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sweetdude09

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sweetdude09 last won the day on July 29

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About sweetdude09

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    jake
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  1. You could also try something like Jeff Jones's Physarum Form Finding algorithm! It's actually pretty simple to implement in Houdini, assuming you have the patience to read the paper! http://eprints.uwe.ac.uk/15260/1/artl.2010.16.2.pdf
  2. HI FRIENDS! So over the past year I've been doing far too much Houdini in my free time, and I noticed that all of the people I look up to in the community have their own cute ODForce threads. So with the release of my latest blog post on Voronoi Diagrams and Remeshing, I thought it best to make one of those threads, to avoid flooding the Education section with tons of new posts... Anyways here's a link to my new blog post: https://medium.com/@jakerice_7202/voronoi-for-the-people-60c0f11b0767 And if the link itself isn't enough, here are a couple of GIFs from the blog post, including one that didn't make the cut. All credit for the post title goes to @mestela <3 Big thanks to @toadstorm for editing my grammar as well, and the whole ThinkProcedural discord for putting up with my insanity
  3. I'm not sure if replying to myself is bad form, but here's a gif of the voronoi version. Big thanks to petz for sending me down the right path on this one =) JR_VORONOI_WRANGLE.hip
  4. Ah that's a very interesting distinction. After doing a bit more research it appears i need to compute the dual using the circumcenters of a deluanay triangulation in order to compute the dual. Radical, i might take a crack at that today since I have a bit of free time, will post result in a bit =)
  5. Damn three of my favorite tech wizards all commenting on muh post! Thanks for the kind words!!! Another thing I neglected to mention in the post is that the dual of delaunay triangle graph is a voronoi diagram, so really this can also be used as a vex method of generating voronoi diagrams. What that means for us is, assuming you run it on a mesh generated from "Triangulate 2D," you should get a voronoi diagram of the input points! Neat!
  6. Aw shucks! You guys are too kind
  7. Hi friends! I just released an article on Medium walking through how I built a "Compute Dual" wrangle in VEX. As a quick summary, I basically wanted to know how the "Compute Dual" feature of the divide sop worked, so i slapped together a neat lil wrangle, to do just that! CLICK ME TO GO TO THE ARTICLE!!!!!!!! Here's a cute little gif showing off the construction of a dual graph. If you like it, please check out the article, it's free and it'd mean the whole world to me! =) Love you fools, Jake http://jakericedesigns.com/
  8. Yo, not sure if you already found a solution but here's a quick set up that i made for a project a while back. It also allows you to offset the start frame of the sim too! Maybe someone smarter can clean up my expression. Right now it's using frames to ramp (since i was using baked sims), but you could easily adjust the expression for time as well. ODFORCE_TimeShifter.hiplc
  9. Physarum, an experimental animation designed to show off a slime mold simulation, based on a research paper by Jeff Jones. What started as a redshift renderer test, quickly evolved into something much larger. Soon after implementing the paper in Houdini, I realized the simulation could be used to generate some pretty incredible designs. In this case the simulation is attempting find the most optimal paths through a given volume, creating tube like structures that are constantly evolving. I can attach the project file if there's any interest! If you are interested in reading the original paper, here’s a link to that: eprints.uwe.ac.uk/15260/1/artl.2010.16.2.pdf Bonus wireframe simulation showing my first 3D implementation of the algorithm: vimeo.com/182029750/74f8965df6 Bonus steiner tree example: vimeo.com/181717693/fe912eb22b
  10. Here's how i would do it. From there it should be pretty simple to round the peaks and or animate it anyway you so choose. I got lazy though. ODFORCE_SinModuloExample.hipnc
  11. Wow Nick, this is a much, much smarter implementation than the bung i came up with. So much cleaner. If you don't mind me asking, what other situations benefit from switching out of cartesian and into polar? I'm definitely a novice at coding, especially when dealing with vector math, so i'm super interested in learning possible applications of this.
  12. Not sure if this is proper protocol, but i wanted to report back with results! I initially set this whole thing up in VOPs over the weekend. However the set up with 6 switch comparisons, and loads of if statements became super messy, and my VOP flow just wasn't easy for me to tweak, let alone share with ya'll. However yesterday i had a bit of a lull at work, so i wrote the set up in VEX which ended up being so much easier. It's really my first time writing VEX, coming from python for C4D, but coding is pretty universal so it wasn't hard to get the syntax down, especially for such a simple set up! There's tons more i want to add to it, especially randomizing the angular velocity a bit so that the particles all kind of take there own path. I set this project file up with a simple velocity field to advect the points. But really this should work with any type of advection or particle motion.... Maybe... No promises. I tried to comment the code, so it could be useful to someone potentially? Anyways, thanks again Kleer for the help!!!!!!! Much appreciated. HOUDINI_GridAdvection_v003_ODFORCE.hipnc
  13. OH that makes so much sense. Sweet, so it is easier than i was realistically making it out to be! I tend to over think problems.... Anyways, I will try this out for a bit, and then try it some more in the morning when i have a lot more time, and i will report back with my results!!! You're the best. -Jake
  14. The title of this post, is a terrible amalgamation of words, so i apologize. The question i'm trying to tackle is, to take particles that are being advected by a volume in pops, and remap the animation so the particles only travel in a grid like manner. I'm aware of a few techniques that can accomplish this, but none of them work if the particles are being advected. I really don't even know where to start on this, my first thought is filter the velocity volume that's advecting the particles into basically voxels where each voxel can only have a velocity in one of six directions, based on the average velocity of that given voxel.. Writing that out, sounds kind of silly... But it makes the most sense currently to my brain, as opposed to some crazy pop vops magic. If anyone knows of any reference that could help me get to a solution that'd be greatly appreciated. I've been scratching my brain over this for a fairly large chunk of time, but can never seem to make any actual progress. Maybe i can use some chops post advection to do it... I'll keep playing with it in the mean time. Anyways thanks for reading this terribly written post, and i look forward to any and all input! This forum is legit incredible, so honestly thanks in advance if you post at all. It means the world to me -Jake
  15. Holy shit. Dude i like honestly have no words. This file is exactly the kind of base i was looking for. Thank you so much, and thank you Miles as well. Next time in the LA area (that's a very large area) i'm 100% buying you a beer. I'm going to try and set it up in Dops either tonight or tomorrow morning so that i get a feel for that too. I actually just dove into Dops for the first time a few nights ago so it'll be interesting to try and apply it to this problem. The gradient difference is a super smart solution, it feels like a couple of things i've done when comping during post. I'm honestly so floored man, i literally never would have thought that you could use volumes like this. Anyways, enough rambling. Going to dive into this project and see what kind of crazy shit Dops has in store for me -Jake