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Vexosaur

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Everything posted by Vexosaur

  1. Procedural Caves WIP

    Start working on this again. Added some width variation to the input curve, vertical shafts and broken it into segments.
  2. Procedural Caves WIP

    Working on a procedural cave generator using input curves for the base shape and cellular automata. The goal is for them to be game engine ready with textures, what do you think?
  3. Procedural Caves WIP

    Yeah, will need to play around. Mainly thinking for it's ability to preserve UVs.
  4. Procedural Caves WIP

    Nice! I need to start working on mine again, it's been sitting in hiatus for ages. The new poly reduce will be really helpful too.
  5. Made this a while ago, finally got around to uploading it to gumroad. https://gum.co/ofsD
  6. Tree and Foliage Tools

    Hey, thought I'd share this here. Preview of tree and foliage creation and layout tools now available on Gumroad. I've released them as "pay what you want" as my contribution to the community. I plan to keep supporting and improving these tools in future as well as releasing other tools. Let me know if you have any feedback/suggestions and I look forward to seeing what people create with them. Enjoy! https://gumroad.com/l/zWFNX
  7. Tree and Foliage Tools

    Ultimately I would like to update it to use a system like this https://vimeo.com/229252148 . It's finding the time to work on it, though since people still seem to be enjoying it and using it maybe I'll be more inspired to find the time.
  8. Tree and Foliage Tools

    Don't have any plans to add to this at this point in time, there are already quite a lot of really nice tree growing/making systems around. I do have plans for some other things though, that aren't already done so well.
  9. Procedural Shells

    Early stage WIP of procedural shells, planning to do a tutorial when I'm done.
  10. 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
  11. 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.
  12. 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.
  13. Thickness mask to @Cd

    You could use the intersect function in VEX
  14. 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.
  15. 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.
  16. 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?
  17. Like this? FindthecenterTest.hipnc
  18. Procedural Pyramid for destruction?

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

    Yeah, that's a great place to start. Before you know it you will be writing blocks of code
  20. 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.
  21. 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?
  22. Random shooting box

    Use a connectivity node set to prim mode and use that attribute to select boxes.
  23. 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.
  24. 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.
  25. Bottle pour into glass.

    Well for starters your gravity scale is way off, I'd recommend working at a 1 unit = 1 meter scale.
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