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caskal

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Everything posted by caskal

  1. Instances following curl noise?

    Hey magicians, Anybody got a clue on how to achieve something like this? first thought is some flip with curl and instance geo, but did some tests with no luck. 4WEj4HDysF.mp4 Thanks!
  2. Instances following curl noise?

    Where bro?
  3. Paint splash via heightfields?

    Hey guys, Been trying to wrap my head to do this cool effect by Fernando Magalhães for Future Deluxe, asked him thinking it was flip, but he told me it was heightfields, any thoughts? Here are some failed attemps I did: Any info would be great! Thanks!
  4. Paint splash via heightfields?

    Thanks guys! @Atom @Librarian I saw that post by konstantin, love the result, but I was wondering more about that splatter animation he has, like brushes of paint falling, I tried with heightfield + projecting shapes + mask by features + blur within a solver, but didn't get there. Maybe doing some particle + copy shapes falling and converting that into vdb will do the trick. Cheers!
  5. Caskal Learning Thread

    Hey community, first of all thanks everybody for all the help, couldn't have learned this soft without this forum. Here is some art I did with Houdini, feedback is always welcome.
  6. Hey guys, Been working in front of a PC for 15 years and recently I started having pain on the hand wrist, wich is horrible, it extends to the arm. I talked with a few colleages (they are mostly motion designers) and some of them told me they switched to Wacom, wich I use for Zbrush sculpting, but I don't imagine using Wacom all day as mouse, specially to plug nodes in Houdini. Anybody has experience or any tips/solutions for this? I also saw Logitech has some Ergonomic mouses: Would love to hear some experiences and tips Thanks in advance Cheers
  7. Caskal Learning Thread

    Thanks dude! That A was made with some curl noise on a spline triangled mesh, then I merged frames in a sop solver to get the steps. Cheers!
  8. Hey guys, Been doing some procedural robots by projecting some shapes onto a human mesh. I like the results so far, but I'm wondering if there's any method to project shapes ib each primitive without intersection here are some pics to show my idea: and what I'm trying to get: Maybe foreach with ray might be the solution but i tried some stuff without luck. Here are some renders from the setup I had right now, just trying to improve a bit: Tagging some masters to see if they know a solution: @f1480187 @petz @Noobini @konstantin magnus @mestela Thanks!
  9. Vellum hair issue on moving geo

    Hey @Noobini thanks for the hip! didn't know that usefull group expression for pin, will come in handy to avoid that foreach trick. After some research, found that guidedeform did the trick, otherwise hairs went crazy. Cheers!
  10. Vellum hair issue on moving geo

    Hey magicians, I'm having some issues adding vellum hair to a moving geo. I tried using hair generate, and a for each loop to pin point 0, but for any reason the hairs go crazy. Simulated mesh also has static points (used point deform), so not sure what is causing this. I also tried scattering points on the animated mesh, but hairgen doesn't work when I select "per point", is this a bug in 18.0.416? I have normals on the points, but nothing appear. I believe I solved similar before using hairgen on scattered points. I also selected "match animation", when is not selected, hairs fall correctly, but when I try to make follow the moving points, constraints seems to go crazy: Any thoughts? Thanks!
  11. thanks guys @Librarian @konstantin magnus that oil effect looks great! checking the hip now, thanks for the help!
  12. Hey guys, I'm watching this talk by Will McNeil, he created a great oil painting setup that I'm trying to study it. He made clusters from a image, then traced and made lines inside, I'm struggling in this step, to get the trails inside the contour: Here's his talk if anyone want to checkout: Any help to get these contour lines inside will be super helpful Thanks!
  13. Procedural robots

    Hey magicians, sharing some procedural concepts, all the first setup comes from a decahedron, you change that shape and get another character completely different, the second one is more focus on get a proper functionality, still messing with the shape language
  14. Hey magicians, I'm trying to model this cactus (crassula kimnachii) So far I have modeled a petal, bended, duplicated and transform in a foreach with metadata iteration for the scale and a sweep curveu to control the profile: My question is, I have the bend at the beginning of the node tree, and I need to access the bend scale on the foreach, to use with the iteration so is closed on the top and opened at the bottom. The bend got its own capture region so im having a hard time to play with this on the foreach, this is the way to go? or there's another alternative to make it closed on the top and opening on the bottom? Another test I did is using a curly curve (line with couple controls in vex), where I plugged the curly on the foreach and controls the opening with the metadata iteration: Any thoughts to approach this? Thanks!
  15. Bend step on foreach

