Everything posted by Librarian

Move along the curve while maintaining Flip Fluid speed
Librarian replied to patis's topic in Effects
Some Speed trick From I think Qiita Students. curve_follow.hipnc 
@jonidunno Here its a file File that I got Help From @MENOZ 3 years ago . and For Complex Shapes Use THIS menoBlend.hipnc

@jonidunno Original File By d_gfx Japan (qiita)2021 Advent Calendar ..with this file and a little bit of search(research) You can make any curves .Have Fun .. Students.hipnc

Conform objects to the surface of another in Houdini  ZBrush MatchMaker
Librarian replied to Thoi's topic in General Houdini Questions
hm here its one ex(that you can modify to match your needs) that you can use and make your own Style ..this File its posted by Qiita Students and if you search by those artist @Aizatulin and @konstantin magnus I think they posted something newest try to search newforwire.hipnc 
Resample in VEX? (imitate Resample SOP  resample vector array)
Librarian replied to Krion's topic in Scripting
v[]@pos; vector posStart = point(1,"P",0); append(v[]@pos,posStart); for(int i = 16; i < npoints(1)16; i++){ vector tempP = point(1,"P",i); append(v[]@pos,tempP); } vector posEnd = point(1,"P",npoints(1)1); append(v[]@pos,posEnd); //create spline int its = chi("iterations"); for(int i = 0; i <= its; i++){ vector tempP = spline("linear",(float)i/(float)its,v[]@pos); int newPt = addpoint(0,tempP); } int val = 20; for (int i = 0; i<= val; i++){ vector temP = spline('linear',(float)i/(float)val,{0,0,0},{0,0,5},{0,0,10}); int newPt = addpoint(0,temP); } + you have here FeELibforHoudini just search on Google (something Like Qlib for Houdini endless ex and Files 
Creating tree shapes from 3D models
Librarian replied to Apesta's topic in General Houdini Questions
@Apesta Search here on Forum and Google Following Marta Feriani 2017 Artdirecting procedural vegetation in Houdini using a space colonization algorithm . Ivy Growth . + anything from Vdb Iso deform Displacement you have endless ex on that Topic Plus Files . Images done In Midjourney. 
@art3mis Hm! What if you make your own Velocity Field In PopVop..That you can control in endless variation end with different( changing Attributes) ...otherwise just dive inside curve force and tweek. CVelocity Field.hipnc

Growth Fractures GrowthGl.hipnc

How can I create a normal vector pointing to the nearest point...
Librarian replied to Masoud's topic in General Houdini Questions
maybe this can be of same Help otherwise try to search For Slope example or Just describe what you want to do with them Points .. you can Use Ray also ...PArticles with Groups ..I'm more for visual motion explaining Example ..Don't know new.hipnc 
@mike_ here you Have also some FUN.

I need to find a way to detangle some spheres...
Librarian replied to Masoud's topic in General Houdini Questions
@Masoud Something Like This Or? 
@mike_Just rotate .. with this you have endless possibility ...Have Fun ..use after add SOP or skin or copy to points that Star Shape. //detail int u = chi('u_num'); int v = chi('v_num'); float inner = chf('inner'); float outer = chf('outer'); float pi = $PI *2; for(int i=0; i<u; i++){ for(int j=0;j<v;j++){ float centerX = inner +(outer inner)*0.5; float torusRad = (outer inner)*0.5; float X = centerX +torusRad *cos(pi / u *i); float Y = torusRad *sin(pi / u *i); vector pos = set(X*cos(pi / v*j),Y,X *sin(pi /v *j)); int pt = addpoint(0,pos); setpointattrib(0,'u',pt,i); setpointattrib(0,'v',pt,j); vector centerPt = set(centerX *cos(pi / v *j), 0,centerX *sin(pi /v *j)); vector normal = normalize(pos centerPt); setpointattrib(0,'N',pt,normal); } } int ucount = chi('ucount'); int vcount = chi('vcouont'); float height = chf('height'); float waveslid = chf('waveslid'); int uWaveCount = chi('uWaveCount'); int vWaveCount = chi('vWaveCount'); int u = point(0,'u',@ptnum); int v = point (0,'v',@ptnum); vector nor =v@N; float uRatio = u /float(ucount); float vRatio = v /float(vcount); float pi = $PI * 2; vector newPos = @P + nor *height * sin(pi * vRatio *vWaveCount + pi * uRatio *uWaveCount + pi * waveslid); @P = newPos; sec wrangle

