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Librarian

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Librarian last won the day on November 21

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About Librarian

  • Rank
    Houdini Master
  • Birthday 03/04/1976

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  • Name
    Tesan Srdjan
  • Location
    Göteborg/Sarajevo

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  1. Closed leaf venation patterns

    @ftaswin Its Just Leaf and this File and Playing with Normals
  2. Trying to recreate a venation algorithm.

    Maybe It Helps.I have This In The Shell Of OdF int handle; int seed_ptnum; handle = pcopen(1, "P", @P, 99999, 1); while(pciterate(handle)){ pcimport(handle, "point.number", seed_ptnum); i@seed = seed_ptnum; } --------------------------------------- int handle; int seed_ptnum; handle = pcopen(1, "P", @P, 9999, 1); while(pciterate(handle)){ pcimport(handle, "seed", seed_ptnum); if(@ptnum == seed_ptnum){ i@treetop = 1; }else{ i@treetop = 0; } } ------------------------------------------------ float food_radius = chf("radius"); int max_food = chi("neighbours"); float step_length= chf("step"); int prim; if(@treetop == 1){ int handle; int count_ptnum = 0; handle = pcopen(1, "P", @P, food_radius, max_food); if(pciterate(handle) != 0){ vector target_goal = set(0,0,0); while(pciterate(handle)){ vector food_position; float fertility; pcimport(handle, "P", food_position); pcimport(handle, "fertility", fertility); target_goal += normalize(food_position - @P) * fertility; } if(length(target_goal) >0.01){ vector next_position = normalize(target_goal) * step_length + @P; int next_ptnum; next_ptnum = addpoint(geoself(), next_position); prim = addprim(geoself(), "polyline"); addvertex(geoself(), prim, @ptnum); addvertex(geoself(), prim, next_ptnum); } } }
  3. Mantra rendering glow

    Just curious What's your Project ? here you have something to have Fun with Files ,try to make ramp in Some Direction. Dive in Mat
  4. Thank You Chris,this Fluid Stuff its very interesting . and it seams that you can Find a large Data on internet to have Fun.
  5. Cushion pattern

    @N = set(0, 0, 0); v@binormal; i@group_group1 = 0; if(@ptnum != 0 && @ptnum != @numpt-1) { vector p0 = point(geoself(), "P", @ptnum-1); vector p1 = point(geoself(), "P", @ptnum+1); vector v0 = normalize(p0 - @P); vector v1 = normalize(p1 - @P); v@binormal = normalize(cross(@N, v1)); if(dot(v@binormal, v0) < 0) i@group_outerPoint = 1; } Make two Groups/corresponding sides and Shift, Play with Normal's. Have Fun
  6. Mantra rendering

    @yujiyuji I use Abs Everything From this Topic and 1 exampel just copy paste code into att wrangle. and Have Some Camera in you Scene.Have Fun Combine Stuff
  7. Mantra rendering

    @yujiyuji You can Use alpha Like Mask for Glowing in this Case Brightness .Maybe it Helps it have Potential +plus you have endless control with wire and points in the code v@Cd = {1,1,1}; @pscale = 0.0007; ___________________________-------_____________________________ if (chs("parm_cam_obj")=="") { error("Need a camera object!"); } if (!haspointattrib(0, "pscale")) { @pscale = 1.0; } if (!haspointattrib(0, "Alpha")) { f@Alpha = 1.0; } f@pscale *= chf("parm_pre_scale"); vector camPos = cracktransform(0,0,0,{0,0,0},optransform(chs("parm_cam_obj"))); float resx = ch("`chs("parm_cam_obj")`/resx"); float focal = ch("`chs("parm_cam_obj")`/focal"); float filmwidth = ch("`chs("parm_cam_obj")`/aperture"); vector myP = ptransform("space:object","space:world",@P); float dist_to_cam = abs(length(myP-camPos)); float pixelSize; if (chi("parm_use_dome_projection")) { pixelSize = (atan(2*@pscale / dist_to_cam) * (resx/2.0)); } else { pixelSize = ((2*@pscale / dist_to_cam) * ((resx * focal) / filmwidth)); } if ((pixelSize == 0.0) || (@Alpha == 0.0)) { @Alpha = 0.0; } else { float multFac = chf("parm_min_pixels")/pixelSize; if (chi("parm_visualise")) { @Cd = {0,1,0}; if (pixelSize < chf("parm_min_pixels")) { @Cd = {1,0,0}; } } else { if (pixelSize < chf("parm_min_pixels")) { @pscale *= multFac; if (chi("parm_col_not_alpha")) { @Cd /= chi("parm_wires") ? multFac : pow(multFac,2); } else { @Alpha /= chi("parm_wires") ? multFac : pow(multFac,2); } } else { if (chi("parm_brighten_near_ones")) { @pscale *= multFac; @Cd /= chi("parm_wires") ? multFac : pow(multFac,2); } } } }
  8. Have Fun with Files and Maybe It Helps https://github.com/UTSDataArena/daHoudiniEngine https://dataarena.net/projects/bacteria-life-sciences
  9. Chris Please Post Your File Complete and Someone Gonna 99% Help You
  10. bump/displace Help

    In your ex you Just need to Uncheck Input Custom Disp.. I like This Pro-Material To Have Fun with Noises. MIXdisO.hiplc
  11. Cushion pattern

    Fancy Tech Volvo Peoples Just Dont See with Files and Trick with Normals
  12. normal flow visualization

    @Follyx You're Welcome . Check in the Future this
  13. KineFx

    @kartel Author Guard Beans Then check Smoothing with Chops you can find several tutorial on that specific case example_bakeAnimation.hipnc https://vfxbrain.wordpress.com/2018/03/08/how-to-bake-an-animation-in-houdini/
  14. normal flow visualization

    @Follyx Try this Vop Solution n_flowFix.hiplc
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