Jump to content

Leaderboard


Popular Content

Showing most liked content on 07/20/2017 in all areas

  1. 1 point
    Hi I was looking for a way to mark/group edges and make them hard in terms of smoothing and this is what I came up with: I couldn't find a standard way to do this. Maybe an edge option in the Normal node would be cool. Cheers HardEdges.hipnc
  2. 1 point
    Also, If you are trying to learn this stuff in general, I've got a thread about it over here.
  3. 1 point
    Spring constraint networks are amazing and ace. Here's an example of how they work. There's a hip file in videos description.
  4. 1 point
    Here is a purely CHOPs based wobble approach, taken from this thread. Paint, in red, what you want to wobble. ap_CHOPS_Wobble_Dance.hiplc
  5. 1 point
    Just thinking aloud but I'm guessing you want to convert the head/neck to a FEM solid object and use pintoanimation to constrain the bottom of it to the original animation (Definitely threads on that around here if you search, and done in H16). So the bottom is locked to your dancing but the rest of the neck up from that is free to wobble around. Then do a point deform from your FEM mesh to the original head at the end.
  6. 1 point
    A full implementation of a weighted straight skeleton operation similar to the one developed by Tom Kelly: https://github.com/twak/campskeleton http://theses.gla.ac.uk/4975/ Roofs, procedural building models, etc. At a SOP level this would be epic, PolyExpand2D with way more functionality
  7. 1 point
    Ah I see. Something like this? voronoi_cube.hipnc
  8. 1 point
    I still have to look into how to do it with volumes, but here is a quick setup using VEX. voronoi_cells.hipnc
  9. 1 point
    "Up into the Light" 2560x1600 - makes for a great wallpaper (if I say so myself). :-) Nitpicking: It seems Redshift could use some work on the convergence of it's noise patterns. Even with (insane) 8492 samples and an error-threshold of 0.00025 the DOF is still pretty grainy, although the defocus is not very strong. I rendered this at 4000x2500 originally where it's even more pronounced. It feels the same when using RS's progressive rendermode - where Thea Render clears up noise pretty quickly, RS never seems to get anywhere in that mode. For stills, I often prefer progressive rendering since I can simply let it cook until it looks good... Cheers, Tom
  10. 1 point
    You can also append a ramp after a random VOP to control the ratio. random_ramp_vop.hipnc
  11. 1 point
    Ahh... For non-Newtonian you may want to look at pressure. You can turn the pressure field into a particle attribute by using the "gas field to particle" gas microsolver. Then use that to drive the viscosity or something. See attached for a quick example. pressure.hip
  12. 1 point
    "OpenColorIO (OCIO) is a complete color management solution geared towards motion picture production with an emphasis on visual effects and computer animation. OCIO provides a straightforward and consistent user experience across all supporting applications while allowing for sophisticated back-end configuration options suitable for high-end production usage. OCIO is compatible with the Academy Color Encoding Specification (ACES) and is LUT-format agnostic, supporting many popular formats." http://opencolorio.org/ http://www.sidefx.com/docs/houdini/render/linear#using-opencolorio-for-display
  13. 1 point
    What ? is anybody understand what is about? .....
  14. 1 point
    Hello Everyone The Registration for the summer term is now open! http://www.cgsociety.org/training/course/introduction-to-fx-using-houdini1 Update: Added new extra videos to help students transition to Houdini 16. Please feel free to email me if you have any questions. sabervfx@gmail.com For Review on this course: Please read the comments on the vimeo page. Thanks Saber
  15. 1 point
    // Point wrangle. #define PI 3.1415926535897932384 float u = fit01(@u, -PI, PI) * ch("revolutions"); vector pos = set(sin(u), cos(u), 0) * ch("radius"); matrix3 t = set(v@tangentu, v@N, v@tangentv); @P += pos * t; Where tangents and normal was computed by PolyFrame SOP, and @u is 0..1 point's position on curve. spiralize.hipnc
  16. 1 point
    Install render parms on the cam - transform samples and set to 0
×