Jump to content


Popular Content

Showing most liked content on 06/20/2020 in all areas

  1. 2 points
    I see. Here is a quick concept of a material shader which rotates a user-defined number of tiles across a UV map. It includes noise to cover up the seams a little. uv_tiles_noise.hipnc
  2. 1 point
    Think of it as a clip or peak in an audio signal. Sure you can turn up the volume, but at some point you'll exceed the head room and produce a distorted signal. The same is true with density. Once you exceed the valid range, the value will be clipped and your are losing precision at that point. The most common artifact will be blockiness while rendering. It's not a show stopper. If it looks good, it is good. You may only see the artifacts when you attempt to use the exported VDB in another package. Other packages may attempt to auto-correct the bad values. By keeping them in range to begin with, you can avoid that.
  3. 1 point
    Hey guys, I started making procedural trees, I'm happy with where I am at the moment, good start
  4. 1 point
    Nice work, The difficulty is always the connection point and keeping the UVs clean, I was going to attempt this also using voxels (trying for a single shape). There has been some interesting work on instancing at the last twig level (ie. leaves+twig. ) as it reduces overhead and allows complex additions (ie. pine cones, apples etc).
  5. 1 point
  6. 1 point
    Hi, you can capture every curve independently for example and store all attributes into arrays, but I'm not sure, if this working well. I've substituted the nearpoint values of your example by the xyzdist() values, because it can use the primgroup restriction directly. All attributes are used as arrays in a for loop. wavelike_deformA.hipnc
  7. 1 point
    Yes I got it (just Happy )
  8. 1 point
  9. 1 point
  10. 1 point
    This is my second installment in a houdini quasi-tutorial series; this is a setup to pre-shatter and sim a deforming character with accurate shatter deformations, custom rigid body activation, bullet packed primitive RBD setup, and post-sim multi-tile UV setup for greater flexibility. I will be following up this tutorial with another on how to create a custom shader setup that includes accurate inside displacements, multi-tile UV layered shader setup for separate shaders/displacement for inside and outside pieces, and how to mix true displacement and bump maps together in one setup Hope some of you find this helpful! Note- As are most things on the forum, this setup is a result of research and techniques compiled from both personal workflows and development and various techniques found here on the forum and elsewhere So thank you to everyone who posts here to share workflows and ideas to make these tutorials possible NJ_character_crumble.hip
  11. 1 point
    Here is my simple setup if someone still want it. https://www.dropbox.com/s/b1enflqodil966b/H_S_005_fracture_deforming_object.hipnc?dl=0 Thanks
  12. 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
  13. 1 point
  14. 1 point
    Second constraint must be a constant vector like @up. They define static reference frame for the changing @aim vector. // Point wrangle. #define PI 3.1415926535897932384 float angle = acos(dot(v@up, v@aim)); int first_half = sign(dot(v@z, cross(v@up, v@aim))) >= 0; angle = first_half ? angle : 2*PI - angle; @angle = degrees(angle); circle_angle.hipnc
  15. 1 point