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vinyvince

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vinyvince last won the day on September 23

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About vinyvince

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  • Birthday 07/12/1976

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    http://fr.linkedin.com/in/vincentthomas

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    Vincent Thomas

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  1. sand dune flowing dust

    Not exactely sure what you are looking for, but the flowmap for your HF give you a velocity field, you could build another one from drawn or compute curves, or another way and do a linear interpolation based on your heigh or/and a Dot Product to "shape" your motion how you would like to ? In the VEX wrangle of your solver, after you double cross and get your new vector, could could dot a dot with this vector and a new one of your choice, to drive adjection of your scatter points... See what i mean Tesan? Just an idea.. ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  2. Discretize 2d shapes

    That s a neat trick , checking if the volume is negative in Y, that s some kind of black magic here
  3. Discretize 2d shapes

    Smart Mister Tesan , you just won some pan cake , whisky to come
  4. Discretize 2d shapes

    @konstantin magnus I m a little stucked here on this commun issue to fixing the orientation of extracted curves which i want to polycap. I tried different things, polydoctor or facing don't help. My hope was to isolate in a loop each piece, do a sort, delete the extracted curves and rebuild then, but i guess i m missing something, maybe too long working days lately.... Anyone? I attached a hip file Thanks you windingissue_biological_form_fromflowmap_pop1.hipnc
  5. 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
  6. How handle this mushroom shape procedurally ?

    Maybe forget my comments, just open the Magnus file and actually he did exactely what i was suggesting, but in different order Lol I was more thinking of starting with a skin surface after extracting the curves, cut in sections or whatever, running diff mesh grow on the tip, running shortest path there to get the then veins and sculpting the noise of the surface using vdb avoid VDB from particles which i m not a big fan of instead if i have to ...
  7. How handle this mushroom shape procedurally ?

    If you don't want to deal with VEX and have iteractive feedback, you could do that with Creep considering you have a NURB surface. Just need to change the plane orientation
  8. How handle this mushroom shape procedurally ?

    Master Magnus has spoken, hard to add something after You might want to add inner veins details for SSS effect inside or whatever using the shortest path with origin from the center. Magnus alrealdy did few iterations of remeshing and point relax with pscale , but you could eventually add few more difference mesh grow steps at the end on the "tips" parts ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  9. How handle this mushroom shape procedurally ?

    Magnus shines again. Adding some few iterations of differential mesh grow
  10. Orient noise pattern along vectors

    Yep, what i have in mind and tried to explained earlier I think it looks natural and a good start for a weathering effect @satoru
  11. Orient noise pattern along vectors

    I think i will tonight, try to compute the luma gradient of the curvature (with noise breakup) or/and occlusion(dirt map) and advect it , maybe deform by a curl. I don't think i will get something like the map i was asking questions but maybe something interesting from that... ? Other suggestion are welcomed Vincent Thomas (VFX and Art since 1998) http://fr.linkedin.com/in/vincentthomas @satoru @animatrix @Atom
  12. Orient noise pattern along vectors

    Also quite related i believe, here s an interesting approach to compute weathering @konstantin magnus "the pointiness of the whole mesh is computed and normalizes it from the most convex to the most concave area of the mesh. It gives 6 different 2dimensional UVMaps, giving direction along the Surface. And it gives smooth gradients for dirtflow even if the surface is flat, leading to more complex results. In the right image a displaced housewall is mapped with gradients using the "segments", "dirt" and "flow-gather" map. Though it is mainly flat areas, the add-on generates smooth gradients along them so the dirt flow naturally along" the pointiness of the whole mesh and normalizes it from the most convex to the most concave area of the mesh. It gives 6 different 2dimensional UVMaps, giving direction along the Surface. And it gives smooth gradients for dirtflow even if the surface is flat, leading to more complex results. In the right image a displaced housewall is mapped with gradients using the "segments", "dirt" and "flow-gather" map. Though it is mainly flat areas, the add-on generates smooth gradients along them. Im not quite sure what are and how to compute what are the gathermap and segmentmap. For the flowmap, is it computed from the dirt map and with a vector field do you think? Excepted simulation, what will be your take on this guys if i could ask your opinion? Cheers
  13. Orient noise pattern along vectors

    I tried using guiding my hard surface looking VOP noise or COP input using custom curves and this approach and @f1480187 awesome VEX goodie, but I couldn t get a satisfying result. - Basically, my intention is to orient/distort my noise to follow my geometry flow. So i could extract curve from gradient ascent/descent and curvature and use these. * I like to use some field like curvature / gradient to sculpt my geo so well obviously i don't need UV and more importantly i could sure the details added in in relation with the form, "flow "with the mesh... Interesting, i could get something out of that now the lines could be hard to control, messy. * So second way to process will be to use noise input, via substance, COP,s noise VOP or textures then guide this noise to flow around correctly. Ok, usually the way i know is to define seams and work on the UV to be as straight, vertical or horizontal as possible, less distorsion as possible obviously. Now well to make sure the noise is going to join in an acceptable way along the seam is more difficult without hand painting to my knowledge. Do some of you have face the same issues and questions ? My initial idea was to advect using a velocity field from the gradient or/ and curvature Your comments and help are welcome @petz
  14. 3D Game of Life

    I was able to get some really interesting thing for the 2d solver version for hard or organic surface patterns, but im still stuck at not muc with the 3d version. a 3d implementation of WTC will be more offer more possibility and more control too but i found so,e interesting example which i share with you, still haven't find my way with it, did someone has got some interesting success with it i will like to share? Will be curious actually to see
  15. vellum - no stretching

    Ig you define the pscale attritube and set a decent value for the collision iteration, you should solve most if not all interesection problems. If not, the detangle Vincent Thomas (VFX and Art since 1998, avialbe in October) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
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