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Showing most liked content since 11/18/2017 in Posts

  1. 11 points
    Hello I've started with this around H 16 release. Basically wanted to explore, to which level I'd be able to use procedural modeling when it comes to characters. So, "non procedural" part here belongs to another app, exactly Maya, where I've created a base body model, rig, posing - while Houdini part is hair of all sorts (hair, eyelashes, eyebrows..), also a lot of suit. Detailed map, what exactly belongs to which app is here. Let's say that 'harness system' is what I'm considering as most successful part. Later, started with Mantra renders, which turned out in kind of addiction - here are few of around hundred renders of this thing, I did in Mantra.
  2. 9 points
    Early stage WIP of procedural shells, planning to do a tutorial when I'm done.
  3. 7 points
    What I do while waiting for renders at work on a saturday... retro_cyan.hip
  4. 5 points
    Few tips and tricks to manipulate gas simulation. 1. Independent resolution grid. E.g. Overriding vel grid size independent to a density grid. 2. Creating additional utilities. E.g. gradient, speed, vorticity and etc which can be used to manipulate forces. 3. Forces via VEX and some example snippets. smokesolver_v1.hipnc P.S. Some of this technique are not Open CL friendly though.
  5. 4 points
    Ran into this thread by accident now but yeah, the grain solver works great for doing packing - random points, increase pscale per frame until it collides with something and beyond that it's just making sure it doesn't birth new seed points inside current spheres. In this case I just locked the setup to a surface and used intersection analysis and the polypath to create the circles, but if you birth the points in a volume you have sphere packing and if you want to use more complex objects, you just set this up with the bullet solver.
  6. 4 points
    Thanks a bunch, f1! I just read this after making it (sort of) work. Your approach is definitely more straighforward, even though I did end up using the detail attributes to store the data for the whole creature on. It took me a while to understand that the thing was ripped apart because not all of its points had meaningful values on the necessary attributes that I was trying to use for locomotion. Since this is a project in order to get going with VEX, so I'm always thankful for feedback or hints! Here is the current status. I've included the hip if someone is interested. Right now I'm happy that it moves at all; the next steps being a general sense of direction (so it doesn't just turn back when it looses the trail, but is a little more determined ;)) and then see if I can make it avoid obstacles (and other ants). Cheers, Felix Ant_v14.hiplc
  7. 4 points
    Here is the version for solids. I used connectivity and clipping this time to achieve this. Green loop takes care of X-axis, red takes care of Y and blue the Z-axis.
  8. 4 points
    This is not particularly parametric, a template or procedural so probably useless! But here's a vex driven cube wrap using hierarchical matrices. Might be a little help... parenting_cube_example.hipnc
  9. 4 points
    There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python FX Thinking iHoudini Ryoji Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Guillaume Fradin's Mocap Crowd Series(no longer available) Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma SideFX Go Procedural
  10. 3 points
    Your code does basic point lighting with lambert. You need to add cone functionality. Check example $HH/vex/Light/asad_light.vfl for different light parameters. Basic spot light support: // Point wrangle. string lobj = "/obj/hlight1"; vector l = ptransform(lobj, "space:current", {0, 0, 0}) - @P; vector lz = vtransform(lobj, "space:current", {0, 0, 1}); float coneangle = ch(lobj + "/coneangle"); float conedelta = ch(lobj + "/conedelta"); float rolloff = ch(lobj + "/coneroll"); float angle = cos(radians(coneangle/2)); float delta = cos(radians(coneangle/2 + conedelta)); float cone = smooth(min(angle, delta), max(angle, delta), dot(lz, normalize(l)), rolloff); float lambert = clamp(dot(@N, normalize(l)), 0, 1); @Cd = cone * lambert; Use integer casting to output hard mask: @Cd = length(@Cd) > 0; sop_spotlight.hipnc
  11. 3 points
    Hesitant to actually call this finished but here is a test render of a procedural lightning tool I've been working on the past couple of days. Hope you like!
  12. 3 points
    Hey magicians, Wanted to share a spot I worked on for Yambo Studio recently, I did some R&D concepts and Sims Cheers!
  13. 3 points
    Rendering oversize and using geometry that gets additive shading rather than straight wireframe renders would be a step in the right direction. These kind of graphics were produced on vector displays, which were basically giant oscilloscopes. No pixels. No scanlines (though scanlines simulate looking at the result off tape, etc) no antialiasing because it was just beams of light across phosphors on the tube, but it wasn't originally needed because there were no pixels, just phosphors smaller than any pixel or grains of film. The vector display was photographed by a film camera. It's effectively optical printing in camera. The displays were black-and-white so for the multi-colored graphics each frame would be built up through multiple exposures with colored filters. In later software some fairly sophisticated "backface" culling and fill patterns were developed. Because the image was photographed directly off the display, rather than output through some kind of framebuffer, you got a natural glow and bloom and other visual effects like brightness gained at overlapping lines and corners. The more true to the look you wish to get it'll be helpful to consider how the real deal was made, and then the further analog steps between the display and how the audience would see it (telecine...broadcast...duping, etc.) This type of motion graphic was towards the end of the "Candy Apple Neon" design trend at Robert Abel & Associates, before they moved to mostly raster graphics and shaded models.
