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vinyvince

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Everything posted by vinyvince

  1. On Growth and Form

    That's look really cool Tesan, you finally find our way out to what i could see
  2. (SOLVED)2D SMOKE SIM ?

    Yes, same here it was the reason classic FX never had my preference... But i do use it quite a lot, at the moment having fun for myself using gas and smoke with vellum sim to do a woman sexy dress and for work tool for artist with Unreal and Houdini like Matrix city... But for landscaping Optical flow could be quite handy too, and i do often advection. Have you tried with vellum fluid? OpticalFlow_17.0.hiplc
  3. (SOLVED)2D SMOKE SIM ?

    This dude here also is an houdini master of this kind of FX, have look , he is great https://www.instagram.com/eparizi/?hl=en
  4. (SOLVED)2D SMOKE SIM ?

    Could it be a start?
  5. Here thats working to import N
  6. Yes Konstantin. It's just when i blur the normal or even add a noise to it, the mask doesn't seem to react. Very basic but i can't get the proper mask in the the Cop snippet right... Off course i can't get it in SOP, but i will rather like pixel than point
  7. The snippest to grab N attribute from the obj and do the dot product mask doesn't seem to behave like it should, Doesn't look like reading N but i don"t see any error in the following snippet, did i miss something? Im under H19, py3: ------------- string geo_mesh = 'op:/obj/geo_1_textures/OUT'; // geometry path vector uv_tex = set(X, Y, 0.0); // texture space // assign image textures to UV coordinates vector tex_0 = colormap(tex_A, uv_tex); vector tex_1 = colormap(tex_B, uv_tex); vector N = uvsample(geo_mesh, 'N', 'uv', uv_tex); // transfer normal attributes from geo float mask = clamp( dot(N, {0,1,0}), 0.0, 1.0); // create mask based on normals direction mask= pow(mask,0.8); vector tex_diff = lerp(tex_0, tex_1, mask); // blend textures dependent on mask vector color = tex_diff; // assigns texture to color vector assign(R, G, B, color); // color vector gets assigned to R, G and B color components
  8. [SOLVED]Procedural LetterForm ?

    There are help available yes for suie, i have seen great chinse video too, now you just have to be sure your head will be happy to help as well with that Im have no screen code rotate 90, but im always working with a minimum of 3 houdini sessions and setup, i like to make my brain juggle, once it get stuck to one , it could give a try to the next one , i probably have some PDG code somewhere in my brain At the moment dealing with a 4500 nodes HDA for Unreal, it's a bit a pain, going from Coffee to Camomille , i wish i could layout down the all thing is a large page like this ... ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  9. [SOLVED] Seamless Worley Noise Texture?

    Actually it's not a tilling issue, mountain is using world XYZ coordinate or rest if you define it, it's polygons going inside each other, if you turn off "center noise" , or lower the gain, you will not have that issue. You could code the worley noise in VEX too You will find this problem quite often with polyextrude, you could play with the Winding SOP like below picture to eventually prevent it, A little trick for you ... ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  10. [SOLVED]Procedural LetterForm ?

    Looks like a nice result Tesan , a breakdown of the idea will be interesting. But jesus your brain is twisted man, are you coding with some puzzle monitor oriented differently? You are really a master if so man
  11. Houdini 20 Wishlist

    - Something stupid, but i will relly like that when i add note and sticker , and add node in between nodes, when node are offsetting down to give place to the new nodes added, the nodes follow too! On complex setup like i have with few thoushand of nodes, it get quickly irritating to repositions all the times the node. I guess i should just turnoff that auto move down stuff.. -- More seriously , basic Python viewer state feature should come natively in Houdini. No need to learn and implement your own every time. And fast and direct way to see the result in Solaris in real time with too much extra steps. If Sidefx doesn't do this, it might lose a large part of the game market who will switch to Blender... - More OpenCL accelerated nodes. When a node is getting opencl erreur, we should have way to switch to CPU , or at least message error i could filter in a switch but not have Houdini crash - Going to repeat this one , but lot's of feature are passing by COP , even substance and the old thing needs a speed boost and major upgrade. ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  12. Detailed Terrain with a road cutting through it

    @konstantin magnus Also not related to my previous question, I also still puzzled, for your meander part, this is your code, and second picture is more what i will do myself, did i miss something Konstantin? cheers and second picture My way
  13. Detailed Terrain with a road cutting through it

    @konstantin magnus Heightfield distort is an expansive node, Konstantin im Wonder did you have a try to find a cheap and efficient alternative in Vex? Sliding the mask on the 2d volume according to a noise..
  14. Inflate mesh

    There is actually a guy who wrote a bridge with zbrush, so you could send it to zremesher, tried few months ago and it was working. Can't remember how automatic it was, i doubt you will be able to batch process but give a try Manu, Alexey is a smart guy, great tool https://alexeyvanzhula.gumroad.com/l/nuBwF ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  15. Inflate mesh

    Im sure Emmanuel will like this tast this one once his kids are in bed I remember Houdini talking they were working a suppposely game changer quad remesher, let's see... Hopefully much much (much) better than the Lab quad remesher By the way, here s a modified version the Sidefx Lab "quad" remesher, test it by yourself Left is customized lab quad remesher, middle is Sidefx Lac default quad output from a remeshed pig HDA attached quader.hda
  16. Inflate mesh

    Garden for kids and dog walkers Very simple setup
  17. Inflate mesh

    Ah man , you first get me excited thinking you built a good quadremesher in Houdini. Sadly i don't own Exoside Quadremesher. Here's another try with few Vex to deform the intersection offending points ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  18. Inflate mesh

    You could also use the distance from polyexpand and with a vertex wrangle like so ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  19. Inflate mesh

    Point advection here for some variante
  20. Inflate mesh

    Distance from edge could be a good start to get your elevation value with maybe additional wrangle to normalize the value on local area with intersect function. You could guide the edge flow quad meshing by feeding him with the curve border and from the boolean or scatter circle before extrusion and cutting... See what i mean? Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  21. Random link of interest

    One of the best use of Houdini i haven't seen , most of you already probably know the work of Simon Russel, look at his new serie Simon Russell / Motion Design Exploring Audio and Geometry ︎ ︎ https://simonfarussell.com/Audio-Geometry-Exploration-1 ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  22. How can I convert a point cloud to a surface?

    If you are not happy with the normal from particle fluid (or more usually, this one is too slow) or you would have to use the covariance matrix to get decent normal, that's the only way io know so far working good enough for me https://jakerice.design/2018/09/19/Covariance-and-Principal-Component-Analysis/
  23. 3d subdivide Packed?(SOLVED)

    ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas
  24. 3d subdivide Packed?(SOLVED)

    I 'm still a python numbie so i will use vex 2022-02-27 23-05-12.mp4
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