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Thomas Helzle

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Everything posted by Thomas Helzle

  1. Hey, I guess it occurred to me a bit late to post this here as well, but maybe somebody sees it soon enough to join us: Cheers, Tom
  2. "Microcosm 2" Houdini 16 & Redshift 2.5.12 & Lighroom 6. Cheers, Tom
  3. Over the last couple of weeks I started to learn Houdini, partly from tutorials by Entagma and others, partially by implementing things I worked on in Grasshopper for Rhino (which is single threaded and rather slow for larger assets) over into the Houdini world. This one started out from the Entagma tutorial on differential growth but I then first extended it to avoid the text areas and today implemented a first version of a threading solution to make it look more like yarn: This one is similar to an older test I once did in Softimage XSI and Arnold, but this time with Houdini, exported as FBX and rendered with my favourite renderer Thea Render: And the last one for today was a study on how one can visualise noise in Houdini. It uses a solver and the trails node. I found it hard to make it look really subtle in Mantra, so in the end I created poly wires and also exported it to Thea Render via FBX: Thanks everybody on Odforce for knowledge and inspiration!!! Cheers, Tom
  4. Works the same for me (I use 16.0.583 if that should make a difference). - To see the gallery materials I posted, you need to enable "All Materials" in the dropdown in the header of the Material Palette since by default H16 only shows the "mat" context materials. - You still need to use Raytracing and disable Stochastic Transparency in the Mantra ROP. - For the points, you need to have point rendering in the object -> geometry tab active. Cheers, Tom
  5. "The Ball" A while ago I came up with this while testing some nodes: I exported it as FBX and rendered with Thea Render, then did some post in Lightroom to make it a bit rougher... Today I finally decided to buy Redshift and used the same object for some testing, but this time rendered as strands with the latest 2.5 beta: Cheers, Tom
  6. Didn't have much time for explorations lately due to commercial projects, but in the last job I connected some nodes wrongly and thought it to be an interesting structure, so saved out a version for later. I love happy accidents so this was quite welcome :-) Houdini 16, exported as FBX and rendered in Thea Studio with DOF in-camera. Cheers, Tom
  7. ...or the internal editor could be brought up to snuff, would be even better... ;-) (sorry, couldn't resist) Cheers, Tom
  8. Re-rendered the ocean with the noise mask off and now it loops perfectly: Cheers, Tom
  9. 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
  10. "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
  11. 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
  12. "Sine Cube" Sphere packing on a rounded cube with pscale defined by a sine function. Post in Lightroom & PS. Cheers, Tom
  13. "Cross" Sphere packing with pscale defined by distance to the centre. Cheers, Tom
  14. "Sphere Pack" Same setup as above, but rendered in Mantra, post in Lightroom. Cheers, Tom
  15. 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
  16. "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
  17. "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.
  18. "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
  19. 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
  20. 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
  21. "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
  22. For the copy node(s) that makes sense, for the multiple wrangles and vops (if they are indeed as identical as they look to me) not really? What I mostly referred to was the nodes that exist under multiple different names with no real differences but one simple setting. That to me looks like node-inflation that blurs/bloats the overall usability and I can't see your above mentioned reasons apply to them? The only reason seems to be to have them show up in the node list with a nice name. Especially when in the beginning I created a point wrangle that then in the interface showed up as an attribute wrangle I got quite confused. But hey, I probably can get used to worse stuff than that, but I can totally relate to what kev2 mentioned in his post when he wished for a way to hide such duplicates. ;-) Cheers, Tom
  23. You sure had - from your perspective. I probably just don't share that perspective or don't know those reasons... ;-) To me it looks as if the attribwrangle, pointwrangle, primitivewrangle and vertexwrangle are exactly the same, other than one dropdown being preselected differently - this never did any good for me while I started learning, since it created the impression that I had to have the right one and couldn't do the other things with it. Now I no longer bother but always use pointwrangles and switch to what I need. Volumewrangle and heightfieldwrangle at least look identical. I didn't analyse all of them and probably didn't use/see more than 5-10% of the available nodes yet anyway, but I'm sure getting lost regularly since the names don't always help. Instead of having the same nodes with different names, I personally would rather improve the search function instead, so that the same named node is found by the right tags. See my earlier proposal for fuzzy/tagged search and tooltip-help directly in the node list. That of course is my perspective and my "good reasons"... ;-) Cheers, Tom
  24. "Cycle" After following Hernan Llanos "Applied Vectors" Tutorial (http://www.gridmarkets.com/hernan-llano) I played with the setup of part one a bit more: Again using additive line rendering in Mantra. Somehow mesmerising... :-) Cheers, Tom
  25. +1 Yeah, that feels rather silly. Houdini has so many nodes already, duplicating them multiple times for no good reason is the wrong way to go about it. I no longer bother with the "different" wrangles for a while now and just stumbled upon the multiple copy nodes in 16, which I find confusing instead of helpful. I don't think it will help newbies either, since one of the major hurdles IS the sheer number of nodes. Finding out some of them are actually the same makes one feel rather more confused than enlightened... Cheers, Tom EDIT: My first impression when opening H16 was, that the different copy nodes are more of the alias-kind of duplicated nodes like the different wrangles and vops. It is those that I find confusing and rather pointless, having been a total newb just half a year ago. Sorry for the confusion ;-)