Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 07/31/2019 in all areas

  1. Hi Ivan, you could extrude each tile of a grid inwards and upwards. Then randomly offset the tips and twist opposing diagonals a little. pyramid_tiles.hipnc
    4 points
  2. Non mathematical way. I'm sure there are much better ways to do this, but it might get you thinking. prim.mp4 prim.hipnc
    3 points
  3. Procedurally generated cyberpunk building I've done this project before one year ,I draw a simple concept then I try to develop a complete procedural system inside houdini , it was fun experience Hope You Like it vimeo link : https://vimeo.com/349515288 behance: https://www.behance.net/gallery/83268643/Procedural-Cyberpunk-Building
    2 points
  4. Tree Simulations for Upcoming Project A Storm Is Coming! Some new research and development for upcoming project , this time I try to figure out how my rig library working smoothly with pyro solver and other solvers tool breakdown : follow me on Instagram : https://www.instagram.com/standingmanfx/
    2 points
  5. Here is a simple variant for beginners: pyramid_tiles.hipnc
    2 points
  6. In general, yes if you only really use point or primitive mode, if the order of processing is not important (or you compensate for it in another way, such as calculating the same data again in other points that need to access it, although this may lower the speed by such an amount that running in detail may be faster anyways) but there are other things you can do, like Skybar mentioned, or simply putting the wrangle in a for loop, potentially using the meta data block Also, don't be afraid to mix and match point and detail mode, and divide your code over multiple wrangles, so you can have the best of both worlds
    1 point
  7. Daily greets, houdinistas! Any idea how to model something like this? https://www.artsy.net/artwork/matt-shlian-omoplata-5-blue-test I mean this detail, particulary
    1 point
  8. It's far less about the input device you use, and significantly more about your desk ergonomics. Your elbow and wrist should always be supported fully, and always on the same plane. If your elbow is lower or higher than your wrist, you're going to have pain. Also, adjust your seat height so that your wrist doesn't have to angle up or down to use the mouse and keyboard. If you have a mechanical keyboard, make sure you use a wrist rest to raise your wrists, or else you'll be angling your wrists upwards to reach the keys. I always use a deep desk, so I can rest my entire forearm on it rather than rely on the arm rest of the chair for my elbow. I used to have wrist pain ages ago (more than 10 years at least), and once I started religiously followed an ergonomic setup, there has not even been a hint of fatigue, let alone any pain.
    1 point
  9. you can use Attribute Reorient SOP to reorient the vector attribute from rest geo to deforming one
    1 point
  10. UPDATE An update on this project... The procedural tool is complete and my first space station is done! Now to blow it up and crash it! Here is a proper presentation of the tool You can also check more details, and some high resolution pics, at my artstation page: https://www.artstation.com/artwork/v1X09v -------- I made a tool that can be used to create space station modules for production of VFX. Basically all geo is water tight and easily subdivided and ready for Mari or Substance Painter... I didn't made the textures procedurally because I feel the hand touch in textures would add realism to the objects. The tool is 95% ready I feel but I am in the process of making my first Space Station... here are the samples: HDASample.mp4 And first render test:
    1 point
  11. Impressive! But I just had to get this picture out of the dust!
    1 point
  12. Thanks for info, it is pretty interesting to see how the software has evolved over the years.
    1 point
×
×
  • Create New...