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Showing most liked content on 03/03/2019 in all areas

  1. 1 point
    here is one solution, the resample node is there only to smooth out the curve, but keeps the segment proportions intact AnimatePointsAlongPolygon_with_edited_shape_fix.hip
  2. 1 point
    you need the upres density, heat, and temperature and the lowres vel from frame 71. the upres vel is re-created on every frame using the lowres vel. I included 2 examples on how to set the initial heat field with sopSolver and wrangle. set_heat.hipnc
  3. 1 point
    I just created a tutorial on how to convert a sequence of slice images to a volume using VEX. slices_to_volume.hiplc
  4. 1 point
    example mri slice sequence, and a houdini scene to read it into a volume and display it. capsicum.zip
  5. 1 point
    And now with multiple dust crack points. ap_rs_dust_crack_explore_020518.hiplc
  6. 1 point
    Done , the question is closed thanks guys!
  7. 1 point
    This might help: http://www.tokeru.com/cgwiki/index.php?title=ConstraintNetworks Basically your constraint points didn't match the names of the packed objects, so no constraints were made. I tweaked your setup so that the constraints polylines are made directly from the packed geo, so everything matches up. me_glue_cns_test.hipnc
  8. 1 point
    Here is an example setting an up vector on PolyWire and using the Sweep SOP. The middle curve is visualizing the upvector (green) and tangentu (yellow), the latter being the axis around which upvector is rotated in a VOP. orient_polywire_sweep.hipnc
  9. 1 point
    Hey Devin! The joint up vector just creates a direction for the upper corner to aim at. you could try to create a point attribute with a correct direction per point on the curve backbone, but in this example you are probably better off with a sweep, or with a skin of cross-sections generated with a copySop Twan
  10. 1 point
    Hi Dave, following up from what I wrote to you by email: ****************************************** There is the cheap way of doing it and a more expensive way of doing it. *) the cheap way would be to use a few nurbs cylinders and using their parametric coordinates to drive a noise pattern along them, which displaces the surface. Add a fresnel type shader (think x-ray), some glow and 2d distortion in comp and you will be 90% there. *) the expensive way to do it would be with a fluid simulation. Think: "rocket lifting off". That would give you all the swirly detail and would allow for parts of the energy to break free. You could advect a ton of particles and render those with high motionblur to get fine streaking details. This type of effect will be all about layering different elements together. Generally: - a big overal beam effect - some atmospherics (fog/dust clouds that are slowly being pushed by your beam... that is how you would read that the beam is affecting the environment.) around it to make it sit in the environment - some really small elements like sparks/embers/energy particles to help establish a sense of scale. - mixing the elements together in comp with glows, a darkening of the background where the effect is happening (kinda like changing fstops on a camera -- if you were to look straight into the sun everything else becomes dark because your eye/iris is trying to compensate.), 2d distortion (this just makes it sit and look cool) -- this can be normal distortion or even chromatic distortion. Things to search for on the forums: "tornado", "solar flare", "ink", "beam", "pyroclastic clouds". There are a lot of scene files on the forums with pretty much all the components you require for your effect. So go for a search on odforce. ****************************************** *) scene file -> inexpensive way with particles example. -- you should cache some stuff out to disk. I had limited amount of time, so just rendered it directly. The vops should give you plenty of ideas to play with and to help control your particle sim. It needs some work, but you can add extra pieces of geometry as emission sources, make duplicates, combine several sims together, etc... Have fun learning. cheers, Peter beam_01.avi beam_01.hip