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  1. Hello all Due to an unfortunate series of events we were forced to upgrade the forum software prematurely. Mostly that means that the template is different to what came before. But honestly it might be fine. The database seems to have made it through unscathed, so everything should work outside of that. If you find you're missing something, let me know and we'll do our utmost to restore it. Thanks! Marc
    9 points
  2. Hi Guan, exactly, the polyextrude node can take all sorts of masks and measurements for individually orienting and scaling its extrusions. extrude_feather.hipnc
    9 points
  3. Hi guys, I'd like to share my latest personal r&d project of creating procedural assets. Still work in progress. Cheers, Shawn
    9 points
  4. There are so many nice example files on this website that I am often searching for. I wanted to use this page as a link page to other posts that I find useful, hopefully you will too. This list was started years ago, so some of the solutions may be dated. Displaced UV Mapped Tubes Particles Break Fracture Glue Bonds Render Colorized Smoke With OpenGL Rop Moon DEM Data Creates Model Python Script Make A Belly Bounce Helicopter Dust Effect Conform Design To Surface Benjamin Button Intro Sequence UV Style Mapping UV Box and Multiple Projection Styles Ping Pong Frame Expression Instance vs. Copy (Instance Is Faster) Particle Bug Swarm Over Vertical and Horizontal Geometry Rolling Cube Rounded Plexus Style Effect Pyro Smoke UpRes Smoke Trails From Debris Align Object Along Path Fading Trail From Moving Point Swiss Cheese VDB To Polygons Get Rid Of Mushroom Shape In Pyro Sim A Tornado Ball Of Yarn Particles Erode Surface Unroll Paper Burrow Under Brick Road Non Overlapping Copies Build Wall Brick-By-Brick FLIP Fluid Thin Sheets Smoke Colored Like Image Volumetric Spotlight Moving Geometry Using VEX Matt's Galaxy Diego's Vortex Cloud Loopable Flag In Wind Eetu's Lab <--Must See! Wolverine's Claws (Fracture By Impact) Houdini To Clarisse OBJ Exporter Skrinkwrap One Mesh Over Another Differential Growth Over Surface Blazing Fast OpenCL Smoke Solver [PYTHON]Post Process OBJ Re-Write Upon Export Rolling Clouds Ramen Noodles Basic Fracture Extrude Match Primitive Number To Point Number Grains Activate In Chunks Fracture Wooden Planks Merge Two Geometry Via Modulus Fill Font With Fluid DNA Over Model Surface VDB Morph From One Shape To Another Bend Font Along Curve Ripple Obstacle Across 3D Surface Arnold Style Light Blocker Sphere Dripping Water (cool) Exploded View Via Name Attribute VEX Get Obj Matrix Parts eetu's inflate cloth Ice Grows Over Fire Flying Bird As Particles DEM Image To Modeled Terrain Pyro Temperature Ignition Extrude Like Blender's Bevel Profile Particles Flock To And Around Obstacles BVH Carnegie Mellon Mocap Tweaker (python script) Rolling FLIP Cube Crowd Agents Follow Paths Keep Particles On Deforming Surface Particle Beam Effect Bendy Mograph Text Font Flay Technique Curly Abstract Geometry Melt Based Upon Temperature Large Ship FLIP Wake (geo driven velocity pumps) Create Holes In Geo At Point Locations Cloth Blown Apart By Wind Cloth Based Paper Confetti Denim Stitching For Fonts Model A Raspberry Crumple Piece Of Paper Instanced Forest Floor Scene FLIP pushes FEM Object Animated Crack Colorize Maya nParticles inside an Alembic Path Grows Inside Shape Steam Train Smoke From Chimney Using Buoyancy Field On RBDs In FLIP Fluid Fracture Along A Path COP Based Comet Trail eetu's Raidal FLIP Pump Drip Down Sides A Simple Tornado Point Cloud Dual Colored Smoke Grenades Particles Generate Pyro Fuel Stick RBDs To Transforming Object Convert Noise To Lines Cloth Weighs Down Wire (with snap back) Create Up Vector For Twisting Curve (i.e. loop-d-loop) VDB Gowth Effect Space Colonization Zombie L-System Vine Growth Over Trunk FLIP Fluid Erosion Of GEO Surface Vein Growth And Space Colonization Force Only