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@Alain2131 Thank you for your detailed reply, extremely grateful for how you broke everything down! You should become a teacher
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I've tried to convert this to vex but stuck on the #define functions https://www.shadertoy.com/view/7sfXDn I'm not sure vex is capable of looping through the functions like this? float myscale = 0.4; float Bayer2(vector2 a) { a = floor(a); return frac(a.x / 2.0 + a.y * a.y * .75); } #define Bayer4(a) (Bayer2 (.5 *(a)) * .25 + Bayer2(a)) #define Bayer8(a) (Bayer4 (.5 *(a)) * .25 + Bayer2(a)) #define Bayer16(a) (Bayer8 (.5 *(a)) * .25 + Bayer2(a)) #define Bayer32(a) (Bayer16(.5 *(a)) * .25 + Bayer2(a)) #define Bayer64(a) (Bayer32(.5 *(a)) * .25 + Bayer2(a)) float dithering = (Bayer8(@uv * 0.25) * 2.0 - 1.0) * 0.5; vector2 uv = set(@P.x, @P.z) / myscale; @uv.x += dithering; @Cd = @uv.x;
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Vex or VOP would be great to learn from
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sessionbeer started following Assign stitch point constraints in DOPS (animate-able), Bayer Dithering, Rectangle with even squares and and 2 others
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Is something this possible in Houdini using a gradient ramp on a grid? 3C1CAE32-2A7D-411E-BB6C-0BDD58CCCAFF.webp
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Thank you @konstantin magnus and @dleonhardt Both your methods work great!
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Thanks, @konstantin magnus I had tried something like that but couldn't get the Rows and Columns to be more square (not stretched)
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Given a rectangular polygon of any size and width, is there a way to work out the number of Rows and Columns to cut it up into near-perfect squares as possible? The second image is manually guessing Rows and Columns to achieve as close to square as possible.
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I came across this paper while searching for a way to keep flowfields evenly spaced out. I can't work out what the actual formula is though? I understand they need to be kept at a set distance apart from one another but how do I implement that? Has anyone done something similar or fancy the challenge?
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Given two point clouds, what is the individual furthest point from them?
sessionbeer replied to sessionbeer's topic in Scripting
Thanks for the tips! These are actually really useful. Where I’m running into a problem now is that I think I’m understanding the algorithm behind Mitchell’s Best-Candidate. I thought I was looking for the furthest point between two sets of points, once I find that point in group B, I remove the rest and repeat the process. Somehow I don’t thinks that’s actually the right approach and instead it’s to do with radius? If you’re interested, this is what I’m trying to replicate: https://bl.ocks.org/mbostock/1893974 -
Given two point clouds, what is the individual furthest point from them?
sessionbeer posted a topic in Scripting
With 5 scattered points in group A, and 5 scattered points in group B, what is the furthest point in group B from group A, not as an average, but the individually furthest point? Sounded like an easy problem but I'm spinning wheels here. I would really appreciate some help/teachings. -
Assign stitch point constraints in DOPS (animate-able)
sessionbeer replied to sessionbeer's topic in Effects
If anyone has some advice/tips I'd really appreciate it! -
Hi, I'm trying to wrap my head around why this simple set up isn't working as desired. Inside of an SOP solver, I look for the first and last points on a curve and assign them to groups. I then try and assign these groups in the Stitch constraints on a multi-solver but they aren't taking effect. Can someone point me in the right direction? I know this is simple in SOPS level but I'd like to expand upon this in DOPs and make the Stitch points animate-able. Thank you constraint_simple_01.hiplc
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Thanks for the link and tutorial You go through how to build my current set with vex which is great, I still need to recreate that red outlined shape though, and ideas with that and your vex route? Thanks for the ideas @MENOZ that's sort of the way I've been approaching this problem so far, but haven't been successful in finding a viable solution yet.
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Hey, I would ideally like to have this all happen in Vex rather than the set I have made here. This would allow it to be more scalable, but perhaps I can save that for my next problem. Right now I am wondering how I go about recreating the curve I have outlined in pink on the image? Any ideas would be a big help as I'm really stuck. Thanks Metaball Arc_Circles_A_01.hip