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konstantin magnus

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About konstantin magnus

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    Konstantin Magnus
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  1. Adjust instances to primitive size

    To fill quadratic polygons with copies just take the square root of the intrinsic primitive area as point scale: int pt_add = addpoint(0, v@P); float area = primintrinsic(0, 'measuredarea', i@primnum); float scale = sqrt(area); setpointattrib(0, 'pscale', pt_add, scale, 'set'); removeprim(0, i@primnum, 1); KM_recursive_subd_001.hipnc
  2. Seriously, this takes less than a second to google:
  3. Attribute from map with the texture plus displace along normal in a point VOP.
  4. Scatter non-overlapping geometry

    Hi Rudyard, the VDB to spheres-node with 'overlapping' deactivated does that job. self_ref.hipnc
  5. Fine control VEX modelling of Voxels with VDB Wrangle

    A signed distance field already is a volume that 'fades out' towards its borders. So as soon as you go VDB-from-volumes and use 'distance VDB' you should get what you want. Or are you attempting to measure the distance from a voxel to an outline curve or anything?
  6. Fine control VEX modelling of Voxels with VDB Wrangle

    Hi Curt, to shape a skyline you could write something like this into a volume wrangle: vector pos = set(v@P.x, 0.0, v@P.z); float dens = rand(floor(pos * 9.99)); f@density = v@P.y < dens; voxel_buildings.hipnc
  7. Export noise as greyscale image from point VOP

    With Python you could try something like this: import numpy as np from PIL import Image path = hou.evalParm('image_path') node = hou.pwd() geo = node.geometry() lum = np.array(geo.pointFloatAttribValues('luminance')) lum = lum * 255 lum = lum.astype(np.uint8) img = Image.fromarray(lum, mode='L') img.save(path) This way, it currently throws an 'tuple index out of range'-error with 1-dimensional arrays for greyscale images, though. export_grey_image.hipnc
  8. Simple Curve Rig for Trains

    Hi Malak, you could grab the tangents from the orient along curve-node using primuv() with some offsets. trains_move.hipnc
  9. Bend step on foreach

    I would rather copy spheres onto a resampled curve with varying point scale. Then apply the same number of grids onto some parts of the sphere surfaces via UVs. Alternatively you just stick with the most recent Entagma tutorial:
  10. how to make Banana spoilage shader

    The easiest way to get some spots on the surface might be to apply worley or voronoi noise. banana_noise.hipnc
  11. Primitive Center Rotate in VEX

    Exactly. You would need to inspect the performance monitor to make sure it really is more performant, though. We've already had some cases where code that looks elegant does not perform too well and vice versa. Unfortunately I could not point you to a resource that goes deep about the inner workings and performance of VEX code.
  12. Mapping texture to deforming geometry

    A stable way to do this would be to texture those swept curves(?) at full growth and cut them short afterwards. Would this work in your case?
  13. Primitive Center Rotate in VEX

    Hi Curt, once you have defined primitive classes, you could also run this over points: float amount = radians(chf('angle')); vector axis = normalize(chv('axis')); int class = prim(0, 'class', i@primnum); string grp = '@class==' + itoa(class); vector pivot = getbbox_center(0, grp); matrix m_rot = ident(); rotate(m_rot, amount, axis); vector pos = (v@P - pivot) * m_rot + pivot; v@P = pos; v@N *= m_rot;
  14. finding the points for corner, u corner or straight wall placement

    True, but I just tried to calm down someone who is making a great fuss. Let's please not discuss next whether I was able to select corner primitives on a building block 4 years ago. This is getting too pathetic! ; )
  15. finding the points for corner, u corner or straight wall placement

    This forum is not nearly as evil as you make it. I simply didn't fully understand the questioner back then.
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