Leaderboard - od|forum Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 12/27/2019 in all areas

  1. Few tips and tricks to manipulate gas simulation. 1. Independent resolution grid. E.g. Overriding vel grid size independent to a density grid. 2. Creating additional utilities. E.g. gradient, speed, vorticity and etc which can be used to manipulate forces. 3. Forces via VEX and some example snippets. smokesolver_v1.hipnc P.S. Some of this technique are not Open CL friendly though.
    1 point
  2. Hey folks, back with an update here, I took care of the curve framing: Thanks to Entagma's Parallel Transport tutorial I understood the core concept here. I adapted it to my curves generator. I tried 2-3 alternatives, including the slideframe() function and the dihedral()*v0. Seems I got the best result by crossing vectors only. The slideframe and the dihedral seemed somewhat off, probably because I didn't do something right. Here's the file if you wanna give it try: rand_dir_propagating_points_3.hiplc [Edit] - With width and pscale attributes: Debugging and adding some features:
    1 point
  3. or if you want to be precise, keep top polys of your shape and boolean with a plane to create seam ray_boolean_seam.hiplc
    1 point
  4. Organics: "Seed" Organics: "Bud" Organics: "Leaf" These were all rendered in Redshift at very high resolutions (10800 square/14400x9600) for printing: https://www.artstation.com/thomashelzle/prints Love it! :-) Cheers, Tom
    1 point
  5. 1 point
  6. I started this thread on September 22, 2016, which was basically when I finally got into Houdini after doing 3D for more than 20 years with other software. Yesterday I returned from London, where I gave my first ever Houdini Workshop at "The Bartlett School of Architecture" to a group of 8 students from all over the world. They had started using Houdini only a couple of weeks before and none of them had done any real programming ever. Over the course of last week, I introduced them to many aspects of Houdini and VEX, the central design topic was the Shortest Path algorithm and truncated Octahedrons. My main goal was, to give them an introduction to programming and generative design and take away their fear of code as something "hard and alien". (I actually used ordering beer in a pub for explaining the command structure of VEX, if, else, for and for each loops etc. ;-) ). This worked out very well, they all catched on fast and created their own beautiful results based on my examples. Richard, my host at the UCL was very supportive and the whole thing was a lot of fun and very rewarding. I can see Houdini being used in design more and more, since software like Rhinos Grasshopper doesn't really cut it for complex work. So after SideFX being originally mostly used in movie SFX, then Motion Graphics, then recently going into Games, now this could become another mainstay for their business since Computational Design is growing more and more important and nobody does generative and complexity better. Thanks to the whole Houdini community, without you I couldn't have catched up as fast! Cheers, Tom
    1 point
  7. Yo, Here's a possible fix, using xyzdist and primuv to find the correct uv value and a for loop on each connected uvsets not to have bad uv interpolation UVs Transfer Problem_fix.hiplc.hipnc
    1 point
×
×
  • Create New...