Posts posted by Librarian









try WRAP SVG Sop from "baku89" on Github
 2





hm what happens if you make rot attribute and use that in vex like , just wondering..
@orient = eulartoquaternion(radians(@rot),XFORM_XYZ);

@Jsmidlow 'Lookat' gives orient attribute not Up or?
velocity and without v hm
hm Thanx for File a
 2

@nemsi try using vector displacement in mantra ..and for modeling Try OLD Muscledeform...endless Fun.it's Fast


@saca attribute rename Mask(or dist) to "height" than you no need to have @ in parameter in Mountain SOP....
if you open(allow editing mountain Sop you goona see inside VOP why ...you can use falloff node with Blend function also and rest
float blend = point(0, chs("../attrib"), @ptnum);
@P = lerp(@P, point(1, "P", @ptnum), blend); 
if you mean this
http://nomoreretake.net/2018/12/24/houdiniinheritvelocityrbdpackedobject/
https://diffusefx.com/2019/11/06/sopsindopstutorial/
@jamesearnest244
+ you have ex here also on odforce 
@papsphilip Can you use this and confirm that its working ...Someone I have problem ..i followed instruction in gif but no luck, maybe its card driver or version in Houdini
its from Baku

@jon3de You have Bunch of those examples in 'use' inside package of "Five elements Elf " + many other with arrays ..
mathdeep.vfl
arraydeep.vfl
arithmetic.vfl 1

//blackbody v@temp = blackbody(chf("Temperature"),chf("Intensity")); //CIE XYZ to sRGB (no white balance) 3@mat3 = { {3.24096994, 1.53738318, 0.49861076}, {0.96924364, 1.7859675, 0.04155506}, {0.05563008, 0.20397696, 1.05697151} }; //Multiply Matrix float red = (@temp.x * getcomp(@mat3,0,0)) + (@temp.y * getcomp(@mat3,0,1)) + (@temp.z * getcomp(@mat3,0,2)); float green = (@temp.x * getcomp(@mat3,1,0)) + (@temp.y * getcomp(@mat3,1,1)) + (@temp.z * getcomp(@mat3,1,2)); float blue = (@temp.x * getcomp(@mat3,2,0)) + (@temp.y * getcomp(@mat3,2,1)) + (@temp.z * getcomp(@mat3,2,2)); //set Color @Cd = set(red,green,blue);
//Blackbody float Temp = chf("Temperature"); float TempInt = chf("Intensity"); float tempX = 0; float tempY = 0; float tempZ = 0; //x if (Temp >= 1667 && Temp < 4000) { float xa = 0.2661239 * pow(10,9) / pow(Temp,3); float xb = 0.2343589 * pow(10,6) / pow(Temp,2); float xc = 0.8776956 * pow(10,3) / Temp; tempX = (xa + xb + xc) + 0.179910; }else if (Temp >= 4000 && Temp <= 25000) { float xa = 3.0258469 * pow(10,9) / pow(Temp,3); float xb = 2.1070379 * pow(10,6) / pow(Temp,2); float xc = 0.2226347 * pow(10,3) / Temp; tempX = (xa + xb + xc) + 0.240390; }; //y if (Temp >= 1667 && Temp < 2222) { float ya = 1.1063814 * pow(tempX,3); float yb = 1.3481102 * pow(tempX,2); float yc = 2.18555823 * tempX; tempY = (ya + yb + yc) 0.20219683; }else if (Temp >= 2222 && Temp < 4000) { float ya = 0.9549476 * pow(tempX,3); float yb = 1.3481102 * pow(tempX,2); float yc = 2.09137015 * tempX; tempY = (ya + yb + yc) 0.16748867; }else if (Temp >= 4000 && Temp <= 25000) { float ya = 3.0817580 * pow(tempX,3); float yb = 5.8733867 * pow(tempX,2); float yc = 3.75112997 * tempX; tempY = (ya + yb + yc) 0.37001483; }; float tempXn = (TempInt / tempY) * tempX; float tempYn = (TempInt / tempY) * (1  tempX  tempY); v@Cd = set(tempXn,TempInt,tempYn);
//white point float wpnX = chf("wpx") / chf("wpy"); float wpnY = chf("wpy") / chf("wpy"); float wpnZ = chf("wpz") / chf("wpy"); vector wpn = set(wpnX,wpnY,wpnZ); //sort vector mX = set(chf("priRx"), chf("priGx"), chf("priBx")); vector mY = set(chf("priRy"), chf("priGy"), chf("priBy")); vector mZ = set(chf("priRz"), chf("priGz"), chf("priBz")); //matrix matrix3 m = set(mX,mY,mZ); matrix3 mI = invert(m); matrix3 mW = set(wpnX,wpnX,wpnX, wpnY,wpnY,wpnY, wpnZ,wpnZ, wpnZ); matrix3 mW2 = mI * mW; // vector vecX = set(getcomp(mW2,0,0), 0,0); vector vecY = set(0, getcomp(mW2,1,1) ,0); vector vecZ = set(0 ,0 ,getcomp(mW2,2,2)); matrix3 mVec = set(vecX,vecY,vecZ); 3@rgb2xyz = m * mVec; 3@rgb2xyz = invert(@rgb2xyz); //Color Matrix float red = (@Cd.r * getcomp(@rgb2xyz,0,0)) + (@Cd.g * getcomp(@rgb2xyz,0,1)) + (@Cd.b * getcomp(@rgb2xyz,0,2)); float green = (@Cd.r * getcomp(@rgb2xyz,1,0)) + (@Cd.g * getcomp(@rgb2xyz,1,1)) + (@Cd.b * getcomp(@rgb2xyz,1,2)); float blue = (@Cd.r * getcomp(@rgb2xyz,2,0)) + (@Cd.g * getcomp(@rgb2xyz,2,1)) + (@Cd.b * getcomp(@rgb2xyz,2,2)); @Cd = set(red,green,blue);
//blackbody v@temp = blackbody(chf("Temperature"),chf("Intensity")); //set Color v@Cd = xyztorgb(@temp);
 1


@bentraje you forgot in postprocesing to Check Complement.
and you can find on web Nubis noise generator and with Labs you can make endless seamless Noises .
 1

@vinyvince I'm just crazy Rabbit .. when I have intersection on any curves and can make polygons with width and having control for these , in combination's I use also golden rules and (quad for each from points) to make endless positions that give me correct " beauty " and space, form and balance between ...here its other Fun Stuff.
Huge Help from Asia and Russian Artist......Indie Zone, GitHub ,Telegram, and some diff Dark Sites
How to use a curve and a carve to cut out an object from a solid
in General Houdini Questions
Posted
@Btron6000 do you need Sparks on your Animation to ? ... 31 Hours ..