# deniz

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1. ## polygon creation in VEX - ptnum order

vector @vertices [] ; @vertices = array({0,0,0}, {1,0,0},{0,1,0}, {1,1,0}); int @triangles []; int pts []; @triangles = array(0,2,1,1,2,3); for (int i = 0 ; i <len(@vertices) ; i++) { int prim = addprim(geoself(), "poly"); float x ; float y; x = @vertices.x; y = @vertices.y; pts = addpoint(geoself(), set(x,y,0)); for ( int t = 0; t < len(@triangles); t++) { addvertex(geoself(), prim, pts[@triangles[t]] ); } }
2. ## Random link of interest

http://www.serenelight3d.com/blog55/?p=2587
3. ## Random link of interest

you could create a feather system, maybe a packing algorithm would help too, simulate them, and after that you could create the stalk for each flower and put it on the axis and manipulate them prodecurally but i guess adams suggestion is the way to go http://forums.odforce.net/topic/20864-feather-system-development/ https://www.youtube.com/watch?v=fOT6oxHCLwI http://forums.odforce.net/topic/19540-storing-values-between-foreach-iterations-pattern-making/
4. ## Random link of interest

http://ipython-books.github.io/featured-05/

it looks to me similar to vortex sheeding, like in the karma vortex street exemple, but guess to use a object as collision field and create a vectorfield to drive the direction and the curl should work https://en.wikipedia.org/wiki/Reynolds_number
6. ## geophone - experimental animation

thanks for sharing
7. ## Galaxy

you can use the "goldenspiral" and emit points from them, i made it with Arrays but there should be some posts about it on the sidefx forums and here, a tutorial from adam is on cmivfx maybe helpful http://www.toadstorm.com/blog/?p=255 http://forums.odforce.net/topic/11780-creating-a-nebula-simulation-from-a-photograph/ spiral.hipnc
8. ## Combustion Waves on the Point Set Surface

Hello odforce, What i wanted to achieve was to create a smoke/curl simulation over a surface and create 2d maps of it, i found a paper from 2013 after i miserably failed paper: http://people.inf.ethz.ch/sjeong/publication/PG2013.pdf video presentation https://www.youtube.com/watch?v=wnxsMiOfVLM&feature=youtu.be Exponential Maps: http://www.unknownroad.com/publications/ExpMapSIGGRAPH06.pdf the next idea was to create a 2d fluid solver for creating those maps, someone wanted to create something similar in houdini ?
9. ## Combustion Waves on the Point Set Surface

thanks for the help , texture advection did the job
10. ## animation short : alosis

really great !
11. ## Exporting Houdini Particles to Maya

you can use partio from disney too http://www.disneyanimation.com/technology/partio.html=)
12. ## Surface Turbulence for Particle-Based Liquid Simulations - Hope SESI t

regarding the paper they applied there method into houdini 13, i guess it would work pretty well for real life =) and for the mentioned ctp method is the source code around, http://www.mat.ucsb.edu/~kim/CPT/source.html
13. ## how can i improve: beach waves

for the sdf you get a visual representation of it, if you name the density field as surface in a volumevisualtization for exemple, uniform sampling should be "by size" in the volumes tab , for the velocity you can use a volume trail , you can dive into the ocean spectrum and change the "calc_amplitude", "calc_frequency... and "calc_amplitude..normalize ." volumevops for adding your math/noise whatever for your owen ocean spectrum by creating a sdf with your "ocean spectrum" surface field and your custom vel, will be a good start i guess for building it from scratch but the ocean shelf tools are looking really complicated

nice
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