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About mestela

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    Houdini Master

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  • Name matt
  1. Excuse the size of the gif, retina displays and gif capture don't mix. Anyway: -keyboard chop, name first channel 'listen', second 'tap', leave the keys as 1 and 2 if you want -connect that to a beat chop -hit scroll lock, see the frame indicator turn orange (I had to use a virtual keyboard, no scrolllock on my mini laptop keyboard) -hold down 1 to enable listen, tap 2 to set the beat
  2. Your gif is pleasing. It is a pleasing gif.
  3. This might help. Basically what you described, but it's an explicit point-per-voxel rather than a scatter. http://www.tokeru.com/cgwiki/index.php?title=HoudiniVolumes#Volume_deform
  4. Most (all?) sims can take some procedural input to help direct or initialise the motion. If you can drive that input using chops, then you can do what you're after. Here's a little example of that, chops driving a ripple solver, and in turn driving a pop sim. http://www.tokeru.com/cgwiki/index.php?title=HoudiniChops#Dynamics_driven_by_dops
  5. The technique is a little hacky, but it works. First I setup a simple trapezoid trigger waveform; short attack, sustain for a bit, short release. This gets cycled 20 times, so its a looping square wave (or blunt triangle wave, take your pick) This is fed to a count chop, set to detect as soon as the incoming waveform gets above 0, ie, it counts right at the start of each loop. So now we have a trigger channel, and a count channel. Finally we have a geo chop, which is reading each packed prim and its height attribute. They're not animated at all, so they're all flatlining at 0. One channel is generated for each incoming bit of geo, so there's 18 flat channels. The geo chop, trigger, counter channels are all fed into a channel wrangle, with this code: float trigger = chinput(1, 0, I); float counter = chinput(2, 0, I); if (C == counter) { V = trigger; } chinput takes a wrangle input, a channel number, a time, and returns the value at that time. Here I get the value of the trigger channel and the counter channel at the current interval. Each channel is numbered, stored as attribute C. For the trigger and counter there's only one channel, with an id of 0, but from the geo chop there are 18 channels (again one for each prim), numbered 0 to 17. In the if block, I compare the counter to the channel id. If they match, I set the value (V) of the current channel to the trigger channel. Chops are weird, but fun. -matt
  6. Good challenge! Tried to think of a way using just chops nodes, couldn't, took the lazy way out with some freshly discovered channel wrangle tricks. Chops_sequential_ODFORCE_me.hipnc
  7. These are brilliant Rich. Every damn one.
  8. I've found in the past that stuff that looks like audio driven anim often isn't; its very hard to remove that bad winamp/screensaver quality to things, frequency analysis and whatnot often don't translate to interesting visuals. Not to say its not worth exploring, but that very nice vimeo piece looks mostly hand keyed to me. The other amazing example of this from many years ago is 'gatz graf' by Alex Rutterford, that was definitely hand keyed. Anyway, here's a quick attempt at controllable sine waves, shader, particles kindasorta like that first video, might give you some ideas. waveforms2.hipnc
  9. Ace, thanks petz! (edit) Oh wait, its a subset of functionality of the standard lib, so no cdiv or other more interesting things. Doh!
  10. You have to come up with your own complex mult/add functions, but you can do it using vector2 types:
  11. All the sidefx videos are posted on vimeo, they've been copying a lot to youtube (like that one I linked above). https://vimeo.com/goprocedural/videos
  12. You wont get viruses from hip files. Re tuts, try my wiki page first, if that's not enough then maybe JeffW's intro, apart from that there seems to quite a few vex resources on youtube and places like 3dbuzz etc. http://www.tokeru.com/cgwiki/?title=HoudiniVex
  13. Lazy way that's probably not mathematically accurate but looks similar is to grid snap after you resample. manhat_voronoi.hipnc
  14. Bah, had to fix it. rainbow_torus_loop.hipnc
  15. Haven't done these in a while, thanks for reminding me. Doesn't include his subtle y-rotation loop, but I've leave that for you to sort out... rainbow_torus.hipnc