  14. 3 points
    Hey magicians, I uploaded a video with some RD for hard surface stuff, you can check it here: Hip file is in the video description Cheers
  15. 3 points
    In this video I demo a script that will scan a folder for .OBJ files and create a geometry object for each file it finds on the disk. I further demonstrate how to export those referenced files into the Redshift Proxy file format and construct a simple disk based instancer for fast render times. The script and code I reference in the video are attached in the ZIP file below. createSubnetOfFileNodes.zip
  16. 3 points
    Ha! It's funny, we were thinking of doing a big thing, and then I started questioning whether it was this year or next year that was our 20th anniversary. Well whatever, thank you all for making this such a great forum, and here's to another 20 (or 19, or something)... Cheers! Marc
  17. 3 points
    Dimitris, great to see you here. I love the renders you did. Great shading and lighting. I can stare at these patterns all day long.
  18. 3 points
    If you just want to freeze some particles you can use the ‘stopped’ integer attribute. If you want to animate the pinned particles you will need to update targetP in pops (as has been mentioned above). I’ve been doing a lot of ‘cloth tearing’ recently with grains and it requires a bit more of a setup but it’s doable. Essentially you need to: - prefracture the mesh - store a class attribute on the points (that will get picked up by the grain source) - for your constraints, in a primitive wrangle, check the two primitive points (using primpoint function) and compare their class values, if they are the same the constraint exists ‘within’ a fractured piece so we set its strength attribute really high (1x10^8 for example), if the class value is different you know the constraint connects two different fractured pieces so we want to make it tearable, so set the strength much lower (maybe 0.5) - enable break constraints on the grain solver and tweak the break threshold until you get some nice tearing. Post sim: - use a point deform node to drive the mesh by the points, but we want each fractured piece to be driven only by its corresponding grains points otherwise the mesh will stretch. You could try doing this in a for loop but that is very slow so I think the following is better: - time shift the mesh to frame 1, offset the point position by the class value (@P += i@class) and feed this into the first input of a point deform - time shift your grain sim to frame 1 and offset it by class too (it should line up in space with the mesh), and feed that into the rest input of the point deform - feed the animated grain sim points into the template points input of the point deform - if done correctly the mesh should tear cleanly with the points. To get a nicer tear there it’s actually a bit more work to be done, I’ll try and upload an example hip file if I have time. Maybe someone knows of another method?
  19. 3 points
    Nice thread with interesting topic. My two cents to this topic: - solver which allows structure to separate grown parts from initial structure when some condition is met and continue to process those parts same way it processes starting structure. In attached example I tried to keep things as simple as possible. The whole magic is inside solver inside for each loop, where shape is tested against conditions if physical distance between two points is small enough and there is more than K points on the shape in between them, separation occurs. This example works in 2D but with this concept it can be extended to work in 3D space. Instead for searching if two points are close enough you search for 3 points which form triangle whose area is small enough but larger than zero. gs.mov gs2.mov Both examples are in the scene file DiffGrow_separation.hip cheers dgs.mp4
  20. 3 points
    Hi all, I had been doing a rnd project on how to generate knitted garments in Houdini lately. And one my inspiration was from a project which was done by Psyop using Fabric engine and the other one is done by my friend Burak Demirci. Here are the links of them. http://fabricengine.com/case-studies/psyop-part-2/ https://www.artstation.com/artist/burakdemirci Some people asked to share my hip file and I was going to do it sooner but things were little busy for me. Here it is, I also put some sticky notes to explain the process better, hope it helps. Also this hip file is the identical file of the one that I created this video except the rendering nodes https://vimeo.com/163676773 .I think there are still some things that can be improved and maybe done in a better way. I would love to see people developing this system further. Cheers! Alican Görgeç knitRnD.zip
  21. 3 points
    You can also wrap pages by offsetting rotations a little for every page. // PARAMETERS float start = chf('start'); float touch = chf('touch'); float speed = chf('speed'); float flip = 1 - chf('flip'); vector fade = relbbox(0, @P); // POSITION @P.y -= vector( getbbox_size(0) ).y * 0.5; // WRAP PAGES matrix m = ident(); float copy = ( ch("../copy1/ncy") - prim(0, "copynum", @primnum) ) * flip; float t = @Time * speed - start - copy + sin( fade.x ) + fade.z * touch; rotate(m, smooth(0, $PI, t) * $PI, {0, 0, 1}); @P *= m; // TEXTURE COORDINATES v@uv = set(fade.x, fade.z * -1, 0); book_flip_pages.hipnc
  22. 3 points
    Yeah, there's no need to go for POPs - and it all depends on what type of effect, how much control you want/need, etc... Here's a non simulated setup using find shortest path SOP.
