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MADjestic

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MADjestic last won the day on April 11 2015

MADjestic had the most liked content!

About MADjestic

  • Birthday 03/26/1982

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  • Website URL
    http://madjestic.github.io
  • Skype
    vlad.lopatin

Personal Information

  • Name
    Vladimir
  • Location
    Amsterdam
  • Interests
    computer graphics, maths, haskell, emacs

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  1. Hey guys I've updated the original breakup example with h19 version. voronoi_test.7z.txt
  2. Just another reminder that, if you are too old for discord shananigans, you hate talking about Houdini or VFX, if you feel like supplementing your daily autism by socializing with others like you, than you may like IRC channel #odforce @freenode, which is getting the more 1337 the less users there are. See you on the channel. P.S. Traditionally, everybody gets a moderator.
  3. Hey guys, Back in the days houdini used to store icons in $HFS/mozilla/documents/icons/large, which seems to be no longer the case. It seems that now icons are stored either in `SVGIcons.cache` or in `SVGIcons.index`. Is there a way to extract those into a set of svg files somehow? Thanks, Vlad
  4. oops, sorry! I've updated the file.
  5. The basics of the algorithm goes somewhere along the lines with: (rename the file to tetris.tar.bz2) (re-uploaded the attachement) tetris.tar.bz2.txt voronoi_test.7z.txt
  6. Thanks, Robert Of course I am aware of the presets. However in the time of looking into it, the rules made little sense to me. Now when I've been looking into ABOP, I managed to forget about the Gosper preset. Oh well, another wheel re-invented. That closes the question. gosper.hip
  7. Yes! Thanks, Eetu. I noticed that, as compared to ABOP rules, Houdini L-Systems rules need (sometimes, but not always) L, instead of FL (similar with R); also LF and FL (FR/RF) are not the same, though I did not quite figure out the pattern. Here's another example: Sierpinsky Kasket where LF and RF seem to work (as opposed to FL in the previous example). I do not understand when we need LF and when FL, other than sometimes one works and another does not. Any insights on this? Regards, Vlad sierpnski.hipnc
  8. FEM may be a good place to start.
  9. Hey folks, Here's a Gosper Curve attempt, following the reference from Algorithmic Beauty of Plants p.12 (FASS curve construction). As you can see from the hip file, it is not entirely correct, though looks somewhat similar. I spent 2 evenings on it and failed. Any ideas?: Premise: L Rule 1: L -> LF + RF ++ RF - LF -- LFLF - RF + Rule 2: R -> - LF + RFRF ++ RF + LF -- LF - RF gosper_curve.hip
  10. How do you do complex multiplication in VEX? Say, complex addition can be represented through vector2 addition. What about multiplication? How do you treat i*i=-1 case? Regards, Vlad
  11. Thanks, guys It is all done with standard Voronoi. The only difference is how you treat the second input (cells). Some people just chug a point cloud and get a cell per point. A more sophisticated solution is to turn Voronoi SOP's clustering with "Add Cluster Noise", but that gives you... a noisy pattern which is ok for generic break-ups, but is hard to control. What you do want is to control the cluster shapes. Say, you've got a point cloud and it is is clustered, i.e. every point has attribute "cluster", type integer. For a Voronoi SOP, set "Cluster Pieces" on and feed your point cloud to Voronoi SOP. As for "teris" or lego-like look is due to a regular point-cloud (i.e. grid-like) with an addition of a few extra scattered points. It's a lot of fun to play with Voronoi in order to achieve various shapes. The notorious "Voronoi-look" is not the fault of the algorithm, but of the input Cheers, Vladimir
  12. - basic environment light, - material gallery glass, - adding area-light, - liquid object with glass material, - enabling SSS in glass material for liquid, - creating a caustic light and low-intensity spot-light as a caustic light mask, - changing Phong to GGX for light reflections. Finally, rendering caustics in a separate pass with glass set as matte and putting it together: experiment_with_glass.hipnc.tar.gz
  13. Here's some experimenting with voronoi patterns and stuff... The goal is to create a setup to procedurally generate a labyrinth layout, as well as geometry: stone walls and some sort of overgrowth. It could be a way to create filler content for a dungeon-crawler indie-game, when labor for content creation is limited.
  14. Something along these lines..? http://s1.postimg.org/rw3xeku5a/rock_wall.jpg https://vimeo.com/122815674
  15. MADjestic

    Lego

    I liked this thread a lot. As a tribute to the author, here's stu's lego updated to H13 standards (and using Wolfwood's disney brdf shader for plastic surfaces). Anybody willing to take a stab at it and push it a notch or two further? odforce.tar.gz (work files)
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