 # Librarian

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## Everything posted by Librarian

1. Following some tutos ..Don't see and understand properly maybe this spinets .. Isssue.hiplc
2. Ola Peoples! I'm just gonna post my adventure regarding and learning more about organic form and modeling. Have fun , and I hope that someone can help with tips and other Trix in Vex or just enjoying this Topic. Starting model, it's Lily - L-system. Reading ON GROWTH AND FORM BY D’ARCY WENTWORTH THOMPSON Cambridge: at the University Press 1917. This is not for professionally CG artists only for Hobbyist-sss
3. Crossing and Winding Number Algorithm + wave Solver .. Learning Sharing CrosswINDsoLVERwAVEsRLE.hiplc
4. Finito with this also ,,meanly because its Vop baserad .. I see somehow better in VOp..have Fun. SrleForeachprimVop.hiplc
5. Yessssssss @vinyvince Hm Like it
6. single_lineFix1.hiplc
7. On this site you have Olalala la Nice stuff and Codes Files abs Everything.Have Fun . http://dgd.service.tu-berlin.de/wordpress/ddg2018/
8. @dyei nightmare i did some research on Flocky MOcky . HAve Fun //variable set v@v = (nrandom() - 0.5) * 2;//chv("InitVelocity"); float extent = 1; v@v += normalize(@P);//normalize(fit01(rand(@ptnum), {1,1,1} * -extent, {1,1,1} * extent)); v@accel = {0,0,0}; v@N = normalize(v@v); v@up = {0,1,0}; f@mass = 1; i@id = @ptnum; f@CohesionRadius = chf("CohesionRadius"); f@CohesionSpeed = chf("CohesionSpeed"); f@AlignmentRadius = chf("AlignmentRadius"); f@AlignmentWeight = chf("AlignmentWeight"); //Solver Set -------------------------- //integr @v += @accel * @TimeInc; @P += @v * @TimeInc; @accel = {0,0,0}; -------------------------- //cohesion @v += @accel * @TimeInc; @P += @v * @TimeInc; @accel = (random(@ptnum)-10.5) * 0.3;//{0,0,0}; int Neighbours[] = nearpoints(0, @P, @CohesionRadius); int NeighboursCount = len(Neighbours); vector AvgPos = {0,4,0.5}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector pos; getattribute(@OpInput1, pos, "point", "P", i, 0); AvgPos += pos; } } AvgPos /= NeighboursCount; v@accel += normalize(AvgPos - @P) * @CohesionSpeed; ----------------------------------------------------------- //Align int Neighbours[] = nearpoints(0, @P, @AlignmentRadius); int NeighboursCount = len(Neighbours); vector AvgVel = {0,1,0}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector vel; getattribute(@OpInput1, vel, "point", "v", i, 0); AvgVel += vel; } } AvgVel /= NeighboursCount; v@accel += (AvgVel - @v) * @AlignmentWeight; -------------------------------------------------------------------- //Separation float SeparationRadius = @CohesionRadius * chf("speed"); int Neighbours[] = nearpoints(0, @P, SeparationRadius); int NeighboursCount = len(Neighbours); vector DirectionToNeighbour = {0,0,0}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector pos; getattribute(@OpInput1, pos, "point", "P", i, 0); DirectionToNeighbour += normalize(@P - pos); } } DirectionToNeighbour *= 1.0 / SeparationRadius; v@accel += DirectionToNeighbour; ------------------------------------------------------------------ tips -- animate only speed with constant you can Combine with files from jhorikawa Dude.. for the momment working on predator and Ants (sim)
10. different projection ....learning sharing projectionLearn.hipnc
11. maybe it Helps sample1.hiplc
13. https://a124.borndigital.jp/houdini/houdini_tips/201703houdinivex.html Learned Something NIce tricks and setups..(Morphing Filet VEx nice stuff) for Lazy peoples Snippets Combining with this Cop setups Olalalalaal //MOrph Blend float A = prim(0,"perimeter",@primnum); float B = prim(1,"perimeter",@primnum); float C = prim(2,"perimeter",@primnum); float T = A +B + C ; float Au = A/T; float Bu= B/T; float Cu = C/T; @Au =Au; @Bu = Bu; @Cu = Cu; float offset = fit01(chf("offset"),0,Au+Bu); int i, pt; int pts[] = primpoints(0, @primnum); foreach (i, pt; pts){ float localu = 1.0/ (len(pts)-1)*i; float offsetu = localu *Au +offset ; if (offsetu > Au+Bu){ float setu = ( offsetu- (Au+Bu)) / Cu; vector setp = primuv(2,"P",@primnum,setu); setpointattrib(0,"P",pt,setp,"set"); } else if (offsetu> Au ){ float setu = (offsetu -Au)/Bu; vector setp = primuv(1,"P",@primnum,setu); setpointattrib(0,"P",pt,setp,"set"); }else{ float setu = offsetu /Au; vector setp= primuv(0,"P",@primnum,setu); setpointattrib(0,"P",pt,setp,"set"); } } //Duplicate int points[]= primpoints (0,@primnum); int pcount = len(points); int nmax = chi("duplicate"); for (int n = 0; n < nmax ; n++){ int prim = addprim(0, "polyline"); float primof= fit01(rand(prim+chf("rand")),1,pcount); for (int i = 0; i <= pcount;i++){ int offset = int( i +primof ) % pcount; vector pos = point(0, "P", points[offset]); int point = addpoint(0,pos); addvertex(0,prim,point); } } removeprim(0,@primnum,1); //Offset tangents int points[]= primpoints(0,@primnum); for (int i = 0; i< len(points); i ++) { int ptnum = points[i]; vector pos = point (0,"P", ptnum); vector tv = normalize(point(0,"tangentv",ptnum)); vector posB = pos + tv * chf("scale"); vector blend = pos + (posB -pos) *rand(@primnum); setpointattrib (0,"P",ptnum,blend,"set"); } Endless Control ..Have Fun
14. That was just Hints ...you can use those with
15. yess something different and creative ..Love it
16. @range = @ptnum/(@numpt - 1.0); min max curvature (Lab- min max average) @curvature = fit(@curvature, detail(0, "min_curvature"), detail(0, "max_curvature"), 0, 1); @curvature = chramp("curvature", @curvature);
17. ## Generalized non-reflecting boundaries for fluid re-simulation

