# Aragatory

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1. ## Procedural Shells

Early stage WIP of procedural shells, planning to do a tutorial when I'm done.
2. ## Procedural Shells

So no recorded tutorial but I did finally get around to finishing this. It's not super complicated, you should be able to pull it apart and figure out how it works. https://gum.co/shells
3. ## How to work with millions of points smoothly

There is the fluid compress if you are working with FLIP, I assume you could adapt it to work with other points for viewport visualization. You could also just delete every X point with a delete SOP or wrangle, a bit hackneyed though. Maybe someone else has a better solution.
4. ## Staying motivated

Yeah I get that, totally normal. I don’t know that there is a way to remove that inertia completely. The motivation is coming from time invested in a project, so until you have invested some time. The only thing I can think of is to eliminate distractions in those early stages of a project.
5. ## Thickness mask to @Cd

You could use the intersect function in VEX
6. ## Staying motivated

I tend to go through phases of motivation, sometimes you just need to have a break for awhile and recharge. I find having good challenge helps or by breaking down a larger project into smaller goals.
7. ## Find the center of a deforming tube with Vex

If it’s only ever running over a tube you could easily make my solution fully procedural by linking the group by range and vex to the number of divisions. For some thing more complex a volume and attribute from volume might be the way to go.
8. ## Find the center of a deforming tube with Vex

Is the idea that it will always be a tube with a set number of rows and columns? Or do you want a solution that will work with more complex geometry that might not be consistent down the whole length?
9. ## Find the center of a deforming tube with Vex

Like this? FindthecenterTest.hipnc
10. ## Procedural Pyramid for destruction?

What kind of pyramid do you want? Smooth flat sides or blocky sides?
11. ## Old School Methods

Yeah, that's a great place to start. Before you know it you will be writing blocks of code
12. ## Old School Methods

Well no, obviously not. And this is all just my opinion, but VEX and it's seamless integration is a large part of what makes Houdini so amazing. You can do just fine without touching it but you are ignoring a powerful tool. You can do everything in VOPs I suppose, but it's easier to just write a few lines of code sometimes. You don't need a computer science or a mathematics degree to start using it, I certainly don't have those. If you are already using Houdini you are using computational logic a lot of the time, so why not just learn some syntax. But again, totally up to you. Just an opinion from someone who didn't touch VEX at all to start with and now loves it.
13. ## Random shooting box

Well, do you want your boxes to shoot forward dynamically as rigid bodies or do to just want to animate them travelling forward over time?
14. ## Random shooting box

Use a connectivity node set to prim mode and use that attribute to select boxes.
15. ## Old School Methods

But wrangle is the best node in Houdini, that and loops. I would really recommend taking the time to learn VEX and an applied knowledge of practical maths. You don't to have a perfect knowledge to be able to apply these in your work, but even just learning some basic stuff will help you get more out of Houdini. There is a reason people use it a lot.
16. ## Bottle pour into glass.

Well I feel like they were going upwards because of centrifugal force and the gravity effectingthem being relatively small due to scale. But I could be wrong.
17. ## Bottle pour into glass.

Well for starters your gravity scale is way off, I'd recommend working at a 1 unit = 1 meter scale.
18. ## Houdini and kayaking with breakdown .

Yeah I agree with the look of the water, might be nice to get some surface ripples coming from the kayak. Overall really nice though.

Nice work.
20. ## Flip Lava Flow

I know I'm a bit late to the party with the lava, but here it is:
21. ## Procedural Shells

I haven't abandoned this btw, just haven't had a lot of time to work on it.
22. ## How to rotate each letter individually in a polyextruded text ?

Loops are incredible useful.
23. ## How to rotate each letter individually in a polyextruded text ?

Like this? Spinning_text.hipnc
24. ## Pop curve force with multiple curves.

Sometimes the best solutions are the simplest ones.
25. ## Pop curve force with multiple curves.

I came up with a far simpler solution. Basically just offset the curves along an axis from each other so they sim in isolation and then move the particles back in place after they have simulated. Like this... Offset_pop_curve_force.hipnc
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