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animatrix last won the day on December 2 2022
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Embroidery running normal to curved surface?
animatrix replied to hellbydante's topic in General Houdini Questions
Hi, You can do this using the Displace Along Normal VOP. Just make sure to compute point normals for the cloth before you perform the Ray operation, then you can use N directly on the strands: -
Begginer problem: Remove points from a line between vertices
animatrix replied to Gloria Jimena's topic in Modeling
You can also use Refine SOP -> Unrefine tab. -
Also related: PBD Fluids https://lwruan.com/pubs/pbd-st https://www.bilibili.com/video/BV1414y1H734/
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I had withdrawals from not being able to access the website for the last few days
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Houdini is being used to create the new concept videos that explains the theory behind complex topics in illustrative style instead of using Photoshop. It takes a lot of time to create these low level tools in Houdini that mimics a 2d presentation style but the benefits far weigh the efforts spent. It creates better consistency, higher quality of presentations, opens a lot more doors for getting ideas across, i.e. having animated presentations that wouldn't be possible using standard painting apps. This alone makes it possible to explain a lot more in less screen space since everything is live Houdini geometry. These low level tools still need a lot of work before I can fully utilize them but here is a sneak peak from Pragmatic VEX: Volume 2 concepts (WIP, color theme pending changes): It's highly likely all the concept chapters of Pragmatic VEX: Volume 1 will be recreated using the same Houdini tools sometime in the future once the tools are finalized.
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You will have to wrestle with the AI to get it to give you what you want, it takes time.
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It's not hard to do, you have to use intersect, reflect and refract functions in VEX.
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I would probably fake it like this: After that you can shade it however you like to make it look like laser with glow, etc. You can even create attributes on each branch to use as multiplier for the intensity, to fake the light diminishing at each hit, etc.
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KineFX driven Face Peeling FX presentation at Gamescom Asia 2022 (Singapore) is up on SideFX Houdini vimeo channel: There is a sneak peek of Pragmatic VEX: Volume 2 where I showcase the new Poly Carve SOP, one of the major chapters in the upcoming VEX course. I also talk a bit about my own UX design in Houdini based on the inquiry by Fianna Huge thanks to SideFX for letting me present on their platform Hope you find it useful!
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Another way is to use unshared edges option to group primitives, and then group expand (flood fill) and blast this final group.
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With this kind of FX, I would recommend creating the curves over the surface directly and then mesh them after, rather than trying to deform arbitrary mesh onto the body geometry.
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