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Librarian

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Everything posted by Librarian

  1. Issue ?

    Following some tutos ..Don't see and understand properly maybe this spinets .. Isssue.hiplc
  2. sort node problem

    @Follyx This
  3. On Growth and Form

    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
  4. On Growth and Form

    Crossing and Winding Number Algorithm + wave Solver .. Learning Sharing CrosswINDsoLVERwAVEsRLE.hiplc
  5. On Growth and Form

    Finito with this also ,,meanly because its Vop baserad .. I see somehow better in VOp..have Fun. SrleForeachprimVop.hiplc
  6. On Growth and Form

    Yessssssss @vinyvince Hm Like it
  7. sort node problem

    single_lineFix1.hiplc
  8. vortex filament example?

    On this site you have Olalala la Nice stuff and Codes Files abs Everything.Have Fun . http://dgd.service.tu-berlin.de/wordpress/ddg2018/
  9. On Growth and Form

    @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. Houdini point vop color

    If you have a time to Change your avatar Please post your File with displacement
  11. On Growth and Form

    different projection ....learning sharing projectionLearn.hipnc
  12. Houdini point vop color

    maybe it Helps sample1.hiplc
  13. cleaning traced letter line

    @Follyx Contour line 0.5 int drawLine(vector f; vector t){ int base=addpoint(0,f); int to=addpoint(0,t); int line=addprim(0,"polyline",base,to); return line; } //----------------------------- int read=0; if(npoints(1)>0){ read=1; } int maxLines=chi("maxLineCount"); float minLen=chf("minLineLength"); int pts[]=pcfind(read,"P",v@P,chf("maxLineLength"),chi("maxFindCount")); int randomConnect=chi("randomConnect"); int keepPointCount=min(1, max(0,chi("keepPointCount"))); int runner=0; vector curPos; int pt; if(randomConnect == 0){ for(int x=0; x<len(pts);++x){ pt=pts[x]; if(runner > maxLines){ break; } curPos=attrib(read,"point", "P", pt); if(length(curPos-v@P)>minLen && (@ptnum<pt || read)){ if(keepPointCount){ int to=pt; if(read){ to=addpoint(0,curPos); } addprim(0,"polyline",@ptnum,to); }else{ drawLine(v@P,curPos); } runner++; } } }else{ int l=len(pts); float fl=float(l); int rander=pts[int(random(@ptnum*fl+randomConnect)*fl*fl) % l]; curPos=attrib(read,"point", "P", rander); if(keepPointCount){ int to=rander; if(read){ to=addpoint(0,curPos); } addprim(0,"polyline",@ptnum,to); }else{ drawLine(v@P,curPos); } } Have Fun investigate
  14. On Growth and Form

    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
  15. cleaning traced letter line

    That was just Hints ...you can use those with
  16. graduation film (with eng. subtitles)

    yess something different and creative ..Love it
  17. cleaning traced letter line

    @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);
  18. Have Fun reading (with files) https://dl.acm.org/doi/abs/10.1145/2897824.2925963
  19. 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
  20. Heightfield - Distance Mask

    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
  21. Heightfield - Distance Mask

    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
  22. Boolean outside camera area?

    vector _ndc = toNDC("/obj/cam1", @P); float _ox=ch("ox"); float _oy=ch("oy"); float _oz=ch("oz"); if ((_ndc[0]<0-_ox)||(_ndc[0]>1+_ox)) removepoint(geoself(), @ptnum); if ((_ndc[1]<0-_oy)||(_ndc[1]>1+_oy)) removepoint(geoself(), @ptnum); if ((_ndc[2]>0+_oz)) removepoint(geoself(), @ptnum);
  23. On Growth and Form

    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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