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Showing most liked content on 05/15/2018 in all areas

1. 2 points

FLIP - sourcing from points

by default the reseeding expects 8 particles per voxels, the 0.5 and 1.5 values are thresholds. if there are less than 4 particles per voxel (8 * 0.5) new particles are created. if there are more than 12 (8 * 1.5), some get deleted. so you can turn off the reseeding... here is a simple example, with lowres flip, more resolution in the source only, and a fix by turning off reseeding: flip_source_pop_bunker.hipnc
2. 1 point

Reconstruct combined objects

here...but note, this method and previous method are both MISSING the end points...if you don't care..then it's fine... ROADS_001_fixed.hipnc
3. 1 point

4. 1 point

Base level understanding of core principals?

So i come from a more design based background (used c4d and zbrush for years) but have been trying to learn houdini without giving up lol. My main thing is i cant wrap my head around core things im seeing in tutorials like why they subtract vectors, rotate normals, etc. I dont have a foundation to understand what vectors even do. Is there like a dummy video somewhere that explain these in an easy way? Like at the lowest level. For example in a tutorial i was following a guy was writing vex and took two vectors (like i said i dont really understand vectors in any form) subtracted them, then added the difference or something and it made something else happen. Which i can obviously follow and get the same result but i dont understand WHY or WHAT its actually doing and it makes me feel really dumb. Sorry for my rant! I just want a simple video kind of giving me the basics. B
5. 1 point

Python in Houdini Question

Try using setInput() instead. (supplying None) http://www.sidefx.com/docs/houdini/hom/hou/Node.html#setInput
6. 1 point

Affordable SpeedTree Cinema alternatives

if you are looking for something that is already ready to go and good quality you should check out https://polyget.com/ its created in 3ds max, but I have used their stuff in houdini and it works just fine. very nice geo to work with, and easy to manipulate to your own needs
7. 1 point

REDSHIFT AOV EMPTY

AOVs are disabled in progressive rendering. You need to disable "IPR Progressive Rendering" on the Redshift ROP.
8. 1 point

Post .hip
9. 1 point

10. 1 point

WIP..Buckingham Palace

Im restarting abandoned projects!... Buckingham Palace, have yet some improvements to do in some object datails especificly..but I am almost that!
11. 1 point

Base level understanding of core principals?

@StepbyStepVFX I've seen one of them, quite helpful if I am being honest, seeing some improvements of the understanding lately, thanks for the suggestions!
12. 1 point

Base level understanding of core principals?

@konstantin magnus thanks for sharing those links, jumping to Houdini introduced the lack of understanding a few things about math.
13. 1 point

Floating Particles in Water?

A particle sim is a totally fine way to solve this, but for something like brownian motion for particles in water, you could probably solve this procedurally by just adding some noise to your point positions. I'm attaching an example with both methods; in each case you're starting by converting a box into a volume, scattering a bunch of points into that volume, running your noise through the point positions (either by just adding in the procedural case, or by noise forces via a POP Wind DOP), then attaching a Sprite SOP to visualize the points. underwater_particles.hip
14. 1 point

Learning VEX via Animated Gifs - Bees & Bombs

Nice! Could do it in a detail wrangle and get the single-node prize, including creating the spheres: int pt; vector pos; int total = chi('total'); for (int i = 0; i<total; i++) { float nptnum = 2.0*i/(total); //ptnum, normalized 0-almost 2 @P=(i/50+1)*set(sin(nptnum*2*\$PI),0,cos(nptnum*2*\$PI)); //double circle--exploit that ptnum is int //vectors-- axis is 2D perpendicular to out vector out = normalize(@P); vector pivot = out*1.5; vector axis = set(out.z,0,-out.x); //timing cycles float cycle = ch("cycle_frame_count"); float ramp = (nptnum-@Frame/cycle)%1; ramp = smooth(0,ch("width"),ramp); float angle = -\$PI*ramp; //rotations vector4 rotq = quaternion(angle,axis); @P-=pivot; @P= qrotate(rotq,@P); @P+=pivot; //new prim pt = addpoint(0,@P); int newsphere = addprim(0,'sphere',pt); matrix3 m = ident(); scale(m,0.03); setprimintrinsic(0,'transform',newsphere,m); int newprim = addprim(geoself(),"polyline",pt,pt+50); } The bit that's eluding me is the colour ramp; I can keep it smooth, but the colours always stay cool on the outside and warm on the inside, or I can lock them down, but you get a discontinuity where the rotation resets. Should be a simple fix but I can't quite see it...
15. 1 point

smoke trail on path

If anyone still interested you can find some more help with this cluster setup here: http://flooz-vfx.com/ On .hip with rabbit trail. One I especially found helpful was sop solver that blends/transfers velocity between clusters. It took ages to go through all scrips I found, understand what is happening there and apply to shots I need. Proper tutorial about clustering smoke trails would have helped me a lot. I bet others as well.
16. 1 point

Base level understanding of core principals?

Especially for someone with your background who already has a solid foundation in general 3D work, I generally recommend taking a more practical approach. For example, take a project you completed in C4D, and start thinking about how you would translate it to Houdini. Eventually, of course, you'll reach a point where you don't know how to implement some aspect of that project inside Houdini, which seems frustrating but is really exactly what you need, because it puts you in the mindset of solving a problem that you're actually invested in, and not just watching any old tutorial because you think it's something you're supposed to know. Even highly technical solutions start as easily observable problems - when you reach a roadblock, identify what the issue is using as general language as possible, and search around on the forums, through the documentation, etc. for a solution. To circle back around to your example of vectors, say that you found some information suggesting that utilizing vectors in some way could help you achieve a certain result, now you can start delving deeper into subjects like that, because it's not just a bunch of dry numbers anymore but an actual means to an end. Problems are excellent motivators, so go out there and find some.
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