Affects Particle Inside Masked Area Water Ball External Velocity Field Changes POP particle direction Bullet-Help Small Pieces Come To A Stop Lightning Around Object Effect Lightning Lies Upon Surface Of Object Fracture Reveals Object Inside Nike Triangle Shoe Effect Smoke Upres Example Julien's 2011 Volcano Rolling Pyroclastic FLIP Fluid Shape Morph (with overshoot) Object Moves Through Snow Or Mud Scene As Python Code Ramp Scale Over Time Tiggered By Effector Lattice Deforms Volume Continuous Geometric Trail Gas Enforce Boundary Mantra 2D And 3D Velocity Pass Monte Carlo Scatter Fill A Shape Crowd Seek Goal Then Stop A Bunch Of Worms Potential Field Lines Around Postive and Negative Charges Earthquake Wall Fracture Instance Animated Geometry (multiple techniques) Flip Fluid Attracted To Geometry Shape Wrap Geo Like Wrap3 Polywire or Curve Taper Number Of Points From Second Input (VEX) Bullet Custom Deformable Metal Constraint Torn Paper Edge Deflate Cube Rotate, Orient and Alignment Examples 3D Lines From 2D Image (designy) Make Curves In VEX Avalanche Smoke Effect Instant Meshes (Auto-Retopo) Duplicate Objects With VEX Polywire Lightning VEX Rotate Instances Along Curved Geometry Dual Wind RBD Leaf Blowing Automatic UV Cubic Projection (works on most shapes) RBD Scatter Over Deforming Person Mesh FLIP Through Outer Barrier To Inner Collider (collision weights) [REDSHIFT] Ground Cover Instancing Setup [REDSHIFT] Volumetric Image Based Spotlight [REDSHIFT] VEX/VOP Noise Attribute Planet [REDSHIFT] Blood Cell Blood Vessel Blood Stream [REDSHIFT] Light Volume By Material Emission Only [REDSHIFT] Python Script Images As Planes (works for Mantra Too!) [REDSHIFT] MTL To Redshift Material [REDSHIFT] Access CHOPs In Volume Material [REDSHIFT] Mesh Light Inherits Color [REDSHIFT] Color Smoke [REDSHIFT] FBX Import Helper [REDSHIFT] Terrain Instancer Height Field By Feature Dragon Smashes Complex Fractured House (wood, bricks, plaster) Controlling Animated Instances Road Through Height Field Based Terrain Tire Tread Creator For Wheels Make A Cloth Card/Sheet Follow A NULL Eye Veins Material Matt Explains Orientation Along A Curve Mesh Based Maelstrom Vortex Spiral Emit Multiple FEM Objects Over Time Pushing FEM With Pyro Spiral Motion For Wrangle Emit Dynamic Strands Pop Grains Slope, Peak and Flat Groups For Terrains Install Carnegie Mellon University BVH Mocap Into MocapBiped1 Ramp Based Taper Line Fast Velocity Smoke Emitter Flip Fill Cup Ice Cubes Float [PYTHON]Export Houdini Particles To Blender .bphys Cache Format [PYTHON] OP UNHIDE ALL (opunhide) Collision Deform Without Solver or Simulation Mograph Lines Around Geometry Waffle Cornetto Ice Cream Cone Ice Cream Cone Top Unroll Road Or Carpet Burning Fuse Ignites Fuel or Painted Fuel Ignition Painted Fuel Combustion Small Dent Impact Deformation Particle Impact Erosion or Denting Of A Surface Helicopter Landing Smoke And Particles Radial Fracture Pieces Explode Outwards Along Normal Tangent Based Rocket Launch Rolling Smoke Field Tear/Rip FLIP (H12 still works in H16) Rain Flows Over Surface Rains Water Drip Surface Splash Smoke Solver Tips & Tricks Folding Smoke Sim VEX Generated Curve For Curling Hair Copy and Align One Shape Or Object To The Primitives Of Another Object (cool setup) A Better Pop Follow Curve Setup FEM Sea Cucumber Moves Through Barrier Fracture Cloth Smoke Confinement Setup Merge multiple .OBJ directly Into A Python Node Blood In Water Smoke Dissipates When Near Collision Object Whirlpool Mesh Surface Whirlpool Velocity Motion For FLIP Simple Bacteria Single Point Falling Dust Stream Flames Flow Outside Windows Gas Blend Density Example Localized Pyro Drag (smoke comes to a stop) Granular Sheet Ripping Post Process An Export (Post Write ROP Event) Corridor Ice Spread or Growth Set Velocity On Pieces When Glue Bonds Break Water Drops Along Surface Condensation Bottle Grains Snow or Wet Sand Starter Scene A Nice Little Dissolver