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## Popular Content

Showing most liked content on 10/16/2020 in all areas

1. 3 points

## Visualizing mathematical things using Houdini

Hello, I recently started Houdini and I realized it can be used as a powerful visualization tool for learning mathematics. I visualized the slope field of Lotka-Volterra equations, which are commonly known as predator-prey model. Also, I posted a more detailed explanation of my work on my website. Now, I'm very interested in learning lighting/post-processing skills. So I'd like to know if there are great tutorials on it. Thank you!
2. 2 points

## Weathering texture tool

Here is the VEX version of the streaking texture procedure. It's pretty flexible now: Starting curves from uncovered areas to any angle, jumping over gaps, gradually changing target direction, measuring curve length for any point and of course texture mapping. Model taken from threedscans.com streaks_VEX_2.hipnc
3. 1 point

## On Growth and Form

Are you already starting to design your own coffn? Stereo-graphic_projection_inversion and Dirichlet problem , Humm.....? I haven t met these guys before but i like your poetry
4. 1 point

## Visualizing mathematical things using Houdini

@Librarian Thank you for sharing! The resources you shared are really helpful to me!
5. 1 point

## Visualizing mathematical things using Houdini

@Hojun Yoon Welcome I would recommend this tutorial if you already didn't see or discovered ..Its 6 part tutos.. It has nice Tricks ..For post processing You can use Cops( you have nice tutorial on Sidefx Forum) or if you search you have some Nice tutos about Digital Fusion and EXR https://www.youtube.com/watch?v=dMvIST1WRD4 for Mathematic http://wordpress.discretization.de/houdini/ http://wordpress.discretization.de/ddg2019/ Have Fun
6. 1 point

## Houdini Senior FX TD, destruction!

Hey Houdini community, Looking for a strong Houdini senior, remote work possible as long as you can somewhat align yourself with the PST timezone, we're located in Vancouver. If you identify yourself with the following characteristics, you may be a good fit for us: – destruction experience (vehicles, buildings, fire, smoke, complex RBD constraint setups) – works confidently & independently – can execute a VFX shot in his/her discipline from start to finish – pragmatic & quick problem solver – 5 or more years of professional experience in VFX – can work with rapid deadlines without overengineering setups Email with cover letter and reel please to: info@stormbornvfx.com We usually do high level hero shots, so that's something that absolutely has to be on your reel, otherwise we can't consider you. Have a look at what we've been doing recently: Cheers, Manu
7. 1 point

## Sculpt Tool

Maybe use smooth brush to smooth out those imperfections any time you start noticing penetrations like that, as sculpt pushes along normals, so you will easily get intersecting geo on detailed surface
8. 1 point

## Sculpt Tool

don't understand what the issue is exactly, but it seems you're only applying the sculpt on primitive selection (maybe by mistake?) - that might cause some unwanted behaviour.
9. 1 point

10. 1 point

## Thin Sheet Fluid

Hey everyone, so after my very long thread (https://forums.odforce.net/topic/44053-implement-kernel-maths-in-vex/) I finally found a solution. The setup works great at 0.05 res, you might have to dive inside the solver and change some parameters to get it work at other resolutions (especially to get the droplets). Here are some test : Emission threshold at 60 (depending on the situation, there might be some abusive expansion, like at the end on the rubber toy, but this seems impossible to fix when you want a full thin sheet) Stretch threshold at 0.75 / Surface Tension 0.5 Emission threshold at 15 / Stretch threshold at 1.25 / Surface Tension 1 Houdini default Flip with Surface Tension at 1 Crown test with 50 Emission threshold (problem with infinite expansion with liquid dropping from the collider) If someone has suggestion to improve it, feel free to tell me I'm still working on fixing the infinite expansion issue, but the emission threshold is doing great until 20-30 depending on the situation Cheers, thin_sheet_solver.hipnc
11. 1 point

## Rotating uv tile

Hi David, you can do this in: SOPs using primitive's node rotate and attribute copy. VOPs feeding random values to UV position's rotate. VEX feeding random values to the rotate function. int seed = chi('seed'); vector pivot = primuv(0, 'uv', i@primnum, 0.5); float amount_n = rand(i@primnum, seed); float amount_pi = fit01(amount_n, -M_PI, M_PI); matrix3 m = ident(); rotate(m, amount_pi, {0,0,1}); v@uv = (v@uv - pivot) * m + pivot; rotate_UV_tiles.hipnc
12. 1 point

## Particle Birth rate based on velocity source

Particle Birth rate based on velocity source
13. 1 point

## Point String Attribute to a FILE_NAME in a FILE SOP

Problem Solved. Problem was in expression. point("../node", 0, '"attr", 0) doesnt support for string attributes. Instead of this I've used points() expression function. I've incerted this expression in the FILE_SOP textfield >>> `poins("../node", 0, "path_attr")` Now I able to load the pieces I needed and load any attribute for corresponding piece of geoometry with Attribfrommap SOP. I cant upload work project here, but I try to prepare and upload scene here a bit later. Thank you
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