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  1. 4 points
    Just need to connect randomly but i get it cmm2002.pdf
  2. 1 point
    You are definitely the best spiderman artist i have ever met
  3. 1 point
    whatever Mark said since you are using 17.5 however technically the new method since H18 is using Piece Attribute to copy variants to points and avoiding for loop altogether
  4. 1 point
    Hi, (just as personal preference) if you want to avoid for loops for creating parametric functions, just define the function in vex and apply it on an existing line (1d) or grid (2d). teardrop.hipnc
  5. 1 point
    Nice results here you have. Still not in front of Houdini to check, are you using the same setup that is richard using here?
  6. 1 point
    ahh yes...can be done, prolly easier to understand...depends how your brain works I guess.. vu_resample_curvesection_ADD.hiplc
  7. 1 point
    because your lineS overlap and the point order are all out of whack when you start fusing...ie, the start/end don't match up in sequence rendering your fuse ineffective. So to not overlap, REMOVE the middle bit, resample that then reinsert that into the orig geo that has been holed out...so there's no overlap....then sort...then bob's your uncle... ps: you don't need to feed it a circle, Sweep gives you that...just use surface shape round tube vu_resample_curvesection_fix.hiplc
  8. 1 point
    Yes and no. The stuff he teaches is indeed great and some of it will be transferable (at least the basic coding logic) However, the syntax of that language is quite different from Vex, and it would work the closest to Vex, run over "detail (only once)", which while valid for some purposes, is not the most efficient use of VEX. In this case using a Python SOP will be about the same speed, which is probably easier to learn (has more learning resources outside of Houdini) VEX is kind of designed to process existing data, rather than generating everything from scratch. (but note that it CAN do it) When VEX is run over "points" or "primitives", it acts more like a shader, executing exactly the same code for each of them, which allows multi-threading, unlocking its true power. Hope that helps!
  9. 1 point
    For the second painting here its approach ...everything depends on input of model than you have endless variation ..noise plus audio ..but because I have 16.5 Houdini on 4 processor Hm . Just att end-use wire with 0 value, than vdb from poligons than convert and voila. plus I use Qlib . Musicbox.hipnc
  10. 1 point
    Beware ! Librarian is trying to take control of our minds.
  11. 1 point
    just some display settings: with your mouse over the viewport press the "d" key in the "Texture" tab, set your 3D Texture Limit Resolution higher (eg: 512 512 512) and in the "Scene" tab, turn "HDR Rendering" on this is for H16.5, it might be a bit different if your using another version
  12. 1 point
    Thank you ! Here it is the zip file including PDF and all the hip files with the ink setup and tornado setup. The scene files have been created with Houdini 15.5.632. Enjoy ! Hug_Nov2016-AlessandroPepe.zip
  13. 1 point
    in an attribWrangle: vector _ndc = toNDC("/obj/cam1", @P); float _errorx = ch("errorx"); float _errory = ch("errory"); float _errorz = ch("errorz"); if ((_ndc[0] < 0 - _errorx) || (_ndc[0] > 1 + _errorx)) removepoint(geoself(), @ptnum); if ((_ndc[1] < 0 - _errory) || (_ndc[1] > 1 + _errory)) removepoint(geoself(), @ptnum); if ((_ndc[2] > 0 + _errorz)) removepoint(geoself(), @ptnum); update the path to your camera, then set your error margins accordingly
  14. 1 point
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