Turn An Image Into Smoke Fading Ripples Grid Example Stranger Things Wall Effect Face Through Rubber Wall [PYTHON]Create Nurbs Hull Shelf Tool [PYTHON] Ramp Parameter [PYTHON] On Copy OF HDA or Node Select Outside Points Of Mesh, Honor Interior Holes Sparks Along Fuse With Smoke Umbrella Rig Melt FLIP UVs Tire Burn Out Smoke Sim Flip or Pyro Voxel Estimate Expression Motorcycle or Dirt Bike Kicks Up Sand Particles Push Points Out Of A Volume [PYTHON]Cellular Automata Cave Generator Punch Dent Impact Ripple Wrinkle VEX Rotate Packed Primitive Via Intrinsic Kohuei Nakama's Effect FLIP Fluid Inside Moving Container Particles Avoid Metaball Forces FLIP Divergence Setup FLIP Transfer Color Through Simulation To Surface Morph Between Two Static Shapes As Pyro Emits Constraint Based Car Suspension Pyro Smoke Gas Disturbs Velocity Wire Solver Random Size Self Colliding Cables Fast Cheap Simple Collision Deform CHOP Based Wobble For Animated Character Slow Motion FLIP Whaitewater Avoid Stepping In Fast Pyro Emission Fast Car Tires Smoke FLIP Fluid Fills Object Epic Share Of Softbody/Grain Setups (Must see!) Balloon, Pizza, Sail, Upres Shirt, Paint Brush Create Pop Grain Geometry On-The-Fly In A DOPs Solver Varying Length Trails VEX Based Geometry Transform Determine Volume Minimum and Maximum Values Grain Upres Example Animated pintoanimation For Cloth Sims Batch Render Folder Of OBJ files Vellum Weaving Cloth Fibers Knitting Kaleidoscopic Geometry UV Image Map To Points Or Hair Color Particles Like Trapcode Particular Flat Tank Boat Track With Whitewater Orthographic Angle Font Shadow Select Every Other Primitive or Face? Printer Spits Out Roll Of Paper Unroll Paper, Map, Plans, Scroll Simple Vellum L-System Plant Basic Cancer Cell 2D Vellum Solution Vellum Animated Zero Out Stiffness To Emulate Collapse Whitewater On Pre Deformed Wave [PYTHON] Menu Callback Change Node Color Extruded Voronoi With Scale Effector Multi Material RBD Building Fracture House Collapse Spin Vellum Cloth Whirlpool Vortex Trippy Organic Line Bend Design Logo Based Domino Layout Delete Outer Fracture Pieces, Keeping Inside Pieces UV Mapped Displaced Along Length Curly Curves Slow Particle Image Advection Nebula Saw Through VDB Like Butter Fuel Based Rocket Launch With Smoke Fuel Based Rocket Launch With Smoke [upres] Deform Pyro Along Path Bend Pyro Gas Repeat Solver With RBD Collision Raining Fuel Fire Bomb City Video Tutorial Pyro Cluster Setup (Animated Moving Fuel Source) [PYTHON] Mantra .MTL File Reader (creates new materials) Pyro Dampen By Distance FLIP Fluid Sweeps Away Crowd Ragdoll Gas Repeat Solver X-Men Mystique Feather Effect Camera Frustum Geometry Culling Vellum Extrude Shape Into Cloth Wire Web Constraint Setup Pyro Smoke Font Dissolve "Up In Smoke" Helicopter Landing With Vellum Grass and Dust or Smoke Another Thin Sheet Fluid Setup Color Rain Drops Over Surface Dual Smoke Object Wand Battle Custom GasDisturb node (easy to use) Hair Driven Grass Example File Pyro Smoke With Masked Turbulence Align High Resolution Mesh With Low Resolution RBD Simulation Streaky Portal Effect Height From Luma Cracking Glass Dome, Fracture VEX Noise Types FLIP Waterwheel Fracture Brick Wall Using UVs Vellum Stacked Torn Membranes Terrain Topographical Line Curves Prepare RBD Fracture For Unreal Alembic Export Growing Ivy Solver Fix For Intermittent FLIP Surfacing Issue Extensive RBD Fracturing Thread With HIP Files Peter Quint's Pop Streams Particle Example Fracture Geometry To Release Flip Fluid Inside Procedurally Reverse Normals Vellum Culling Voronoi Shape To Shape Transition Animated Scattering Accessing Parametric UVs On A Surface Organic Hallways/Corridors Through A Mesh Smoke Particle Dissolve Along One Axis Expanding Vellum Rings That Collide With One Another Read, Fetch, or Get SOP Attribute Inside Of DOPS Broad Splash When Object Enters Water Blendshape Crowd Example [PYTHON] Replace Packed Intrinsic Geometry From Another