Popular Post mestela Posted October 18, 2015 Popular Post Share Posted October 18, 2015 [Edit feb 2023: I started these back in 2015. Years later Robert helpfully went and updated these to more compatible with newer builds of houdini, you'll find that link towards the end of the forum thread. Also, most of the images in here are gifs, but odforce will wisely not play the bigger ones by default. click on any static images, they should launch an animated version. Cheers!] Came across these great looping gifs yesterday, all done by David Whyte mostly in Processing. http://beesandbombs.tumblr.com/ All looked like fun things try in Vops/Wrangles, thought others might want to join in. Picked this one to start with, attached is my attempt with a point wrangle ( H15 ). http://beesandbombs.tumblr.com/post/107347223679/columns http://38.media.tumblr.com/275304d8a7dd4a152360d875f610aa55/tumblr_nhs02mVnwx1r2geqjo1_500.gif bees_and_bombs_columns.hipnc 16 Quote Link to comment Share on other sites More sharing options...
mestela Posted October 18, 2015 Author Share Posted October 18, 2015 Twisting box http://beesandbombs.tumblr.com/post/109914868554/twisting-box bees_and_bombs_twisting_box.hipnc 8 Quote Link to comment Share on other sites More sharing options...
mestela Posted October 20, 2015 Author Share Posted October 20, 2015 (edited) Easy one, most of the time is spent tweaking the settings to match his elegant timing and motion. I'd record the gif at 60fps if I could, but licecap runnign under wine running under linux can only do so much, and post-editing gifs with gimp makes me want to stab things... http://beesandbombs.tumblr.com/post/131491937704/beesandbombs-wave-grid-from-the-archive wave_grid_v01.hip Edited October 20, 2015 by mestela 1 Quote Link to comment Share on other sites More sharing options...
mestela Posted October 20, 2015 Author Share Posted October 20, 2015 Twisting cubes: http://beesandbombs.tumblr.com/post/93996727529/twisting-cubes twisting_cubes.hipnc 1 Quote Link to comment Share on other sites More sharing options...
paulh Posted October 21, 2015 Share Posted October 21, 2015 Really cool. Great examples of simple yet powerful VEX. Thanks for posting. Quote Link to comment Share on other sites More sharing options...
jon3de Posted October 22, 2015 Share Posted October 22, 2015 Yes thank you for posting and attaching the files. Its a great resource to learn. Quote Link to comment Share on other sites More sharing options...
mestela Posted October 22, 2015 Author Share Posted October 22, 2015 (edited) Dancing orbs: http://beesandbombs.tumblr.com/post/131113717324/dancing-orbs dancing_orbs_v02.hipnc Haven't quite nailed this one, can't get the colours to loop cleanly, nor could I work out how to get the overall rotation and keep it all seamless, not at this time of night anyway. (edit) Ah, fixed it! I had 3 different curves before that were merged in the wrong order. Making them in the right order, then rebuilding a single prim fixed the colour cycling. The rotation was fixed by trial n error. The jump in the gif is me being lazy, I can't be arsed to edit the gif after capturing with licecap to trim the excess frames. I assure you it loops cleanly in houdini! Edited October 22, 2015 by mestela Quote Link to comment Share on other sites More sharing options...
iamyog Posted October 22, 2015 Share Posted October 22, 2015 (edited) Picked an easy one while waiting for sims : http://beesandbombs.tumblr.com/post/97670075339/bounce The longest was to make it loop properly by itself side question: Does anyobdy know if there's a Pi constant in VEX ? [edit] file now attached bnb_bounce.hipnc Edited November 9, 2015 by iamyog Quote Link to comment Share on other sites More sharing options...
f1480187 Posted October 22, 2015 Share Posted October 22, 2015 (edited) Pi constant in VEX Constant PI defined in math.h. Include it at the beginning of the code. I don't see any benefit of it, however, and usually defining it myself or use it as magic constant since it is very recognizable, and I need it once in some trig function call. It's numerical value won't be changed in the near future. By the way, why you're using underscores for every variable name? There won't be any collisions with code's environment. Snippet's body enclosed in it's function. You can even use P or N letters for variable names. Real position, normal and other global variables will be mangled with "_bound_" prefix in resulting code. Edited October 22, 2015 by f1480187 Quote Link to comment Share on other sites More sharing options...
