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srletak last won the day on August 27

srletak had the most liked content!

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About srletak

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    Tesan Srdjan
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  1. Frei Otto edge bundling algorithm?

    duble bubble nano second
  2. Frei Otto edge bundling algorithm?

    Learn this ..... Find than superformula here on the forum and have fun..
  3. move points to coloured neighbours

    Hm can you post some examples of what you want to achieve exactly ... I posted point vop that do those stuff based on noise play with that file. qlib have some examples but with particles maybe that can help.
  4. SVG export with color? (or maybe groups?)

    Read the color from the polyline/polygon using p.attribValue(‘Cd’), convert it to hex format and use it instead of black in write_path(). http://www.sidefx.com/docs/houdini/hom/hou/Polygon.html#attribValue https://qiita.com/kit2cuz/items/0acc5b6352129db587cb and learn this and I wonder at the end why you need Illustrator Have a nice day
  5. The little things about houdini

    HOUDINI IT'S the BEST VECTOR PROGRAM ( including )...in my opinion
  6. Create group of edges by angle for creasing?

    learn this and use select edges by color (or just post your scene and someone gonna help ) https://handlespixels.wordpress.com/2019/01/24/texturing-in-houdini/ https://www.sidefx.com/forum/topic/48424/?page=2
  7. @Masoud have you install this? https://github.com/qLab/qLib
  8. clifford torus effect

    Hi @angelous4x you have an idea I have an idea, + + = maybe. transform before /$PI *2 = x and y Confuse a cat play with this and your idea. complex math find http://wordpress.discretization.de/houdini/ //q=(1+i+j+k)/2 must be 1 Möbius strip float cos = v@P.z; float sin = v@P.x; float r = v@P.y; float c_sqr = pow(cos,1) -pow(sin, 1); float s2 = 1*sin*cos; vector C = set(c_sqr, 0, s2); vector B = {0, 1, 0}; vector N = cos * C + sin * B; v@P = C + r * N; //Sudanese surface. vector4 gamma(float t) { return set(cos(t), sin(t), 0, 0); } vector4 N(float tau; float t) { float tau_t = tau * t; return set(0, 0, cos(tau_t), sin(tau_t)); } vector4 f_tau(float tau; float x; float y) { return cos(y) * gamma(x) + sin(y) * N(tau, x); } vector sigma(vector4 v) { return set(v.x / (1 - v.w), v.y / (1 - v.w), v.z / (1 - v.w)); } float tau = chf("tau"); vector4 q = {1, 1, 1.5, 1}; q /= length(q); v@P = sigma(qmultiply(f_tau(tau, v@P.x, v@P.y), q)); or just use file from Matt Ebb a long time ago http://mattebb.com/blog/
  9. gradient r&d

    someone can help with gradient on-grid and stuff. ( Point Vop) Array.hipnc
  10. Collaboration with hdbp.io

    the initiative is fantastic just to stay, free of charge, all the time
  11. Modeling normals?

    smooth like butter
  12. Modeling normals?

    @OdForest easy solution https://www.sidefx.com/tutorials/game-development-toolset-overview/
  13. @OdForest you have here solution https://www.sidefx.com/tutorials/game-development-toolset-overview/
  14. Nature fun

    time 3.