    Even better! digging into the setup, love the "buddhas temple" name xD Did a quick test with vellum, its not the real movement but wanted to saw this beauty in motion, I might tweak the petal, drop into substance painter for some texturing and explore that chramp scale.
  16. Bend step on foreach

    Hey guys, thanks a ton for the quick reply! @konstantin magnus thats a clever idea, I didn't tried via UVs but I tried ray projecting a rotated grid onto a sphere and almost worked, thanks for the entagma tut! @Noobini thanks again for the help! love that setup, thanks for your time making it, did a quick test and looks amazing already, now I'm trying to figure out the chramp on the transform xD but don't help me on that, setup is almost done, want to figure out something by myself xD, tried adding a chramp on the CTRL but is moving all at once and not working on the ramp, like taking only 1 value, also tried a copytopoints with curveu > ramp within the foreach but repeats on everypoint, i'll figure out alone, no help please xD I might do a mix between my first setup and your stuff to bend within foreach, thanks again man! @Librarian wow! saw that popcorn some time ago and is an amazing setup, didn't know that wire capture node, and btw just checked your file, you recreated that??? or the original setup is yours? is amazing! thanks for sharing, i'm studying it right now Thanks magicians!
  17. Hey guys! @Dubtronics @treebog Thanks for the tut and the hip file, really useful. I also tried a method I found here in odforce that transfers the Cd on sops and import thats in the vellum dop in a sop solver. Here are some anim tests I ended up making: Thanks again! Cheers!
  18. Hey magicians, got couple questions regarding Vellum: First one, how can I inflate stuff via an attribute? I tried making a color attribute and doing a shitty vex (i dont know nothing about it so is normal that isnt working), I also tried making groups outside and putting that into the properties with no luck. Im trying to inflate only the hands when I slide the restscale, here's a image to ilustrate: Second doubt: Right now I made the arms just fall and collide with the body, but how can I create constraints by having points of 2 different meshes? here's a pic to guide: Should I blast points of inner arm, blast points of the tshirt, connect adjascent pieces and use that as constraints? Any help will be super useful Thanks!
  19. Select inner edges for pipe generation

    Hey guys, thanks a ton for all of these! @anim now thats a use of groups, love that you made a setup without VEX (i know only couple lines of it so I would be struggling to modify if needed), I added a dissolve and a bevel on the spline instead of resample and works like charm, then I booled the roof, windows and pilars. THANKS! @Aizatulin thanks for the hips and explanation, those setups gave me a cool result too, but my knowledge of VEX is limited at the moment, hope I can make something like that someday! @librarian thanks for the youtube and thread link buddy! super cool info there! Cheers!
  20. Hey magicians, im wraping my head trying to figure out how to add pipes in these walls, made an image to ilustrate my idea: Any thoughts? Thanks!
  21. Select inner edges for pipe generation

    Thanks guys for the help! I was getting crazy the other day, this was my best attemp: Then I was having a hard time to make the first and last point of the curve a little longer so it fits better, I tried a for each and resample with curveu but couldnt find a way to properly make the first and last point longer on each axis (tried normals by tangent too), any ideas for this? @Noobini I was watching some cool houdini gamedev videos yesterday and saw that "straight_skeleton" node, then I saw your post, just tested it, played a bit with parameters, and used a poly bevel, had to isolate only 1 face by normals to make it work and is looking good, only thing would be again, making the outer points longer @Librarian Thanks for the info buddy! couldn't find that talk by Kim Goss on youtube, do you have the link? Cheers!
  22. Select inner edges for pipe generation

  23. UVs on copy sop geo?

    Oh shit, my bad i readed wrong, @Atom made the hip with some box method from F1, so... THANKS @Atom!
  24. Hey magicians, I'm building a procedural house wich I want some UVs, walls are based on copy to point cubes, I'm having issues to have all the cubes in 1 UV, will post some refs to explain: I tried playing with fuse to merge the boxes, using the autouv on the box before copying, after copying, also tried to make a vdb convert, UVs and transfer back with no luck Any thoughts on how I can get a general UV layout from these boxes? Thanks!
  25. UVs on copy sop geo?

    Found a mega fantastic hip by master @f1480187 on this thread that works incredible awesome, thanks @f1480187 for saving my life once more, legend!
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