# Librarian

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Thanx Magnus
2. ## Setting the edge color

Maybe it Helps ..You can convert Later in your mat(vop) . Just play with that Colors.hipnc
3. ## On Growth and Form

Now those patterns gonna explore in music experimentos. FUn..too much Fun 022.mov
4. ## 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

6. ## Drawing parametric waves (and learning maths with it)

That its just attribute transfer and some Play with Spiral and combining with this technique . Just having Fun.
7. ## I started making a grass Pack

Just make some path, so that grass has some Depth ..I like it
8. ## Streaky Portal Effect [SOLVED]

With this @IhabAli I think no need for velum shmelum and other stuff. I like this setup I can build (sky its A limit ) ..Here you have 3 different samplers (point clouds) and setup for Vop for having control over source shape and point that attract and do other crazy sh...HAve fun (here its like 15000 points Only ) // from spherical coordinates to cartesian coordinates // from tangent-space vector to world-space sample vector --------------------------------------------------------------------------------- float VanDerCorpus(int n; int base) { float invBase = 1.0f / float(base); float denom = 1.0f; float result = 0.0f; for(int i = 0; i < 32; ++i) { if(n > 0) { denom = float(n) % 2.0f; result += denom * invBase; invBase = invBase / 2.0f; n = int(float(n) / 2.0f); } } return result; } // ---------------------------------------------------------------------------- // ---------------------------------------------------------------------------- vector2 HammersleyNoBitOps(int i; int N) { return set(float(i)/float(N), VanDerCorpus(i, 1)); } vector ImportanceSampleGGX(vector2 Xi;vector N;float roughness) { float a = roughness*roughness; float phi = 2.0 * PI * Xi.x; float cosTheta = sqrt((1.0 - Xi.y) / (1.0 + (a*a - 1.0) * Xi.y)); float sinTheta = sqrt(1.0 - cosTheta*cosTheta); // from spherical coordinates to cartesian coordinates vector H; H.x = cos(phi) * sinTheta; H.y = sin(phi) * sinTheta; H.z = cosTheta; // from tangent-space vector to world-space sample vector vector up = abs(N.z) < 0.999 ? set(0.0, 0.0, 1.0) : set(1.0, 0.0, 0.0); vector tangent = normalize(cross(up, N)); vector bitangent = cross(N, tangent); vector sampleVec = tangent * H.x + bitangent * H.y + N * H.z; return normalize(sampleVec); } int n = 596; for(int i=0;i<n;i++){ int test = i; vector2 xy = HammersleyNoBitOps(test,n); vector testNormal = chv("normal"); vector newpos = ImportanceSampleGGX(xy,testNormal, chf("roughtness")); addpoint(geoself(),newpos); } ------------------------------------------------------------------------------------------ 2 float r = chf("radius"); float u = chf("u"); float v = chf("v"); //float phi_max = rand(@ptnum*4) * 1.0f * PI; float phi_max = @ptnum*0.2 * 2.0f * PI; float theta_min = rand(@ptnum*1000); float theta_max = rand(@ptnum*500) * PI; float phi = u * phi_max; float theta = theta_min + v*( theta_max - theta_min); float x = r * sin(theta) * cos(phi); float y = r * sin(theta) * sin(phi); float z = r * cos(theta); @P.x = x; @P.y = y; @P.z = z; ------------------------------------------------------------------------------------------------- 3 ------------------------------------------------------------------------------------------- float llerp(float a;float b;float f) { return a + f * (b - a); } int nsamples = 1604; for (int i = 0; i < nsamples; ++i) { vector sample = set( rand(i)* 2.0 - 1.0, rand(i*51400) * 2.0 - 1.0, rand(i*5024713)); sample = normalize(sample); sample *= rand(i*50723); float scale = float(i) / float(nsamples); scale = lerp(0.1f, 1.0f, scale * scale); sample *= scale; addpoint(geoself(),sample); }
9. ## Abstracting a bunch of photos in TOPs

It works on Houdini 16.5 perfectly
10. ## Drawing parametric waves (and learning maths with it)

I Have this In mine Collection Maybe you can just rewrite to (Wrangle ) . Hope it Helps. breaking_wave.hipnc
11. ## Constraining DOF of Bones in IK

@Rahul Girish screenshots ?
12. ## Streaky Portal Effect [SOLVED]

Share first your file ... it's clear that everyone in this topic should share files now... @IhabAli

Bingo
14. ## I started making a grass Pack

Beauty ...Dreaming(Ganja- me- Wife and Stampstamp (mmmmmmmmmmm)) nicely Done
15. ## Streaky Portal Effect [SOLVED]

Make same different random copies of lines ( play with wire (option ) in dopsolver , I hope it gonna give some ideas ..have fun ..Maybe it Helps Again sorry for eventual errors still on H16.5 smoke_and_wire.hipnc
16. ## Streaky Portal Effect [SOLVED]

Sorry it seems that you know what you doing and has some basic skills so please do this combine advect particles by vdb (or volume ) take this example from CG wiki Pyro divergence and sinks in Dops ..and it seems that effect its done with layering 3 different effects so have fun.
17. ## Constraining DOF of Bones in IK

Yes, it's possible ...Have fun ..search on GITHUB and google ..here you have something that peoples Done with Arduino just search https://vimeo.com/175121779
18. ## Streaky Portal Effect [SOLVED]

qLlib asset and Cgwiki ,you can find everything to play with and make that effect .
19. ## Select inner edges for pipe generation

Here you have a link ..how to manipulate with chops, then I use this to find endless patterns ..Pretty much you can do what you want unlimited pipes(varies directions) ...I like them so
20. ## I started making a grass Pack

You have the plan to do something like this * https://www.toadstorm.com/blog/?p=534 https://www.artstation.com/artwork/oO6OQW or you gonna throw some stones on the grass.
21. ## Select inner edges for pipe generation

Resample edges ..take ptdist than round to integer and play with directions.. Hope it Helps ..here I have fun with Chops ..you have tutorial by Kim Goss on youtube ( color and patterns ) And here you have the endless solution but on the other side, it's only me that sees that. @caskal
22. ## UVs on copy sop geo?

What hip by ffffff56656 you mean Atom
23. ## Extra edges after fuse issue

What if? fuse with the power of 2 grid -1.but I use 16.5 sorry, maybe don't work so in H18. edgesFusewithPower2grid.hipnc
24. ## Streaky Portal Effect [SOLVED]

Spherical force and Beam effect ..Found and compiled here with Help of other users (you can find absolutely everything here remember that . You just need to tweak to get the final result.(and export in Compositing program for final touches ) Have fun @IhabAli OdforceStudent.hipnc
25. ## CHOPS

Just love such Tutorials that have so much info and tricks ..Have fun http://alltd.org/tag/houdini/
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