Guest mantragora Posted October 22, 2015 Share Posted October 22, 2015 Constant PI defined in math.h. Include it at the beginning of the code. I don't see any benefit of it, however, and usually defining it myself... There is a PI defined globally in Houdini. Look in Edit => Aliases and Variables => Variables tab. Quote Link to comment Share on other sites More sharing options...
mestela Posted October 22, 2015 Author Share Posted October 22, 2015 Huh, never used that, silly me: @P.x = sin(@P.y * $PI); Thanks! 1 Quote Link to comment Share on other sites More sharing options...
f1480187 Posted October 22, 2015 Share Posted October 22, 2015 Note it is undefined in VEX, just a normal string expansion of input field on the node itself. All HScript still work there. Many H13's VOPs use backtick-expressions in code fields doing nice things. Quote Link to comment Share on other sites More sharing options...
mestela Posted October 23, 2015 Author Share Posted October 23, 2015 Sick today, distracting myself with more of these. Also worked out how to write out optimised 50fps gifs with ffmpeg, so I should probably start choosing a tumblr name soon... http://beesandbombs.tumblr.com/post/126284485644/heres-a-chill-lil-swirlball-feat-some-original swirl_ball.hipnc Quote Link to comment Share on other sites More sharing options...
mestela Posted October 26, 2015 Author Share Posted October 26, 2015 Wut Goldfarb found: cube_shuffle.hipnc 3 Quote Link to comment Share on other sites More sharing options...
michael Posted October 26, 2015 Share Posted October 26, 2015 Wut Goldfarb found: shuffle.gif cube_shuffle.hipnc HA! nice. Quote Link to comment Share on other sites More sharing options...
mestela Posted October 29, 2015 Author Share Posted October 29, 2015 hexagon wave! vex isn't all that interesting, but making a grid of hexagons might be useful... http://beesandbombs.tumblr.com/post/95362908938/hexagon-wave hexagon_wave.hipnc 2 Quote Link to comment Share on other sites More sharing options...
iamyog Posted November 2, 2015 Share Posted November 2, 2015 (edited) why you're using underscores for every variable name? I don't have a real reason That's something I picked up after viewing someone else doing similar thing. I think it was even here on odforce. I guess that's more an habit to avoid collision in any sort of language, not only VEX. Habits evolve with time, I'm having this one for the moment. Thanks for the $PI, didn't know it was working inside VEX directly, I was usually defining it as a parameter then using a ch("pi"). ------------------------------------------------------ Nice streak mestela My try on this one: http://beesandbombs.tumblr.com/post/95558180379/circle-wave It took me a while to figure out how to give this travelling wave feeling. I forced it by simulating a zoetrope effect but problem is that I can't slow it down to match the reference. If anyone has an idea... circle_wave.hipnc Edited November 9, 2015 by iamyog 1 Quote Link to comment Share on other sites More sharing options...
mestela Posted November 3, 2015 Author Share Posted November 3, 2015 (edited) had a look, you've built a static wave, and then rotated it. the bees+bombs one has the wave animate in place, then the entire shape is rotated in the opposite direction by slightly less than the wave speed, giving that traveling effect. I had a go, and split the wave traveling into the vex wrangle, and the overall circle rotation into its own transform sop, more controllable. circle_wave.hip Edited November 3, 2015 by mestela 2 Quote Link to comment Share on other sites More sharing options...
sebkaine Posted November 3, 2015 Share Posted November 3, 2015 (edited) this is a fantastic thread matt ! thanks for sharing you'r magic ! Cheers E Edited November 3, 2015 by sebkaine Quote Link to comment Share on other sites More sharing options...
iamyog Posted November 3, 2015 Share Posted November 3, 2015 had a look, you've built a static wave, and then rotated it. the bees+bombs one has the wave animate in place, then the entire shape is rotated in the opposite direction by slightly less than the wave speed, giving that traveling effect. I thought it was coming from some static position issue, so I made sure to have the travelling effect first in the "loop anim" wrangle but I couldn't get there. Thanks for your explanations. Quote Link to comment Share on other sites More sharing options...
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