Source Rip/Tear Part Of Paper To Reveal And Roll Up After Effects Text Styles Cabling Mesh Surface Hanging Wires Or Cables Use Python Inside a Font Sop Brand Accurate Textures Using Karma XPU hScript asCode Microscopic Hair USD Attribute Equivalents For Preview Shader (i.e. Cd mangle) Vellum Peel Effect SOP Pyro Control Field Gas Disturbance Repair Geometry Self Intersection FLIP Follows Curve Long Winded Guide To Houdini Instancing Disable Simulations On Startup Tutorial HIP Library Use Google To Discover Attached HIP Files Useful Websites: Tokeru Houdini Houdini Vex Houdini Python Houdini Blueprints FX Thinking Rich Lord HIP Files iHoudini Qiita Ryoji Toadstorm Blog Eetu's HIP Of The Day Video Tutorials: Peter Quint Rohan Dalvi Ben Watts Design Yancy Lindquist Contained Liquids Moving Fem Thing Dent By Rigid Bodies Animating Font Profiles Swirly Trails Over Surface http://forums.odforce.net/topic/24861-atoms-video-tutorials/ http://forums.odforce.net/topic/17105-short-and-sweet-op-centric-lessons/page-5#entry127846 Entagma Johhny Farmfield Vimeo SideFX Go Procedural
    9 points
  5. I updated my old guide to Houdini instancing with a lot more math background, some updated techniques (especially around the Piece Attribute and Attribute from Pieces), and a bunch of information about varying material properties in addition to shapes and transforms. Here's the new link: https://www.toadstorm.com/blog/?p=942 Feel free to let me know if there's anything I've missed or gotten wrong (aside from the Solaris stuff, I'll get there eventually when I actually can sit down and use Solaris in production).
    8 points
  6. Asia Thanx To @Boa OdRope.hipnc
    8 points
  7. I completed another tutorial from the SideFX library of tutorials. This one covers small scale flip splashes with sheeting and a tendril look. The final result is Retimed for a slowdown after impact. ap_small_scale_fluid_splash_091222.hiplc
    6 points
  8. Asia . primintrinsic.hipnc
    6 points
  9. Asia . curlClothSrle.hipnc crimp.v001Srle.hipnc
    6 points
  10. I decided to take another look at an old tool I made to increase the functionality of the polyexpand2d sop. Main differences, it's compiled and compilable so it should be faster and more robust. It also generates uvs. Input a curve and a profile curve and you'll get clean, complex geometry that would be impossible with a sweep. The basic gist of how it works is that it's running a PolyExpand2D in a loop for each point in your profile curve. PixelNinja__polyExpand3d__2_0.hdalc
    6 points
  11. I combined the Entagma flip melting tutorial with Sadjad Rabiee's fluid morph to produce this wax melting combination. I have added additional controls (check tooltips) to the popwrangle inside the DOPNetwork for better control over the "flow" of the simulation. I also added in the flatten flip surface nodes once the surface becomes too thin. This offers a more natural look as the fluid spreads out. You may receive a font error if you don't have "Candara Bold" installed on your system. Simply chose another font in the black/bold style (non-serif works best) ap_ntag_font_melt_FLIP.hiplc
    6 points
  12. Hi @bentraje, you could map the surface curvature to the height field. The erosion of the landscape can then be transferred back for displacement. https://procegen.konstantinmagnus.de/height-field-erosion-on-meshes
    6 points
  13. A low-poly helicopter from a sweep and some extrusions. Raycasted to shine on a CRT monitor.. helicopter.hipnc
    5 points
  14. KineFX driven Face Peeling FX presentation at Gamescom Asia 2022 (Singapore) is up on SideFX Houdini vimeo channel: There is a sneak peek of Pragmatic VEX: Volume 2 where I showcase the new Poly Carve SOP, one of the major chapters in the upcoming VEX course. I also talk a bit about my own UX design in Houdini based on the inquiry by Fianna Huge thanks to SideFX for letting me present on their platform Hope you find it useful!
