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konstantin magnus

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About konstantin magnus

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    Houdini Master

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    Stuttgart, Germany

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  1. Curvesect intersection points

    Feed all curves into the first input of 'intersection stitch' instead.
  2. Can't consecutively cut with knife sop

    You can 'remote-control' and repeatedly call the clipping SOP with python verbs.
  3. UV map saturn rings in Mantra

    You can turn a wide grid into a ring using sine and cosine on the bounding box of the grid. That way you can also create UVs on the fly. float radius_inner = chf('inner_radius'); float radius_outer = chf('outer_radius'); vector bbox = relbbox(0, v@P); vector bbpi = fit01(bbox, -M_PI, M_PI); vector uv = set(bbox.z, bbox.x, 0.0); v@uv = uv; vector pos = set( cos(bbpi.x), 0.0, sin(bbpi.x) ); pos *= fit01(bbox.z, radius_outer, radius_inner); v@P = pos; saturn_rings.hipnc
  4. Smoothing 90 degree curve turn

    You could try to partition a grid and round its corners. network.hipnc
  5. L-Systems- are they actually used for anything?

    I havent really tried them yet myself. But from the tutorials I have seen they seem neither much natural nor particularly art-directable to me. So depending on what you are trying to achieve its probably more convincing to come up with a tailored system of your own. But I am curious to see what others will present!
  6. Modelling Zen Stone Garden

    Welcome Harry, you could put a sine wave on the distance from each particle to the closest position on the rocks. zen.hipnc
  7. Discretize 2d shapes

    Hi Antoine, to pixelate a curve put a grid on top of it and remove primitives by their distance to the curves surface before removing shared edges with the divide SOP. if(xyzdist(1, v@P) > 0.01) removeprim(0, @primnum, 1); gridify_curve.hipnc
  8. Rendering Cola

    Last time I looked into shading fluids it was done with a combination of surface hull and bubbles with nested dielectrics enclosing a uniform volume. Roughly like this: Why don't you publish your attempt so we have something more elaborate to start from? coke.hipnc
  9. You can see how this can be done here:
  10. Vertical stripes texture

    You can feed one-dimensional noise in a random-function to get vertical stripes in COPs. COP_stripes.hipnc
  11. moving tile by tile

    Btw: If you really want the tiles to flip one after the other, just set it to: clamp((($FF - 1) * 10) - ($PR * 180), 0, 180)
  12. moving tile by tile

    You could split a grid into separate tiles using facet -> unique points and use the primitive node for rotations. clamp((($FF - 1) * 8) - ($PR * 10), 0, 180) in rotate Z for example.. $FF - 1 makes the rotation dependent on frame number, - 1 so it starts at zero instead of 1, * 8 for speed - $PR to get an time offset between primitives, * 10 to increase it clamp(x, 0, 180) to block primitives to start from negative angles (using 0) and 180 to avoid overshooting flip_tiles.hipnc
  13. bbox (beginner question)

    Hi mani, you might find this useful, as well:
  14. Sweep multiple curves?

    Try the hole SOP (see attachment). And maybe look at this thread in case you need regular quads: extrude_2_curves.hipnc
  15. Why is the circle born with inverted normals?

    I also find the decision unfavorable. But once you reverse the winding order the polygon will face positive axis directions.