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flcc last won the day on May 8 2019

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  1. Nature fun

    If there was a houdini marathon, no one could beat that guy...
  2. Displacement breaks the geometry

    Just delete the expression in your mantra displacement propertie end set it to 10. The displacement bound parameter of the princpled shader is useless in a materialBuilder context. test_disp2.hipnc
  3. Nature fun

    Beware ! Librarian is trying to take control of our minds.
  4. Modify an existing group

    Click the arrow and Hit Enter ! Thank you very much.
  5. Connecting 2 set of points one by one

    Hi Here's another solution independent of the order of the points. But your sets of points, at some point, has to be connected. I guess at first they did. This solution is a mix of a tuto from entagma and another one another one from Junichiro Horikawa here. It's about connecting two (or more) groups of points according to distance. there are two sets of groups, one created with the group sop, the other created with VEX. Both are not necessary, but I was experimenting with different methods. Connecting_two_groups.hipnc
  6. Hi How can I modify an existing group. Let me explain. I spent some time making a complicated edge selection, I made a group of them, but I realize afterwards that it has a few edges too many, and apart from finding their number and deleting them from the field, I can't remove them from the selection. - selecting the group (in network view) and using Ctl or Shift to remove those edges doesn't seem to work. (edges turn red, but are not unselected) - Maybe turn the group into a live selection, remove these edges, and create a new one, but I don't know how. - Another solution? I'm not looking for a combination of groups sops, it's more about basic use of houdini. Thanks in advance!
  7. Nature fun

    Is there a secret code in these pictures ? or may be is it an alien language ?
  8. mantra start time

    I was just about to post the same question. By following some tutorials I realized that while in the video the renderings was almost instantaneous, mines always took some time to wait before rendering the first pixels. This is very similar to what you describe. As I'm not comfortable with mantra (redshift user), I guess there's probably a setting somewhere, because my configuration is supposed to be not too bad, and is quite recent.
  9. Is it what you search for ? Environment channel alpha replace.
  10. I'm not specifically an FX artist so I can't advise you on what an FX demo tape should look like. But what I can tell you : - you should must only show the best. It's better to have an impressive thirty second demo reel, than two boring minutes where we feel like you're trying to fill in the blanks. - You should show us some of you works, it will be much easier to help you.
  11. Maybe you should take a look at VEX. VEX and VOP are really two flavor of the same thing, it's just about code. If you are confortable with some language, then use VEX. If not it's probably why you're not confortable with VOPs VOP network can be build quickly, but if you have not created them, they can be very difficult to "decrypt". VEX is much simpler (IMO), especially when it comes to a succession of arithmetic operations or conversions. small illustration on the picture (pythagore theorem). If you become comfortable with VEX, then you will be comfortable with VOP, and you will choose to use it when it is advantageous. One of the things that VOP is best used for, is when you want to play with noises. But even then, I usually just create a VOP sop with the noise, export the result and process the datas behind it in a VEX sop. Well, that's just me. But as you understood, I'm not a fan of VOPs either.
  12. Create a gas giant in houdini

    Ah you start from an existing texture. The Result is not so bad. Visualy that do the trick. When you say "flow of fluid is unstable" , I'm guessing it's because of the surface warping and loose it's perfect sphere shape. if yes, have you try to make a collider sphere to maintain the shape.
  13. Create a gas giant in houdini

    I don't think we can make a 2d Flip sim on a sphere. The next depend on what you want to achieve. If it's really render a gas giant for an animation, Simply render some 2D Flip sim, composite and apply it as a texture will do the job IMO. If it's a Flip fluid exercise, well you must try to reproduce the step we see in the movie. - Make some particle with some noise sliding on a sphere - Make a smoke sim advected by these particle - and probably (but not sure) constraint smoke into the sphere. tutorial here. or this one from entagma here. but what I see is not really a beginner project, and seems a bit heavy simulation. For the particle sliding you can find some sample on the essential must-see Mestela cgwiki here (if you didn't kwow it, bookmark it immediately ) Search for : POP minpos. For the smoke advected by particle, on the same page, search for : advect_smoke_with_pops. but you can find many tutorial on this topics.
  14. Create a gas giant in houdini

    May be check this entagma tutorial as a first step https://entagma.com/quicktip-rayleigh-taylor-instability-season-3-is-here/
  15. Here are also some links All coded in processing (java) easy to translate in vex. a good basic explanation by daniel shiffman (processing guru) https://natureofcode.com/book/chapter-10-neural-networks/ code available here https://github.com/nature-of-code/noc-examples-processing/tree/master/chp10_nn An excellent tutorial by charles Fried (three parts) https://medium.com/typeme/lets-code-a-neural-network-from-scratch-part-1-24f0a30d7d62 Code available here : https://github.com/CharlesFr/ANN_Tutorial And a link to download an ascii csv version of the mnist database https://pjreddie.com/projects/mnist-in-csv/ @Feather : A quick question : How do you manage the OOP aspect of these code. Struct ? translate it to functional programming ? Another tricks ?