    5 points
  15. I played around with adding this to SOP based billowy smoke. When the density reaches the bright area/height of the control field, the gas disturbance takes place. ap_sop_sparse_control_field_gas_disturbance.hiplc
    5 points
  16. Hi, You can fire rays for each given point within a cone in the opposite direction of the point normal: Here is the VEX code: int numrays = chi("numrays"); float maxangle = radians ( ch("maxangle") ); float maxdist = ch("maxdist"); int visualize = chi("visualize"); vector phit = 0; vector uvhit = 0; float nearestdist = 1e32; vector nearestp = @P; for ( int i = 0; i < numrays; ++i ) { vector2 u = rand ( i + 4523.4376 + @ptnum + ( @ptnum + 1 ) * 54.21 ); vector dir = sample_direction_cone ( -@N, maxangle, u ); if ( visualize ) { int pt = addpoint ( 0, @P ); setpointattrib ( 0, "N", pt, dir ); } int pr = intersect ( 1, @P, dir * maxdist, phit, uvhit ); if ( pr != -1 ) { float dsq = distance2 ( phit, @P ); if ( dsq < nearestdist ) { nearestdist = dsq; nearestp = phit; } } if ( visualize ) { int pt = addpoint ( 0, phit ); setpointattrib ( 0, "P", pt, phit ); } } @P = nearestp;
    5 points
  17. BrejkTkaninaSrle.hipnc
    4 points
  18. Thank you Tesan! I've just translated the first example from C to VEX for a volume wrangle. // Use Monte Carlo integration and ray marching // of signed distance field (SDF) to render emissive circles. // Source: https://github.com/miloyip/light2d/blob/master/basic.c int samples = chi('samples'); function float sd_circle(vector2 uv, pos; float radius){ float dist = distance(uv, pos) - radius; return dist; } function float sd_scene(vector2 uv){ float d_0 = sd_circle(uv, {0.3, 0.18}, 0.12); float d_1 = sd_circle(uv, {0.25, 0.18}, 0.12); float d_2 = sd_circle(uv, {-0.3, -0.2}, 0.02); float dist = min( max(d_0, -d_1), d_2); return max(dist); } function float trace(vector2 uv, dist){ float t = 0.0; for(int i = 0; i < 100 && t < 2.0; i++){ float sd = sd_scene(uv + dist * t); if(sd < 1e-5) return 1.5; t += sd; } return 0.0; } function float sample(vector2 uv; int samples){ float sum = 0.0; for(int i = 0; i < samples; i++){ float a = 2.0 * PI * ((rand(uv) + i) / float(samples)); sum += trace(uv, set(cos(a), sin(a))); } return sum / float(samples); } vector2 uv = set(v@P.x, v@P.y); f@d = sample(uv, samples); light_2D.hip
    4 points
  19. All done in Houdini except for the rigging/animation, although we're going to see about changing that up for the next one. He's going to have his own YouTube channel at some point. Bear vlogging is where it's at these days.
    4 points
  20. Haven't posted here in a while, but I've written a few posts since! Thought I'd do myself some promotion, so listing some here: Houdini, venv, OpenCV and cats VEX treats positions and vectors as row vectors You can modify environment variables in Generic Generator TOP Using VSCode with Houdini 19 and Python 3 A better way to batch-convert textures from Houdini The TD's Guide to Laziness Happy reading, feedback appreciated.