  23. 3 points
    Images you attached are probably generated by some mathematical software like Wolfram Mathematica or MatLab. So if you have exact math function for generating those you can use them in Houdini too. For such Math approach (not really procedural in manner of combining full potential of Houdini), you can use ISO Surface node. Basically that node will accept any function of X,Y,Z coordinate in implicit form. For example if you want to define surface of sphere with radius 1. You actually thinking of function which will give you all points which are at exact 1 unit from let say center of scene. Function which cover that in 3D space would be sqrt(x^2+y^2+z^2)=1 If x,y,z represent coordinate of point then any point with such x,y,z that satisfy equation will be at surface of that one unit sphere. Making power of 2 on both sides of equation of unit radius sphere gives you x^2+y^2+z^2 = 1 That is explicit form of function. If you transfer right part to left: x^2+y^2+z^2- 1 = 0 Now when right part is 0 it could be removed (but think on it as if it exists and is equal to zero) and it leaves you with implicit form of equation x^2+y^2+z^2-1 and that example is default expression value in ISO Surface node. Unit length sphere. That node samples 3D space in ranges you set and for any point in that range generate surface (iso surface) if point's coordinates ($X,$Y,$Z) satisfy implicit equation you entered. Equation of simple torus in implicit form would be (R - sqrt(X^2 + Z^2))^2 + Y^2 - r^2 where R and r are large and small radius of torus ISO_torus.hip Without proper formulas for exact definition of your surfaces everything else is just guessing. If that is good enough you can try modify equation. Btw. any kind of function can be processed even something like noise($X,$Y,$Z) Doing proper math for repetition of many radius levels involve some of repetition functions like Modulus or trigonometry sin or cos. Rearranging arguments for solving for small r gives r = sqrt((R - sqrt(X^2 + Z^2))^2 + Y^2) replacing that instead of r in original function gives you 0 because any point doesn't matter of its coordinate satisfy equation, but if you expand that expression like this r = int(N * sqrt((R - sqrt(X^2 + Z^2))^2 + Y^2)) / N you actually quantize only those points which match quantized radius satisfy equation. ISO_torus_repetition.hip As you can see in example you can also use logical function to clamp calculation in some segment. Expression length($X,0,$Z)<R clamp calculation only inside tube of radius R. That example gives your image 1 On image 2 and 3 you can see that changing over Y axis bends toruses. so you have to put that in equation etc. This is NOT procedural approach, it is just pure math of surface representation for some equation and since you have images from Math software I suppose you also have exact function so you can use it on the same way in Houdini.
  24. 3 points
    Christian Arnesen did an awesome piece of animation with MASH, and I wanted to replicate it in Houdini: Here is the breakdown of 3 techniques for doing so, using Alembic caches, Copy Stamping, and VEX (file is attached below or at the link): Hope it's helpful! arnesen_cubes_in_houdini.zip
  25. 3 points
  26. 3 points
    I hope this setup can give you ideas. It worked for me. I deleted the file caches between the different steps, so it's going to take about 2 min to cook raspberry.hip
  27. 2 points
    minpos is my new favourite lazy way. pop_minpos.hipnc
  28. 2 points
    Hello, I AM DYSLEXIC - a very nice student project I worked on back in 2015 just got published, I did FX for it, all in Houdini, then handed over caches to lighting and rendering guys (rendered in Mental Ray in Maya). I really like visual style and it was really interesting to do some effects for this style of animation. Enjoy Short breakdown: 00:48 - paper (cloth) sim, a proxy collision geo of hero character was animated and used for interactions 03:22 - RBD simulation advected by hand-drawn guide curves and underlying FLIP simulation, some VDB meshes for hill filling, procedurally generated pages between books with fake dynamics (even though they got totally lost in the renders)
  29. 2 points
    A useful way to think of it is that if you have a function(noise) and you put the same input into that function, then you will get the output. So if you manipulate the position to repeat the same input, you will get the same result. In f1480187 example, a point's position (-1,-1,0) gets remapped to (1,1,0)... so it will produces the same noise result as the point that has the original pos (1,1,0). Effectively a mirroring.
