Clif

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6

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• Rank
Peon

• Name
Clif
• Location
Australia
1. Curve drawing problem

Need to have the construction plane turned on!
2. Curve drawing problem

In Houdini 16 when you drew a curve, you would get a handy tool that would show a dot on the XZ plane so you could see where on that plain you were placing your CV points and a vertical line from that dot to where you would be placing in the Y direction. This was great for allowing you to get a representation of 3D space on a 2D screen. As of 16.5 the curve drawing tool doesn't seem to have these visualisations enabled, making curve drawing rather frustrating. Is anyone able to tell me if it is possible to enable this feature, or if it was removed, or if it is just a problem with my setup? Picture: This is what it used to look like when you drew a curve. [attach]Screen Shot 2018-08-01 at 11.04.22 am.png[/attach] Thanks!
3. Learning VEX via Animated Gifs - Bees & Bombs

Thanks again, henderthing. It took me forever to notice that you used @primnum. For some reason I kept seeing it as @ptnum. Once I did notice it, I had no idea why there would even be primitives. I'll admit, I've used the 'ends' node before, but had never notice that it leaves behind an invisible primitive. In fact, the idea of having a primitive that exists as neither a surface nor an edge (line) threw me, too. I didn't know that was a thing. These exercises are actually the first I have ever used the modulo operator, so it also took me a bit to dissect how your 'cu' equation was working. This is much cleaner than my @k method, but certainly a lot more difficult for a beginner to grasp! After I figured those parts out, the rest fell into place and I was a little embarrassed that I had stared at it for so long, wondering what the hell was happening. LOL. What I learned: 1. You can have primitives that exist as neither surfaces nor lines. 2. There is a relationship between points and primitives. By which, I mean, a point seems to 'belong' to a primitive and you can use this to manipulate the points. Probably should have known this, but didn't. 3. More elegant usages of the modulo operator. 4. Got to brush up on some pretty basic trigonometry. Question: Why can't I do: float divp = 1/@numprim; [returns 0 instead of number expected] and instead need to do: float divp = @numprim; divp = 1/divp; I also noticed your method opened up the possibility to very easily make the number of sides procedural, too. So, I've attached that here. RainbowRing_03.hipnc
4. Learning VEX via Animated Gifs - Bees & Bombs

Here is one that I did quite a while ago, but didn't share because I couldn't figure out how to render solid colours. But, now that Henderthing cleared things up for me I thought I would put it on. Original here: https://dribbble.com/shots/2726044-Rainbow-Ring My version: I'll admit that I once again did a bit of colour work to it. This time in Photoshop. You'll notice the original has more representation in the RGB colours and the HIP file version is heavy on magenta, yellow and cyan. This could probably be done in VEX by adding adding an easing function to the R, G and B channels seperately. But I haven't taken the time to do that yet. Could be a fun exercise, though. I've also included a version of the dancing orbs, as I came to a different solution to the original one on here. So, it could be useful for others to see a different implementation. RainbowRing_01.hipnc DancingOrbs_01.hipnc
5. Learning VEX via Animated Gifs - Bees & Bombs

Thanks Henderthing! I still hadn't figured out how to get solid colours. No amount of googling was helping. I do predominantly motion graphics work, and this is going to be really helpful.
6. Learning VEX via Animated Gifs - Bees & Bombs

Here is my attempt at the Cube Wave. https://dribbble.com/shots/2931067-Cube-Wave So, I was starting out with a few months of spare-time Houdini practice and next to no VEX knowledge at all. I have some very basic coding knowledge and I did a couple of years of math and physics about 15 years ago in college. For those looking to learn this stuff, here is what I did. I downloaded the examples that others have posted in this threads and started making intricate notes on what the code was doing. It was handy to know that you can place the cursor inside of a function and press 'F1' to bring up the help on what that function is doing specifically. Though, sometimes I was still a bit confused (damn you, bilinear interpolation). As often happens with coding, there seems to be that breakthrough moment where you start to actually know what is going on. As for this project, the hardest part was trying to get the influence more concentrated around the middle and more sparse towards the outside, giving it a more spherical look as it rises. I managed to solve this with a power function and a lot of time fiddling with the values. I'm still having a lot of trouble with the colours and rendering and ended up giving up and just colour correcting in After Effects. I'm coming from a Cinema4D background and to output solid colours there is easy (Luminance). But really not very straight forward in Houdini (emission colours still seem to come out really dull). Any advice would be greatly appreciated. I'm also having trouble with houdini crashing with these files when I reopen them. When I hit the playback button it crashes when it reaches frame 14 - 17. I even rebuilt it in another file and the same thing happened. Works fine until it is closed/reopened. So if anyone knows where I've gone wrong, I'd like to hear it. I've also done a couple more of these and will will drop them in soon. Edit: Whoa, that GIF is huge. I'll make them smaller in the future. CubeWave_01.hipnc
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