Have Fun reading (with files) https://dl.acm.org/doi/abs/10.1145/2897824.2925963
18. Have Fun. some Nice Tricks and Files ..Thanks (Asia Students ). click on the right Menu to download files .. https://trello.com/b/7ftxZclJ/houdiniゆるゆる会
19. I have that by Default ..strange Play with the file Have FUn I can t find that results now ..its there just play DsExpand copsrle.hiplc
20. float m = @mask; m = m*10; m = clamp(m,0,1); @mask = m; plus play with expand COp I learned something Ds.hiplc DsExpand cop.hiplc
21. vector _ndc = toNDC("/obj/cam1", @P); float _ox=ch("ox"); float _oy=ch("oy"); float _oz=ch("oz"); if ((_ndc<0-_ox)||(_ndc>1+_ox)) removepoint(geoself(), @ptnum); if ((_ndc<0-_oy)||(_ndc>1+_oy)) removepoint(geoself(), @ptnum); if ((_ndc>0+_oz)) removepoint(geoself(), @ptnum);
22. Now when I have everything for better learning (Nice PC-config -first H18 indie version) just happy. Having fun with solvers ..(must learn to combine somehow forces) trying to learn more about solvers ..(fishes- predators- ants -birds -etc-- https://www.red3d.com/cwr/boids/ https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc13/08/_assets/i7784427_TusharK_Thesis.pdf
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