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Everything posted by Librarian

  1. Combination MidJourney with Houdini

    More Invites 24 Hours /exp https://discord.gg/C6AWXQwQ
  2. Particles Swirling Around Surface

    Try This Set
  3. pyro custom field as mask

    or ? height_field.hiplc
  4. VEX

    just download this set of otl's and you have endless vex to explore(with that ex also) and have Fun. https://github.com/Fe-Elf/FeELib-for-Houdini
  5. Leidenfrost effect?

    Just interesting Topic.. wondering For approaches !!!?? Short sims?
  6. @Masoud here its for making Up, scale and other controls ...try also if you are interested in Chops to download ,abs everything in that Area..More or less you must dive inside end investigate(for your own setups) . Have Fun. scale_up_other_attOD.hiplc
  7. @Masoud dive inside and check ...Basic Chan and points ...play with your att and try to change ..and in Help you have examples @ikoon gonna Post some crazy tutorials soon ....he just need motivation and some energy .. ChopsWaveOD.hiplc
  8. RBD stick/stop at collision

    just wizard to find ...have fun @gangland ..
  9. RBD stick/stop at collision

    @gangland dstick.hiplc
  10. RBD stick/stop at collision

    @gangland One example that you can adapt I think. just play with psychical parameters and attributes . point-force-collisionOd.hiplc
  11. Thin_plate collision-data??

    useful @Atom Thanx for checking
  12. Need collision data from box on those lines to Sop Level or Chops ---whats the Name of attribute that i searching ??? Thanx for any Help colldataCV.hiplc
  13. model sliced vegetables procedurally

    @ghoshix I would use Volumes to make those vegetables use some of those spirals The Archimedean spiral: The hyperbolic spiral: Fermat's spiral: The lituus: The logarithmic spiral: The Cornu spiral or clothoid. The Fibonacci spiral and golden spiral. convert to volume with some pscale on points to make some randomization width, then use deform tools-> to regular circle with some trigonometry Functions and noise (use Qlib), then you only need to use Lattice from volume that give you slice's on y that its easy to model if you have points ....
  14. @Max_Steven Please Post a original File that you Find ...."NameB"
  15. Escher Spiral Tesselation

    @snowshughes You have I think those ex on Berlin Math 2016 year or 2018 ... Conformal Mappings Mobius strip-.. here its files from I think 2018
  16. Wondering how to control force's for breaking ? ... and .. I want only to break on Corners of shapes ..Hm.. vellumArch05.hiplc
  17. @pighead I have only Redshift for 18 Demo maybe it Helps! I also think that Entagma have some tutorial on that Topic check ...
  18. peeling effect with vellum

    you have that on cgworld .jp HCB021(4).hip + combine this https://www.sidefx.com/forum/topic/83084/?page=1#post-357095
  19. @doc hm exact what i need ...but how to solve that wedge hm ..endless sacred patterns Thanx
  20. Every week shaping Ernest Hackel

    Have Fun.. 01.
  21. Every week shaping Ernest Hackel

    volumes with chops and spiral
  22. link linkk maybe it helps
  23. Straight Angle Noise

    @existenceproof One way play with chops ...+ you have endless function for vex in this TOPIC.
  24. Just found the link and Names sharing . LINK
  25. i found a way Yupiiii s@name = sprintf("piece_%d", i@iy); // get actors names string name = sprintf(s@name); // split actors name up into array using space as delimiter string actorSplit[] = split(name, " "); // join array with underscores to create the group name string groupName = join(actorSplit, "_"); // set group name setpointgroup(0, groupName, @ptnum, 1, "set"); float k = 2 *noise(@Time); @P *= set(1/sqrt(k),k,1/sqrt(k)); @P += @P *flownoise(@P*3,@Time); i[]@pCaptPts = pcfind(1,"P",@P,1e15,8); float r = 1.1 *distance(point(1,"P",@pCaptPts[-1]),@P); vector delta; float totalweight_cpt; matrix3 totalxform_cpt; foreach(int cpt;@pCaptPts){ vector oldcenter = point(1,"P",cpt);//Rest_POint_latice vector newcenter= point(2,"P",cpt);//deformed_point_latice matrix3 xform_cpt = 1; int n[] = neighbours(1,cpt); //int n[] = neighbours(2,cpt); matrix3 totalxform = 0; float totalweight = 0; if (len(n)>1){ vector lastdp,lastrestdp; for (int i;i<len(n);i++){ if(i==0){ lastdp = point(1,"P",n[-1])-oldcenter; lastrestdp = point(2,"P",n[-1])-newcenter; } vector dp = cross(dp,lastdp); vector restdp = cross(restdp,lastrestdp); vector up = cross(dp,lastdp); vector restup = cross(restdp,lastrestdp); float w = sqrt(length(up)*length(restup)); matrix3 restxform = maketransform(normalize(restdp),normalize(restup)); matrix3 xform = maketransform(normalize(dp),normalize(up)); totalxform += w*invert(xform)*restxform; totalweight += w; lastrestdp = restdp; lastdp = dp; } if(totalweight!=0){ totalxform/= totalweight; if(chi("rigidprijection")) totalxform = polardecomp(totalxform); xform_cpt = totalxform; } } float dist = distance(oldcenter,@P); float weight = pow(1-pow(dist/r,2),2); vector diff = point(2,"P",cpt)-oldcenter; vector newp = @P; newp -= oldcenter; newp *= xform_cpt; newp += oldcenter; newp += diff; delta += weight*(newp-@P); totalweight_cpt += weight; totalxform_cpt += xform_cpt*weight; } delta /= totalweight_cpt; @P += delta;