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animatrix last won the day on December 2 2022

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  1. 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:
  2. Also related: PBD Fluids https://lwruan.com/pubs/pbd-st https://www.bilibili.com/video/BV1414y1H734/
  3. I had withdrawals from not being able to access the website for the last few days
  4. 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.
  5. Hi, Here is one way: float y = relbbox ( 0, @P ).y; @P = lerp ( @P, v@opinput1_P, y );
  6. Ideally you should add this data to the points before you create the shape like this: But if you can't do that, then here is one way where you can find the largest polygon by area, create a point group from that and then copy this point group back to the main branch:
  7. It's not hard to do, you have to use intersect, reflect and refract functions in VEX.
  8. 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.
  9. 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!
  10. Another way is to use unshared edges option to group primitives, and then group expand (flood fill) and blast this final group.
  11. 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.
  12. Are you using Box Divisions and matching the same number in Lattice SOP?
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