Take the Render to Cop /out/mantra_ipr have same Motion(best To use Chops ) With Camera. then Use Velocity Blur Node and for Plane use velNDC.

Take perimeter or Vertex beetwen only 2 points of that Line and promote to Gradient middle, or same Chess tex, make to class and random threshold with constant anime B spline, or some Nice Spline to chops and Back. or use This Shortcut 'Ex' With Vellum( Don't know About Vellum ..Nada...) . just onooo...Maybe it Helps !! set_emi.hipnc

@mike_ Just dive inside this Hip and see ..Maybe it gonna give you some Idea's and tricks. https://www.nicholastaylor.com/blog/blogposttitletwoea3sa

[POP Simulation]  Creating something similar like magical streaks (based on realworld reference)
Librarian replied to Daniel Voloshkevych's topic in Effects
you got Answer? on Think Procedural Discord Or? Mark If You are Happy with Answer 1 reply

 particles
 particles simulation

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How can I use the hip name as the flipbook output name?
Librarian replied to Masoud's topic in General Houdini Questions
@Masoud Try This ,maybe you gonna need to install some Codec's . Sop and Top level. exam.hipnc 
@terencemace Find this Dude on Vimeo Chen Zeng ...He posted Nice set of HDA's for that type Effects ..Combine diff examples . https://vimeo.com/zengchen

@trinityNoob Then Just use PopCurve Force with PopFluid , you have ex in Documentation

@popsicle Just use SINGLE LINE Fonts for engraving CNC embossing ...
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 procedural
 pen

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Worley noise (chebyshev) not showing up as expected
Librarian replied to archz2's topic in General Houdini Questions
change box to polygonmesh not Mesh ..Definitely this is the Case in your Ex @archz2 , use periodic Worley Noise, look like its a BUG.hm 
Worley noise (chebyshev) not showing up as expected
Librarian replied to archz2's topic in General Houdini Questions
4 points in the scatter param I think ..just change 
Asia Thanx To @Boa OdRope.hipnc

@bratro 'inside foreach you have min o max steps' best to use Heightfield tools if you don't need to have separate layers ...endless Fun.

vector pos(float u,t){ vector p = set(0,u,0); p+= u *0.2*curlnoise(p+0.1*t); return p; } int npt = 30; for (int i;i<npt;i++){ float u = i/float(npt1); vector p= pos(u,@Time); vector next_p = pos(u+0.1,@Time); vector up = normalize(next_pp); vector4 ori = dihedral({0,1,0},up); int pt = addpoint(0,p); setpointattrib(0,"orient",pt,ori); matrix3 r =qconvert(ori); vector v = set(r.xx,r.xy,r.xz); vector side = set(r.zx,r.zy,r.zz); setpointattrib(0,"v",pt,v); setpointattrib(0,"side",pt,side); } int pts0[]; int pts1[]; for(int i;i<i@numpt;i++){ vector p = point(0,"P",i); vector dir = point(0,"side",i); dir = normalize(dir); float u = float(i)/(@numpt1); u = chramp("ramp",u); vector p0= p+dir*u; vector p1= pdir *u; int pt0 = addpoint(0,p0); int pt1= addpoint(0,p1); append(pts0,pt0); append(pts1,pt1); } for (int i;i<@numpt1;i++){ addprim(0,"poly",i,i+1,pts0[i+1],pts0[i]); addprim(0,"poly",pts1[i],pts1[i+1],i+1,i); } use Sweep Node Best