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About fatboYYY

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  1. Shades of Orange, daily Houdini stream

    I also recently started a Quick-Tip series about all kinds of Houdini stuff. I try to keep it to the 1 minute mark: http://shadesoforange.de/quick-tipps/ I just uploaded couple of Tips for VEX/Wrangles: https://vimeo.com/213122616
  2. Hey everyone, I recently set up a website and a stream for Houdini people or everyone else who is interested in Houdini. I am going to start streaming Houdini every day, starting today. After each stream I will upload results and depending on time a timelapse, a tutorial, a .hip(nc) file or documentation of sorts for everybody to view and examine. Where can you find all this? Website: http://shadesoforange.de/ Stream: https://www.twitch.tv/shadesoforange Who am I? I am studying Animation & Game in Darmstadt, Germany and am 23 years old. I recently finished my internship at RISE FX and am crazy about all Houdini, procedural and CG stuff. More about me here. My first stream is going to start at 15:00 CET. So if you want to hang out and have a chat, come by and say hello! See you!
  3. Voronoi piece point offset

    Yeah I know that Triangulizing solves the issue. But that is not an option for my current project.
  4. Voronoi piece point offset

    Hey, sorry but I think you are wrong. Thanks though.
  5. Voronoi piece point offset

    Hey guys, I've encountered an issue with the voronoi Fracture. It's hard to explain so I will go ahead and post the images as well as the .hip file. How can I avoid the cracking/offset of the surfaces happening in the fracture? Dividing/Triangulizing seems to solve the problem, but introduces an unwanted look. I'm happy for any help. voronoi_issue.hip
  6. Hey guys, I've been wondering this for quite some while, but always managed to find a workaround. I am not sure if I will be able to find one this time. As an example: Why does the test attribute not reflect the pointnumber attribute here? (Any input-geo with points is sufficient) for(int i = 0; i <npoints(0); i++) { if(@ptnum == point(0,"ptnum",i)) i@test = 1; } Am I just calling the pointattribute wrong here, or is it not possible to get the pointattribute back through the point() function. What other option do I have to get return the pointattribute in a custom loop? Thanks in advance.
  7. Toms "Learning Houdini" Gallery

    How were you able to get the spheres to travel so many different paths?
  8. Hey guys, what kind of noises are used here to drive the particle simulation? I'm grateful for any help. Thanks
  9. Hey, I'm unfortunately already back again with couple of more questions around VEX shaders. I've been trying to write simple VEX shaders, but it got rough as soon as I was trying to create BSDF outputs. As a starting point I wanted to create a chromeball with as few lines as possible. Since you can look up the VEX code from VOP nodes I created the chromeball with as few nodes as possible, looked up their VEX code, took what I needed, and adjusted what I needed to adjust. This is how the simplest chromeball shader, that I could come up with, looks like: Unfortunately I had to resort using the get_bsdf function because I could't get the shader to run without it. But since I don't know what is going behind the scenes of that function, I would want to avoid using functions like it. Are there resources out there where I can look up how to create shader attributes like reflection, refraction, sss, bump, displacement with VEX? Hints at how to use/add up reflection/diffuse bsdfs (or similar stuff) in VEX with example would already help a great amount. Thanks again, fatboY
  10. Creating a vex shader node

    Well, that was easy.. Thanks!
  11. Creating a vex shader node

    Hey guys, I've got a pretty stupid question. There are tons of ressources regarding vex shaders out there, but I can't seem to be able to create a new shader with only vex. I've found out that I need to create a surface shader, but if I create a new one it doesnt have the code option in the type properties. Also is there an option to not save the vex shader as digital asset, but only have it within the houdini scene? Ideally I would want to create a node where I can simply put the VEX code in. Just like creating a VOP network inside a Material Shader Builder. Similar to the difference of Wrangles to VOPs in SOPs. Any help or tips in the right direction are helpful. Thanks, Manu
  12. Houdini 16 Wishlist

    I just want an option to set a hotkey for it.
  13. Hey guys, I was not able to find a good resource talking about rest position and its uses. Can you guys help me out? Is it just an attribute that stores the position of the points at the position of the node tree you create a rest position attribute? What are its main uses, any tips/tricks using it? Cheers.
  14. Houdini 16 Wishlist

    Rename Node Hotkey just like in Nuke (default:N) Nuke Hotkeys
  15. Hey guys, I'm currently struggling with attributes showing up correctly in the geometry tab of geometry spreadsheet. Doesn't matter if I try to edit existing attributes like @pscale or try to create custom attributes. They always show up with a 0 or 0.0 value depending if I exported an integer or float attribute. So that shows that I'm exporting it, but it doesn't show the value correctly. Troubleshooting without the details view/geometry spreadsheet is really difficult. I'm grateful for every answer.