    4 points
  21. Hello, to be easier on the eyes, I've created a flat dark and light theme, and thought I'd share it... Definitely still work in progress, I've also put it on Github here: https://github.com/mruegenberg/HoudiniFlatThemes To install, just copy the files to `houdiniX.Y/config` folder (create the config one if it doesn't exist), usually located in your home directory. Partially based on some other themes floating around the web (e.g UIDarkFlat.hcs UIDarkFlat_NodeGraph.inc UIDarkFlat_NodeGraphCommon.inc UIFlat_basic_colors.inc UILightFlat.hcs UILightFlat_NodeGraph.inc UILightFlat_NodeGraphCommon.inc
    4 points
  22. I worked through the meteor shower tutorial today. The tutorial used Mantra rendering, but I set this HIP file up for OpenGL and Karma output. OpenGL on the left and Karma on the right: ap_tut_meteor_shower_111622.hiplc
    4 points
  23. I saw a scene on Houdini Blueprints depicting Crag walking through a plane. I thought the concept was nice, but the implementation was missing a feature. This is my rebuild of that scene. The background is now UV mapped in the 16:9 ratio, so you could apply footage to it. The Crag geometry is unpacked to provide a better contour tracking to the geometry shape. Other packed RBDs could take the place of Crag in this setup. The main feature I added was the addition of a primitive group around the edge where the transition takes place. This will allow a separate material to be applied, such as a glow, while still maintaining the background plate. ap_hdbp_stepping_through_portal_100722.hiplc
    4 points
  24. I rebuilt the flip pump velocity guide boat wake setup found at this link. This HIP works with the new flip solver workflow and a basic whitewater setup. ap_flip_velocity_pump_100322.hiplc
    4 points
  25. I'm just taking this example to give you some tips,hope it helps creased_abstract_waves.hip
    4 points
  26. https://youtu.be/Y_SI5MMWkYs
    4 points
  27. Thanks for the setup. That's a fun one to play with. I've added a collision object and tested animating the stencil shape. ap_pyro_region_force.hiplc
    4 points
  28. @Librarian Thank for the invite but I have already get mine. Can be usefull for someone else And by the way yes it's totally addidictive, And effectively can be very cool for some inspirations And a mix of two "render"
    4 points
  29. I also did some experiments with MJ, it's a crazy powerful tool:
    4 points
  30. I wrote an article explaining the code for the COPs raytracer a little: https://procegen.konstantinmagnus.de/custom-raytracer
    4 points
  31. I came up with another solution using pcopen in a solver. It's a bit unpredictable, but I found the result pretty and interesting. There is a hip file if anyone is interested.
    4 points
  32. You can achieve this by writing this sort of code inside a Primitive Wrangle: string cam = chs("cam"); float near = 0; float far = -0.01; vector pnear = fromNDC ( cam, set ( 0.5, 0.5, near ) ); vector pfar = fromNDC ( cam, set ( 0.5, 0.5, far ) ); vector dir = -normalize ( pfar - pnear ); vector n = normalize ( primuv ( 0, "N", @primnum, 0.5 ) ); if ( dot ( n, dir ) < ch("threshold") ) i@group_fresnel = 1;
    4 points
  33. Hi Burton, you could also use the clip node driven by the distance towards the curve along with a time mask for cutting: https://procegen.konstantinmagnus.de/plasma-cutting-along-curve
    4 points
  34. As a majority shareholder in google, I'll get them to bow to my will. One sec. . . . . . . No.. I'm told I'm not a majority shareholder. What's weird is that used to work. I'll snoop around and see what the deal is.
    3 points
  35. Cool, I've just replaced the iterative approach by a tracer that does practically the same thing. int steps = chi('steps'); float w = chf('width'); float dist = 0.0; if(f@mask < 0.5){ vector pos = v@P; for(int i = 0; i < steps; i++){ vector grad = volumegradient(0, 'height', pos); pos -= normalize(grad) * w; float mask = volumesample(0, 'mask', pos); if(mask > 0.5){ dist = 1.0 - i / (steps - 1.0); break; } } } f@mask = max(f@mask, dist); snow_accum.hipnc
    3 points
  36. Yes, I'd say if you can do it with hscript, you should. Python is great, but it's slower than hscript and most of the time, longer. I've seen files with trillions of lines of python where most of it could be done with SOPs or simple hscript. I guess if all you have is a hammer everything looks like a nail.
