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Librarian

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Everything posted by Librarian

  1. and this file from @Nate... have nice tricks packing_boxes_v001.hiplc
  2. Underwater Surface

    I have some scene from 16.5 using Equiangular Homogenic volumetric , directly render no Comp ...don't see any reason why you gonna render directly that ..When you can do this in" toon vis" tutorials for nuke, digital fusion, after effects .. + you have in Blender free render LUXCORE that do those stuff in the FLY ..maybe... that huge PIC its BLENDER 3min frame ..gonna try to find file from 16.5
  3. Bell-Shape Flower's petal detail

    @Max_Steven combine, maybe you gonna find some tricks FlowerDETaIL.hiplc
  4. Edgefracture with pressure contraint in vellum

    @bobbybrown combine maybe it Helps! Have Fun. balloon_01Fun.hipnc
  5. Fun points Grid vector2 pos = rand (@elemnum)-{.5,.5}; pos *= 10; int pt = addpoint(0,pos); vector scale = fit01(rand(@elemnum+0.1),{0.2,0.5,1},{1,1,1}); float pscale = length(set(scale.x,scale.y)); setpointattrib(0,"scale",pt,scale); setpointattrib(0,"pscale",pt,pscale); vector nor= {0,0,1}; vector up = fit01(rand(@elemnum*0.2),{-1,-1,0},{1,1,0}); up= normalize(up); setpointattrib(0,"up",0,up); solver removevalue(near_pts,@ptnum); vector avg; vector scale; vector pos; vector dir; vector up; int n = len(near_pts); foreach(int pt; near_pts){ scale = point(0,"scale",pt); pos = point (0,"P",pt); dir = @P-pos; up = point(0,"up",pt); if(abs(dot(up,@up))>0.001){ @up += length(@up-up)*(up-@up)/n; } if(abs(dot(dir,v@side))<scale.x+@scale.x && abs(dot(dir,@up))<scale.y+@scale.y){ avg += 1.2*(@P-pos)/pow(length(@P-pos),4); } else if(n<chi("compactnes")){ avg += pow(length(dir),2)*(pos-@P)/n; } } @P += 0.008*normalize(avg); outside int pts[]; matrix xform = instance(@P,@N,@scale,0,@up); foreach (vector pos;{{-1,-1},{-1,1},{1,1},{1,-1}}){ pos *= xform; append ( pts,addpoint(0,pos)); } int prim = addprim(0,"poly",pts); setprimattrib(0,"Cd",prim,vector(rand(0.1*@ptnum))); removepoint(0,@ptnum);
  6. @Lampay links 1 sidefx tut 0 2 sidefx tut 1 3 everything that you need to model ...+ more ...bricks endless files muchoss and combine that is all that I could find . Have Fun..
  7. Book animation riddle

    @Chris Kite if you are Happy with file from Think Procedural please post final result
  8. Like Sketch ?

    Block ? just wonder ? Best Approche ? shader.hiplc
  9. @anbt Trust me I just have Fun with Houdini, you must ask some PRODUCTION fx ARTIST LADY or DUDE for those effects hm
  10. Obscurus of Fantastic Beasts

    @yujiyuji or you can use this setup and slightly adjust some parameters I think.. SrleParticles.hiplc
  11. Obscurus of Fantastic Beasts

    just combine from this site 2 files https://diffusefx.com/blog/
  12. you have @anbt on YouTube splash fluid collide .. also search for "SchrodingersSmoke Houdini" on Edu sites you have example "INK Collide " Have Fun.
  13. hehehe @anbt intersection.hipnc
  14. Ripple solver issue

    @younglegend HM exx.hipnc
  15. Ripple solver issue

    @younglegend IF you play with settings you can Adjust ...I like to have rest and Init outside..separate...Maybe you need v..or lower Conservation RipplesXC.hipnc
  16. Advect particles with object

    @Mark01 if someone Have Time? to make this for solver and 18.5 I don't understand clearly #pragma label damp "Damp" #pragma label springIdx "Spring Index" #pragma label magExp "Magnet Exponent" #pragma label magnetScale "Magnet Scale" #pragma label maxDist "Max Distance" sop SpringMagnet(float damp = 0.9; float springIdx = 0.5; float magExp = 1; float magnetScale = 0.5; float maxDist = 1; ) { vector target = point(1, "P", 0); vector rest = point(geoself(), "rest", ptnum); // get the spring force based on the rest position vector displace = rest - P; vector springForce = displace * springIdx; // get the magnet force from the target position vector magDist = P - target; float distance = length(magDist); vector magnetForce = set(0,0,0); if(length(distance) < maxDist){ distance = pow(fit(distance, 0 , maxDist, 1, 0), magExp); magnetForce = normalize(magDist) * distance; } vector mainAcc = magnetForce * magnetScale + springForce; v += mainAcc; v = v * damp; P += v; }
  17. Advect particles with object

    @Mark01 Old particle system "POPNET" from 16.5 can be reproduced in 18.5... if you have time download 16.5 open and investigate..Have Fun
  18. Advect particles with object

    @Mark01 Open in Houdini 16.5 CHOKOLADA.hipnc
  19. how to for each primitive with vex

    @ela1995 I think this gonna be useful. https://handlespixels.wordpress.com/2019/01/24/texturing-in-houdini/
  20. Hm here you have file Investigate. h.hiplc
  21. Preview you have option in MPLAY ..use panel audio settings to "link"download" file that you have exported from null IN Spatial .. now you can make anything Folly effects ...imagination Olalaa ..Do you hear a difference ? You need only now to play with position and its your option what you want.. Plus I recommend to read and Download music tools Have Fun ..Please post your experiments las.wav test_audio_05_stripFix.hiplc
  22. @REC Hm how i know ? From 2009 cccc Time Goes by allala https://www.sidefx.com/forum/topic/13047/#post-79801
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