news/16/dynamics
  10. 1 point
    Back experimenting with some coral growth! Here's an early test using an adaptation of differential mesh growth. Lots to tweak, but it's a start at growing this kind of mantipora "shelf" coral:
  11. 1 point
    I had a go at a bullet version. This is super rough, but here it is! I'm creating one new sphere every 5 frames, right next to another sphere. I'm also constraining them together with a spring on the same frame. It seems quite stable. Not sure how it will scale. There needs to be more intelligence around which point duplicates. Its random right now, so you can get lots of spheres amassing in the center doing nothing interesting. This was all way trickier than I expected, and there's a bunch of fun dials to play with. I need to clean up the file a bit to make it more accessible. gif runs double speed. cell_divisions_test_03.hip
  12. 1 point
    I didnt check your file but just an idea, if the RBD pieces are bullet and packed , you can put a pop speed limit to automatically cull crazy max speeds, this usually solves a lot of explosive behaivour
  13. 1 point