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Everything posted by Librarian

  1. Cryptomatte and Redshift

    @Cihandrocryptomatte(2).zip Maybe it Helps For MAntra
  2. Organic shape

    I like in some moments to play Detectives meeting Magicians @flcc,only when I see that its necessary ...Its web site houdinifx japan formerly indyzone ....You have links for cafe indyzone 9 or more links, also on twitter.. @vinyvince I use chops always(also in this example), somehow you can't make mistake with so much control that chops provide in mine case ...for-each Node in Chops its magic if you make reasonable amount of points ...
  3. Organic shape

    I seen that or something "muchos interresantos" you have file there on indyZone jAPAN CAFE 1/9 OR 4/9 .. @caskal
  4. Layered and fracture rock shader issue

    hm Shader endless possibility (h16.5) and file ..plus you have Last file inside tutorials section for Houdini-CGworld-Japan that do maybe that ..Have Fun @AHilby PROCw.hiplc
  5. Animation offset on an Lsystem

    Here you have those Files or just provide your File with frozen Input of Geo https://www.houdinikitchen.net/2019/12/23/l-systems-node/
  6. @Masoud Maybe this One gonna give you Some Tricks how to Export Those Values and Use those to Solve your issues ,I think, ( I'm More into Visual Question Sorry if I Misunderstood).. You just need to Dive inside and Change Hm something .Have Fun and Check this Tools and you have on Cg world Japan Files for Combining and Learning https://github.com/ShoheiOkazaki/Nagamochi VelEnVVV.hipnc
  7. Random Y extrusion on individual faces (elements)

    @Rival Consoles just some Idea ,if you Combine maybe you can make Your Final Idea ..."Transform Pieces" TransSPy.hiplc NOex.hipnc

    Maybe useful Vex ....Wiggle ---prim offset extrude pluss pluss VexC.hiplc

    Only sharing files and links for peoples that want to learn ..including mine self Here its snippets(File) useful for Tricks and Links for Video Tut INC ...WITH FILE. https://vimeo.com/454127040 https://vimeo.com/207724703 https://vimeo.com/305429043 uiHud.hiplc
  10. 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
  11. I'ts This File ..When was The Challenge On think Procedural I Found that on GitHub ...Or You using Something Else .. https://github.com/chloesun/wfc_houdini
  12. On Growth and Form

    No Cellular . you can Export ...now you can Download export and import to Magical-Voxel ..you can found now on Asia Forums(From Asia Lady's And Dudes) anything ..I posted Link on SideFx and I get Banned Hm my Fault... ..I used Chops to Morph .. @vinyvince Thanx For Comments and Living Up this Forum
  13. On Growth and Form

    Thanx to Asia Forums
  14. Curl Noise Control

    @john_fraser You have that file on cg-world Japan also many other files Have Fun.."Mesh.Direction" after "direction vector" use attribute mirror for more FUN .. take attribute randomize and than apply att miror
  15. dust Clump using VDB

    @ashu_tosh_m ..Points from volume to the -first input- of wrangle in -second- vdb from polygons (play inside with parameters)..TIP make meta-ball then convert meta....and for those structures in the middle you can use on the LABS skeleton 3d . wrangle vector v,gradient; vector pos = @P; int prim = addprim(0,"polyline",@ptnum); vector up; for(int i;i <@Frame*5;i++){ up= snoise(pos*20*0.4); gradient = volumegradient(1,0,pos); v = cross(gradient,up); pos += v*@TimeInc; addvertex(0,prim,addpoint(0,pos)); } float @width = 0.005; Have Fun
  16. @Max_Steven Hm I use combo with some adjust on UV's ,then i get "for me" nice result ..Maybe it can be adapted to your example. Just tweak a little bit -- Ls.hiplc

