 Librarian

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Tesan Srdjan
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1. @kenneth0322 Maybe 05411Class.hiplc
2. @motbott Post your file please ..endless assuming how you have done setup frtgg.hiplc
3. @kurzemnieks something like this ..but you need to tweak in particles source those parameters "its already time consuming" for me . part.hiplc
4. @breadbox when you have "f@weight on points Houdini Its easy " I think .. Here you have approach that I use for Spectrum(weight) ..or share your File .. other approach to control you have Mops fallof..
5. Have fun. Found tutorial from some French Dude... OdMott.hiplc
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• 6. @SohailNordin here its starting point Files ..different methods to answer you question (just find Geometry Folder) C:/Program Files/Side Effects Software/Houdini 19.0.383/houdini/help/examples/nodes/chop/
7. @terencemace Some useful stuff. Maybe it Helps! Just Combine . Hope that you can open those files . Masks and attribf.hiplc and this vex can make some nice stuff vector inf_pos = point(1,"P",0); float radius = chf("rad"); int handle = pcopen(0,"P",inf_pos,radius,chi("maxP")); int ptnum = -1; float distance= 0.0; while(pciterate(handle)) { pcimport(0,"point:number",ptnum); pcimport(0,"point:distance",distance); if(distance > radius- chf("trash")) { vector pos = point(0,"P",ptnum); vector dir = normalize(pos -inf_pos); setpointattrib(0,"P",ptnum,pos+dir *chf("pushdist")); setpointattrib(0,"Cd",ptnum,{1,1,0}); } else { setpointattrib(0,"Cd",ptnum,{0,0,1}); } }
8. for later Control with "DisneyHair" and some other shading method 2d 3d .have FUn NatureFun650101.hiplc
9. colors and prim/points feed Chops. for later modelling . float uniform_number; vector uv; int dim =200; int n = dim *dim ; int pt, prim; vector color_hsv; vector color_rgb; vector uv_hsv; vector pos; for (int i;i<n;i++){ uv = set(i%dim,i/dim,0)/(dim-1); uv.y= smooth(0,1,uv.y,1); pos = sample_circle_uniform(vector2(uv)); pt = addpoint(0,pos); if (uv.x>0 && uv.y>0){ prim = addprim(0,"poly",pt,pt-1,pt-1-dim,pt-1-dim+1); } color_hsv= set(float(i)/(dim-@Time)-@Time,1,1); color_hsv.x += 0.05*onoise(10*uv.x); //color_hsv= set(uv.y-@Time,1,1); //color_hsv= set(uv.x-@Time,1,1); //color_hvs= set(uv.y-@Time,1,1); //color_hsv= set(length(pos)-@Time,1,1); //color_hsv= set(float(i)/(n-1)-@Time,1,1); color_rgb =hsvtorgb(color_hsv); setpointattrib(0,"Cd",pt,color_rgb); } //detail float uniform_number; vector uv; int dim =200; int n = dim *dim ; int pt; vector color_hsv; vector color_rgb; vector uv_hsv; vector pos; for (int i;i<n;i++){ uv = set(i%dim,i/dim,0)/(dim-1); uv.y= smooth(0,0.99,uv.y,1); pos = sample_circle_uniform(vector2(uv)); pt = addpoint(0,pos); //color_hsv = set(float(i)/(dim-@Time)-@Time,1,1); color_hsv= set(float(i)/(dim-@Time)-@Time,1,1); //color_hsv.x += 0.9*onoise(10*uv.x); //color_hsv.y += 0.9*radians(10*uv.y); color_hsv= set(uv.y-@Time,1,1)+color_hsv.x*0.9*radians(20*uv.x)/trunc(20*uv.x); //color_hsv= set(uv.x-@Time,1,1); //color_hvs= set(uv.y-@Time,1,1); //color_hsv= set(length(pos)-@Time,1,1); //color_hsv= set(float(i)/(n-1)-@Time,1,1); color_rgb =hsvtorgb(color_hsv); setpointattrib(0,"Cd",pt,color_rgb); }
10. Usage for mirroring Audio and midi files(on points and with tuning(use Attrbuilder from Qlib) on Colors) that we gonna use to make patterns on Platonic shapes. Have Fun. @jeanmarc Fun.hiplc audioMIDivalues.hiplc
11. @vinyvince I'm fully aware that I's clean "but once upon its time it was volume" or ..Just wondering about count of triangles of a mesh( picture ..how you have done those clean procedural modeling without converting ..nothing more -wondering?....