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sweetdude09 last won the day on September 17

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  1. Spiral Unrolling / Rolling Animation

    Here's my attempt! Plus bonus Gif!!! Also check my education thread for a curve roller! JR_AngleMinimizer.hip
  2. Jake's HIPs Don't Lie

    Uh oh, I'm back. While putzing around, trying to come up with good ideas for my next blog post (covering discrete operators seems a bit too mathy, so I'm open to suggestions. Maybe building a cloth solver in VEX?), I spent some time revisiting an old idea I've been attempting to solve for the better part of a year, rolling up a curve. That's probably not the best way to describe the effect, so I'll let my below GIF do the talking. This solution wouldn't have been anywhere close to possible without Stephen Bester (https://vimeo.com/user13305957) for a solid vex foundation of chained rotations, or Julian Johnson's transport frame file (http://julianjohnsonsblog.blogspot.com/2017/). Above you'll see final effect in action. Still not sure how to describe it other than rolling up a curve... I've attached the final OTL to this post along with the above example HIP! It works over multiple curves as well, so dont be afraid to try crazy stuff with it, it's pretty gosh darn fun! If you try it on a vertical line, you might need to change the up direction, or turn off "set up direction." Maybe it's time to make a Github too... <3 <3 <3 JR_CurveRoll.zip
  3. Jake's HIPs Don't Lie

    Sorry for making this thread and then going silent for a while, a lot has happened over the past few months, including me moving to LA on a whim... But I'm back!!!! I have tons of new files to share, which I'll push out in the coming weeks. Today I had a couple of hours to play with Houdini before going to an Escape Room (wish me luck), and I had been discussing the Laplace-Beltrami operator with a couple of buddies on discord for a long time, so i thought, why not implement one myself! After having thought about it for so long it actually didn't involve anything I hadn't already done, or covered in my blogs for that matter (go read them!!!!). The implementation is based off this paper: http://www.cs.princeton.edu/courses/archive/fall10/cos526/papers/sorkine05.pdf I did comment the wrangle so hopefully it makes sense. One caveat, is that this version does not include border weighting, so watch out for crazy minimization. For production, just use the attribute blur sop, this is more just me exploring weird math stuff that makes me question my art school degree... <3 <3 <3 P.S. there's a little ray tracing demo in there as well, since my roommate wanted to understand normals, and I went a bit too far off the deep end in explaining it to him.... EDIT: Petz has brought up a few issues with this, I will make a revision soon JR_Laplacian_v001.hip
  4. What is the best way for ferrobrain effect?

    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
  5. Jake's HIPs Don't Lie

    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
  6. Computing the Dual With VEX

    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
  7. Computing the Dual With VEX

    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 =)
  8. Computing the Dual With VEX

    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!
  9. Computing the Dual With VEX

    Aw shucks! You guys are too kind
  10. Computing the Dual With VEX

    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/
  11. Creating Speed Ramp effects

    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
  12. Physarum

    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
  13. sin expression with gap ?

    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
  14. Particle Velocity Grid Advection

    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.
  15. Particle Velocity Grid Advection

    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