    3 points
  37. A simple mycelium growth simulation that works in 2D and 3D: It constantly adds points to the outer edge of point clouds (1) and favours doing so towards food (2). 1: Direction away from surrounding points: float radius = chf('radius'); int pts_max = chi('max_points'); int handle = pcopen(0, 'P', v@P, radius, pts_max); vector pos_avg = pcfilter(handle, 'P'); vector dir_avg = v@P - pos_avg; v@N = dir_avg; 2: Weighting probabilities and adding points: int pt_near = nearpoint(1, v@P); vector pos_near = point(1, 'P', pt_near); float prox = distance(v@P, pos_near); float weight_prox = fit(prox, prox_min, prox_max, 0.0, 1.0); float weight_rim = fit(length(v@N), rim_min, rim_max, 1.0, 0.0); float weight = dens * (weight_rim + weight_prox); if(nrandom('mersenne') > weight){ vector pos_add = v@P + normalize(v@N) * offset; int pt_add = addpoint(0, pos_add); addprim(0, 'polyline', i@ptnum, pt_add); } mycelium.hiplc
    3 points
  38. we are all "Newbies" now
    3 points
  39. Another way is to use unshared edges option to group primitives, and then group expand (flood fill) and blast this final group.
    3 points
  40. @Thoi sure :-) this version only applies on a single object, but if you want to apply it one multiple objects you can either apply it multiple times or use a foreach node with (loop over pieces with ids). btw: you don't need scatter at all, it is just a good method to generate points on a surface, where you can apply the copy to points node. Here some example how to do that conform_object_apply_multiple_times.hipnc conform_object_ForEach.hipnc
    3 points
  41. solution was to set a group for the uvlayout and then check "Avoid packing over non group islands"
    3 points
  42. You could also go the heightfield route and use a heightfield pattern node and a bunch of different noises. creased_abstract_waves2.hiplc
    3 points
  43. Hello Houdini Artists! I'm proud to say that my latest course - Destruction II is now complete. This course has over 6 hours of tips, tricks, and techniques for improving your RBD simulations. Check it out at cgforge.com if you're interested Cheers everyone!
    3 points
  44. Hi Ahmed, there are specific volume noise nodes now which even support masks. erode_volume.hipnc
    3 points
  45. @Librarian Especially for you Starting prompt : Art_Forms_in_Nature_drawing_by_Ernst_Haeckel
    3 points
  46. Ola Peoples! I'm just gonna post my adventure regarding and learning more about organic form and modeling. Have fun , and I hope that someone can help with tips and other Trix in Vex or just enjoying this Topic. Starting model, it's Lily - L-system. Reading ON GROWTH AND FORM BY D’ARCY WENTWORTH THOMPSON Cambridge: at the University Press 1917. This is not for professionally CG artists only for Hobbyist-sss
    3 points
  47. Iteratively resampling a voxel field and visualizing the VDB tree as cubes might also be an option: https://procegen.konstantinmagnus.de/cubify-meshes
    3 points
  48. Take a look at the shapematch constraint. It's suitable for rigid bodies. That way you don't have to leave vellum. Vellum_RBD_interaction_v0001_yader.hiplc Vellum_RBD_interaction_v0001_yader.mp4
    3 points
  49. Another variant using some more recent nodes. 00_patchwork.hiplc
    3 points
  50. Ok, I think I finished this. If anyone is interested, the hip file is available below. I hope it could be instructive for beginners. I added leaves, they can have a general motion (breeze), and you can add another wind based on the tree motion (length of averaged velocity). I discovered that Bone Deform is way faster than Point Deform (it was realtime for this tree), but Point Deform is more accurate. My setup includes both, I use Bone Deform for previewing, you can just switch. The wire sim is realtime as well, and cooking everything with leaves and with little branches was around 3 fps on my shy laptop without any pre-caching. (I think it's not that bad.) Actually the leaves part could be better, for example right now leaves don't orient themselfs according to the direction of the wind... so some controlling features like this still would be nice to have. Well, feel free to improve it I would say, theoreatically this setup should work with any tree, bush, plant, etc. created by the Labs Tree tools. The hipfile includes some notes as well, I tried to explain why am I doing what I'm doing. Also, I started an attempt to create a non-simulated tree motion, what I saw in nirfse3D's videos about his Simple Tree Tools. Not really impressive right now... I have no idea how he did it, this approach is getting really slow with more branches Anyway. Best wishes! tree_16.hiplc
    3 points
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