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About trzanko

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  • Name Tighe Rzankowski
  • Location Toronto
  • Interests VFX Legos Star Wars Cameras

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  1. No matter the orient or resolution of the wires you can determine the point nearest the surface. You can use the vertex prim index function to determine which points are the 0 point on the primitive. http://www.sidefx.com/docs/houdini/vex/functions/vertexprimindex Then if the points that equal vertex zero are actually the furthest from the surface you can determine how many points are on the primitive by the prim vertex count function and then the point that has that corresponding vert number is the nearest point. http://www.sidefx.com/docs/houdini/vex/functions/primvertexcount Furthermore if you have varying wires where the nearest point is sometimes the zero point and sometimes the end point then you can determine which one is closest to the skin by measuring the length to the nearest point on the nearest primitive. Hope this helps, -Tighe
  2. Nice! Let me know when it's finished, excited to see the final result!
  3. You can use an add sop and connect by attribute and enter "id". as long as there are proper id's they'll connect
  4. connect the floor points to the foot points by an id and then manipulate those curves?
  5. Yea absolutely! Excited to see how much attention it got, seems like procedural modeling is a hot topic!
  6. Looks like a good start. Keep pushing it further, use more layers, vary everything. Vary the pscale by the age or distance, make volumes from the particles and sim those. There's no "make beautiful" button just keep at it.
  7. You can make a simple twist deformer, rotate around origin and vary the twist by distance from the origin. Then animate the twist and the spin, calculate the velocity with a trail sop, use it as a source for a volume. https://academo.org/demos/rotation-about-point/ -Tighe
  8. Put the primitive shape outside of the shoe shape. Put point normals on the shoe. Pipe shoe into first input on wrangle, pipe primitive into second input. Use intersect function to ray the shoe to the primitive along normal, animate the activation. That should give you the effect. Build more controls as necessary to get the look/timing you want. -T
  9. This tutorial goes over from start to finish the creation of a rudimentary fence asset that can easily be expanded upon. This is an introductory lecture on procedural modeling in Houdini I gave at Drexel University's SIGGRAPH chapter as a Junior Animation & FX major. Let me know if you have any questions, enjoy! Link To Demo File: drive.google.com/open?id=0B--RBrg9u--oWkNDU2ZUYnFpUjQ Link to Documented File: drive.google.com/open?id=0B--RBrg9u--odEhVYnluaFRGeGs
  10. haha that means the sharing is working Happy to hear that you find the gradient and curl direction useful, mind if I ask what uses you've thought of for it? I developed this method when making grass patches and found that using it in tandem with curvature it lets you groom pretty easily, well at least give you a good starting point. The differential growth that can be made with the curvature is kind of a plus. Interested to hear all the different uses people can think of. -Tighe
  11. Check out the two recent masterclasses on FLIP by Jeff Wagner, he describes some awesome methods on air field implementation to get the effect of water falling through air by changing the density attribute of the FLIP volumes.
  12. As I started reading the second paragraph in your response I too came to the conclusion of using a ray to get the lines to conform to the shape - haha. I don't ever use the ray sop, I use the intersect function in vex in a wrangle to project points when I need to, this way I can set the ray direction better and have finer control. Also using a higher resolution mesh to project to would give you a smoother result. A more intricate way of doing the ray that would account for a line that's already been projected above it(overlap). The method would be to iterate over each strand and project it to the geo, looking to see if there is another point within a cone of the points normal and an angle. Then you would only be able to ray by the distance of the two points multiplied by a parameter say .9. Hope this helps! -Tighe
  13. Create an id attrib on points, trail the points, run a for each over each id and you can get a u attrib by @density = chramp("fade",fit(@ptnum,0,npoints(0),0,1));, then create a fluid source and create a density volume by stamping points. You could also use just points and stamp the points and then use the motion blur tab in the fluid source but the first method I mentioned gives you more control. Hope this helps, -Tighe
  14. Yes, with the ROP alembic output node in sops. Should work in indie unless they changed the export permissions in H16. -Tighe
  15. Are you starting with a grid to get the bumpy form? If you are you could set it to rows, so you have line primitives with many points, process it to give it bumps and then for each row create as many duplicate threads as you want. Add noise to each of these threads an offset it slightly from the parent thread, this would essentially be a hair up-res. Let me know if this makes sense, hope this helps. -Tighe