    Chops micro

    thanx To Asia Forums Hm How to make this In Vex???? from math import cos,sin geo = hou.pwd().geometry() poly = geo.createPolygon() for i in range (36): t = -6.2*i/36.0 p = cos(t),sin(t),0 point = geo.createPoint() point.setPosition(p) poly.addVertex(point) dim = 30 bbx= poly.boundingBox() min= bbx.minvec() max = bbx.maxvec() for point in poly.points(): p = point.position() p[0]=hou.hmath.fit(p[0],min[0],max[0],3,dim-3) p[1]=hou.hmath.fit(p[1],min[1],max[1],3,dim-3) p[2]-=0.1 point.setPosition(p) group_inside = geo.createPointGroup('inside') group_outside=geo.createPointGroup('outside') group_all = geo.createPointGroup('all',1) for i in range(dim*dim): index = hou.Vector3(i%dim,i/dim,0) point = geo.createPoint() point.setPosition(index) group_all.add(point) dir = hou.Vector3(0,0,-1) pos_out = hou.Vector3() normal_out = hou.Vector3() uvw_out = hou.Vector3() inside=geo.intersect(index,dir,pos_out,normal_out,uvw_out) if(inside+1): group_inside.add(point) else: group_outside.add(point) def extend(point,dist): points = [] dist = int(dist) p = point.position() ori = p-hou.Vector3(dist,dist,0) dim0 =1+2*dist n = int(dim0*dim0) for i in range(n): p= ori+hou.Vector3(i%dim0,i/dim0,0) num= int(p[1]*dim+p[0]) points.append(group_all.iterPoints()[num]) return points geo.addAttrib(hou.attribType.Point,'Cd',(1.0,1.0,1.0)) point= geo.point(500) dist= hou.frame() points=extend(point,dist) for point in points: point.setAttribValue('Cd',(1.0,0,0)) #groups group = geo.createPrimGroup('group') lim_n0 = 100 for i in range(lim_n0): outside_points = set(group_outside.points()) max_dist = 0 point0 = group_inside.iterPoints()[0] for point in group_inside.points(): lim_n=20 for i in range(lim_n): points = set(extend(point,i)) if(len(points & outside_points)): dist=i-1 break if max_dist<dist: max_dist = dist point0 = point pos = point0.position() val = hou.Vector3(0.5,0.5,0) max_dist += 0.5 p0 = pos+hou.Vector3(-max_dist,-max_dist,1) p1 = pos+hou.Vector3(-max_dist,+max_dist,1) p2 = pos+hou.Vector3(max_dist,max_dist,1) p3 = pos+hou.Vector3(max_dist,-max_dist,1) points=geo.createPoints([p0,p1,p2,p3]) polys=geo.createPolygons([points,]) group.add(polys) points=extend(point0,max_dist) group_outside.add(points) group_inside.remove(points) if len(group_inside.points())==0:break
  19. google "nubis noise generator houdini" and 4'link download asset .Have FUn
  20. just search for NUBIS noise GENERATOR used for Horizon Zero Dawn. Asia Forums
  21. How can I prevent the Grains from shrinking?

    Please post A file @Masoud
  22. Carving infinite spiral

    hm If we can make somehow in the loop prim-length and measure together .. void adjustPrimLength(const int geo, prim; const float currentlength, targetlength) { float diff = targetlength - currentlength; int points[] = primpoints(geo, prim); if(diff > 0) { vector posA = point(geo, "P", points[-2]); vector posB = point(geo, "P", points[-1]); vector posC = diff * normalize(posB-posA) + posB; int ptnum = addpoint(geo, posC); addvertex(geo, prim, ptnum); } else if(diff < 0) { vector lastpos = 0; float length = 0; int cut = 0; foreach(int idx; int pt; points) { vector pos = point(geo, "P", pt); if(idx > 0 && !cut) { float seglength = distance(pos, lastpos); if(length+seglength > targetlength) { float frac = (targetlength-length)/seglength; vector newpos = lerp(lastpos, pos, frac); int ptnum = addpoint(geo, newpos); for(int i=idx; i<len(points); i++) removepoint(geo, points[i]); addvertex(geo, prim, ptnum); break; } length += seglength; } lastpos = pos; } #include <groom.h> adjustPrimLength(0, @primnum, @perimeter, @perimeter*chf("dist")); @Aizatulin when he Have Time ...he have those vex-tricks and knowledge in the Little Finger @flcc I'm also interested in this ....
  23. How can I prevent the Grains from shrinking?

    int n[] = pcfind(0, 'P', @P, @pscale*2, 100); vector change = 0; float weight = 0; foreach (int npt; n) { if (npt == @ptnum) continue; vector op = point(0, 'P', npt); float d = length(op - @P); if (d < @pscale*2) { change += normalize(@P-op) * (@pscale*2-d)/2; weight += 1; } } @P += change / weight; int n[] = pcfind(0, 'P', @P, @pscale*2, 100); vector change = 0; float weight = 0; foreach (int npt; n) { if (npt == @ptnum) continue; vector op = point(0, 'P', npt); float d = length(op - @P); if (d < @pscale*2) { float omass = point(0, 'mass', npt); float ratio = omass / (@mass + omass); change += normalize(@P-op) * (@pscale*2-d) * ratio; weight += 1; } } @P += change / weight; if (i@has_pprevious) @v = (@P - v@pprevious) / @TimeInc; float ratio = omass / (@mass + omass); change += normalize(@P-op) * (@pscale*2-d) * ratio; JEFF LAIT- MASTERCLASS ...I think


    Numero uno. pioneer Thanx Houdini FX Team