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Showing most liked content on 03/05/2020 in all areas

  1. 5 points
    Almost done with the compositing This evening I'll post some flipbooks
  2. 3 points
    make stones-make patterns have fun (H 16.5) stijene.hipnc
  3. 3 points
    Two test renders, black rocks with edges
  4. 2 points
  5. 1 point
    Hey guys, I am working on new personal project and I would like to share some playblasts I did. I guess it's useless to say where this idea comes from This was the first iteration. I kinda liked it but I decided to move on and do some other iterations. THe splitting was a bit unnatural. After finalizing the RBD setup I started with the main fireball. Here is a playblast of it. Could be better. That's the current stage of it and I don't think I will have time to do more versions. RIght now I amrendering everything and started to work on the secondary elements. Updates soon, I hope
  6. 1 point
    Haha, adopt them as your pet rock !
  7. 1 point
    Cool, especially the second one, has a nice feel to it, still life.. Me liky
  8. 1 point
    Wow! You make me want to 3dprint my underwear Which renderer is this Tesan?
  9. 1 point
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  11. 1 point
    You could feed the cost attribute into a measure node to calculate gradient vectors. Multiply the fit-ranged dot product on those vectors and subtract their length to the cost attribute.
  12. 1 point
    One way would be to first transform the points into uv space. You can achieve this by adding a VertexSplit node to the end, and then using a PointWrangle with this: @P = @uv; The vertexsplit makes any shared vertex in unique points. You could then create a square-format orthographic camera and render the mesh using the Cd value for the constant color, and align it as close as you can to the original uv layout position. Screenshot below of Flip. p_to_uv.hipnc
  13. 1 point
    Do you have any tips on how to adapt the point wind to the findshortestpath expansion from the tutorial? Basically push the white color of the points in the wind direction, not the actual points themselves? ap_find_shortest_path_wildfire_spread.hiplc
  14. 1 point
    I made a edge detection setup so here's a test render with the edges, might need some tweaking for variation, and take occlusion into account, but, yes, I like
  15. 1 point
    I am really dumb in math,but maybe skillful Houdini guys someday will make the implementation of this interesting method. https://github.com/mxgmn/WaveFunctionCollapse upd:It will be in Houdini!
  16. 1 point
    This masterclass is old, but good: https://vimeo.com/14612897
  17. 1 point
    Yeah seems like I can't upload 4K images on here, so I have to lower the resolution to be able to upload it. Here's the 4K image :
  18. 1 point
  19. 1 point
    Hi Symek I'm trying out your snippet suggestion but failing to get it to work. I think I'm missing some basic piece of the knowledge puzzle. I've made a simple example but I'm not able to see my colour attribute spread out in the cops viewport as a flattened uv image. Any light shed would be most appreciated thanks John Attribute_to_cops_by_UV.hip
  20. 1 point
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  22. 1 point
    added project files, note that in interaction_forces.hipnc I used a technique for calculating eigenvectors which was a bit overcomplicated, I updated the technique in curvature.hipnc but did not update the particle sim setup yet interaction_forces.hipnc curvature.hipnc
  23. 1 point
    Hi there! In your case that might be a solution. It remove point if the angle is more than a threshold and as 2 neighbours (border in your case). int nn = neighbourcount(0,@ptnum); @dot; if(nn == 2) { int Lp[] = neighbours(0, @ptnum); vector pos1 = point(0,"P",Lp[0]); vector pos2 = point(0,"P",Lp[1]); pos1 = normalize(pos1-@P); pos2 = normalize(pos2-@P); float dot = dot(pos1,pos2); @dot = dot; if(abs(dot)>0.995) //0.995 is the angle threshold { removepoint(0,@ptnum); } } I hope it will do the trick for you, Gab.
  24. 1 point
    well, seems like you're missing some fundamental knowledge. i made a little example you can start with (see attached rar). all essentials should be there and then you just need to read through houdini docs and watch some master classes from sidefx in order to understand better how things work there. good luck organic_shading_example.rar
  25. 1 point
    There is Volume Resize SOP for dense volumes that is really fast. You can fetch polygon bounding box to its second input to keep only volumes inside that box. There is also VDB Clip for Sparse VDBs that does similar thing. Wrangle method is good if you don't want to change your original volume's bbox.
  26. 1 point