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Thomas Helzle

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About Thomas Helzle

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  • Name Thomas Helzle
  • Location Berlin
  1. ...or the internal editor could be brought up to snuff, would be even better... ;-) (sorry, couldn't resist) Cheers, Tom
  2. Re-rendered the ocean with the noise mask off and now it loops perfectly: Cheers, Tom
  3. No, I tried both removing and adding some frames, but they never really line up perfectly. I think I found the issue though: I had the Mask -> Add Noise active in the Ocean Spectrum node and I assume that that doesn't loop... Cheers and thanks, Tom
  4. "Black Sea" Checking out the ocean tools in H16 - awesome stuff. The looping doesn't work perfectly in this animation though, there is a small jump. Not sure what I did wrong... Cheers, Tom
  5. More like f@pscale = sin(length(v@P)) * 0.5 + 0.5; and some "ch"'s thrown in for easy access to the scalings... :-) Cheers, Tom
  6. "Sine Cube" Sphere packing on a rounded cube with pscale defined by a sine function. Post in Lightroom & PS. Cheers, Tom
  7. "Cross" Sphere packing with pscale defined by distance to the centre. Cheers, Tom
  8. "Sphere Pack" Same setup as above, but rendered in Mantra, post in Lightroom. Cheers, Tom
  9. I can only get the Qt4 version to work at all on my Windows 8.1 x64 machine, the normal Qt5 version throws errors all the time ("No Qt binding were found") and can't find pyside. So that is another reason for the Qt4 version being there. I'm on it with support, but so far we have no clue what's wrong. Cheers, Tom
  10. "Bubbles" Followed Ben Watts' tutorial on sphere packing via the grain solver: Quick Tip 05 - Object Packing In Houdini - very cool stuff! Thanks Ben! Went my own merry way from there :-) Rendered in Thea Render. Cheers, Tom
  11. "Splash Flower" Then I played with the resulting mesh, looking for interesting ways of stylisation. Thought I should try the new booleans. Created radial planes to cut the object and only kept the intersection splines, then extruded them. Duplicated them several times and came up with this: Again, rendered in Thea Render.
  12. "Splash" Did part two of Hernan Llanos vector/fluid tutorial and it is really great, since Hernan goes into the basics and builds it all from scratch. Understood quite a bit more about fluids and how to build custom forces. Thanks Hernan!!! Exported as FBX and rendered in Thea Render. Cheers, Tom
  13. Yeah, sorry, I wrote this directly after opening H16 for the first time and didn't understand the new copy node structure right away. I'll edit the post to make it clearer. I meant to mostly refer to the multiple nodes that are just aliases like the wrangles and things like that. A general go-through to make nodes have names that make more sense and a clearer target usage is a good idea, even if it breaks some tutorials. Otherwise we would be stuck with the old and bad forever ;-) Cheers, Tom
  14. Well, since someof my requested functionality already exists in normal entry fields in H16 when editing expressions, (showing syntax and help on the current command I'm in) I don't know if it's indeed such a big deal to add it to the editor. The infrastructure at least seems to exist. I will of course not hold my breath ( ;-) ) but I don't see it as totally out there either and it's the logical thing to do. Cheers, Tom
  15. "Focus Circles" This began as an experiment in VEX to see how I could create a variation of a closest point search that also had a minimum distance. My (not very effective) solution was, to first search for the points with the larger distance, then for the inner radius points, then checking if the latter points were part of the former and if not, saving the point to a new array as the result. Works in principle, but one has to have a lot of points in the outer group to be able to remove enough of them with the second group. So it can be used to remove the often many very short connections one gets if using such a search for creating lines between the points, but for larger sets it's slow since has to do two lookups and then find one group in the other for each point. Alternatively one could check the distance from each point in the first group for it's lenght, but I'm not sure it would be faster (didn't do a timed test). Any other, more clever ways to do it? Anyway, at least I made the test into something pretty :-) Cheers, Tom