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kgmcnamara last won the day on November 5 2014

kgmcnamara had the most liked content!

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About kgmcnamara

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  1. Wow that's a great function! They should make that built-in
  2. Given what you currently have, you could make secondaryIntersect set a detail attribute on itself that marks whether or not an intersection happened. Then, disconnect the output of secondaryIntersect from the foreach_end. Drop an attribute create, linking foreach_begin -> secondaryIntersect -> foreach_end, and set the attribute create to look at the detail attribute that secondaryIntersect set, thus marking the current prim with whether or not the intersection happened. Might not necessarily be the most computationally efficient way, but maybe the easiest thing to do given the current setup.
  3. Yes, great feedback! I agree the top is too stiff. I'll see if I can get some motion up there
  4. Also working on some audio driven animation for a music video. We'll need some creatures swimming around! All animation here is procedurally driven by audio and mathematics using Houdini's channel operators. Additionally, all geometry is procedurally modeled (jelly dome is a mix of noises, oral arms were modeled using differential mesh growth, tentacles are noise-driven) The audio is from our band, yesper. Find the full song here:
  5. Refining the growth algorithm a bit to get the shapes and scale I'm looking for. Starting to play with some very early work in progress shading. Everything you see here is procedural / mathematical - the rock formations, pebbles, shaders, etc. No textures or hand modeling. The white box is roughly the size of a human for scale reference.
  6. Thanks Brian! Altering the differential growth a bit to get some seabed/rock shapes. I will then grow coral on top of this. Really happy with some of the shapes - I'm going to introduce a bit of smoothing later towards the end of the growth because some of the rocks are too noisy at the top. more updates soon!
  7. Back experimenting with some coral growth! Here's an early test using an adaptation of differential mesh growth. Lots to tweak, but it's a start at growing this kind of mantipora "shelf" coral:
  8. Awesome Diego, very cool. Would love to see it surfaced and rendered
  9. I'm curious about this as well. Subnets and Digital Assets now support multiple outputs - why not foreach SOPs?
  10. Yep - I was able to reproduce this on my machine (14.0.291, Windows 8.1). Submit it as a bug! Seems like sweep is maybe caching the cross section input.
  11. Is there any way to use setBlock or setBlockFromIndices to avoid iteration if you're not setting all the values the same? Keeps crashing when I try, but I think I'm messing up the offsets.
  12. Yep, I am using the gray-scott model. It's quite straightforward to implement using an attribWrangle and a SOP Solver. The links above are great resources, as well as Karl Sims' page There is an open-source library for reaction diffusion called Ready. It's extremely powerful and can be a great place to start.
  13. In my experience I have found space colonization algorithms to be much more manageable and controllable for plant growth than L-Systems. This thread shows how they have been used to grow some pretty convincing trees
  14. Using reaction diffusion to grow some new types of coral! Lots of fun exploring how to tweak the chemicals to get different types of growth.
  15. Thanks! Looking forward to exploring more coral types and starting to put them together. Spent some time expanding the fan coral digital asset to include a two-pass space colonization that allows for a main and sub branch structure.