  30. 2 points
    Something like this: mirror_noise.hipnc
  31. 2 points
    ver 1.04. This is the JUST WORKS version. Super stable, no fuzzy logic that doesn't work...no flickering...no mangled up connections, even allows to connect every Nth...not just every 2nd block Vu_InterlockMobius_04.hipnc
  32. 2 points
    so here's the fruit of my labour in learning Houdini cloth...for the sake of speed, accuracy is compromised...but the gist is there...hey, just done Cloth for a day or 2...wadda you expect ? vu_raspberry.hipnc
  33. 2 points
    Wireframe is pretty vanilla, just an ends sop wireframe, made pink, merged over a solid black version of the geo as a cheap holdout matte. All the fun/silly is in cops. retro.hip
  34. 2 points
    here is a quick test + hip : 1 - ray sop 2- cloth solver with NO collision + NO gravity 3- blend sop + smooth sop wrrinkles-00.hiplc
  35. 2 points
    no idea about Maya lattice sorry. Maybe you can deform a box that is exactly the same as the lattice then export that, but no idea tbh.
  36. 2 points
    It is very easy to select points manually here, and hard enough to do it procedurally, due to different topology and shape. Still possible, though. Tried @satoru's hack from this thread: pieces_to_origin_hack.hipnc
  37. 2 points
    Split it into two wrangles. First will operate in Detail mode and contain code necessary to compute bestsensorpt_pos and rotation. Second is a Point Wrangle doing rotation and velocity update. Pivoting transformation is easy: new_position = (old_position - pivot) * transform_matrix + pivot You can use antbody_pos as a pivot.
  38. 2 points
    Good news! I reported an RFE again with an attached hip file showing it breaking. They looked into it, and the next week i got an email. "This problem should be fixed in Houdini 16.5.304." Finally!! haha, pretty excited to not have to have hundreds of individual geo nodes in the future
  39. 2 points
    heh, starting to sketch it out... http://www.tokeru.com/cgwiki/index.php?title=ForLoops
  40. 2 points
  41. 2 points
  42. 2 points
    Thank you for your input. I finally had time to implement your feedback and it worked out really well.
  43. 2 points
    The documentation is the first thing I look through. But I agree, it does kinda lack in the way of examples. Next I also google stuff, where the results are usually from this forum, or at Sidefx. For general python syntax and functions, I still use google. Lastly, if I have an issue and all of the above is still lacking.. I would try and post a thread to hopefully get some answers. As for examples, I try and check out built-in HDA's and peek inside the Scripts tab, sometimes it contains python code. Also if you explore the Shelf Tools, most of those uses a module in the form of 'tools' that you can find at $HFS\houdini\python2.7libs They have lots of functions there with descriptions. I'm also still just learning as I go with my day to day Houdini adventure. Wishing you the best of luck!
  44. 2 points
    I wouldn't do this with a simulation. I would do something like copy a line 10 times, make them in a row next to each other -- resample them all -- (pseudocode coming) if my y position is between 1 and 2, x value is total avg x position of all lines, if not, remain at your current x position, so they'll remain in their line outside of that range. resample for even distribution again, then slap on UVs -- now you can animate points along the whole thing using UV to drive them What you need is super specific so I don't think simulating is necessary, just a bunch of sops n cheats also this gives flexibility to change the lines shapes, make them rounded or rectangular, more or less, etc
  45. 2 points
    Hey all, I am an FX TD and artist currently looking for work in Canada, Europe or remotely. Email me at: grimaldi.diego@gmail.com This is my latest reel
  46. 2 points
    Hey Guys I wanted to share with you a small script I've done to have a better support or external editors to edit your expressions and code. It works with a system or file watcher, that means it doesn't freeze Houdini and you don't need to close your editor to see you updates It's available by a simple right-click on a parameter => expression => External Expression Editor ( you can set a hotkey ). It works with VEX and Python expressions but also regular HScript expressions ( but with no completion ). It works very well with Visual Studio Code as it has a nice VEX and Python plugins, but it could work with sublime text, notepad ++ etc. ( I haven't tested all the IDE out there so if you find a bug with one of them, feel free to send an email to contact@cgtoolbox.com ). A small video about it: https://vimeo.com/242470411 You can download it for free here: http://cgtoolbox.com/houdini-expression-editor/ PySide, PySide2 and PyQt are supported, it is compatible with Houdini 15 to 16.5.
  47. 2 points
    Good book Mathematics for Computer Graphics 4th Edition].2013.pdf
  48. 2 points
    During the last 3 weeks, a did some Rnd and published my results on vimeo . Some people asked me to share my files here, so here we are i hope it will help!
  49. 2 points
  50. 2 points
    Hi! I just want to show something about what was talking about pyroclatic details using laplacian as a factor for curvature decimation in a gas sim. This vimeo video shows a custom solver that I have been working on; Is still incomplete, but I'm having really nice results, because is very very easy to configure in comparison with pyro solver and the most important, is fast. I hope you like it! Thank you!! Alejandro