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jkunz07

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About jkunz07

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  • Birthday 10/17/1988

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    John
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  1. Flora Distribution

    http://ianwaters.co.uk/wp/mash/the-papers-behind-the-world-node/ http://algorithmicbotany.org/papers/ecosys.sig98.pdf https://disney-animation.s3.amazonaws.com/uploads/production/publication_asset/135/asset/vegetation2016_v9.pdf https://dl.acm.org/ft_gateway.cfm?id=2947692&type=pdf&path=%2F2950000%2F2947692%2Fsupp%2Fp57-cieri-supp.pdf&supp=1&dwn=1
  2. Boolean Fracture Seams

    Have you made sure the boolean SOP is set output 'binsidea' group, and that that group is specified in the final normal SOP?
  3. Boolean Fracture Seams

    'unique points along seams' shouldn't be necessary. Try this file where I've added normals to the geo before it's cut, also having normals on the cutting geo can help. Finally only the inside faces get normals recalculated after it's shattered using the A inside B group. This preserves the smooth normals of the sphere's shell before it's shattered. BooleanSeamless.hipnc
  4. Setting Camera defaults

    We can also use the fbres file to control the dropdown list of presets. FBres file (for customizing the list of preset resolutions in pop-up menus on render nodes, lights, and cameras). http://www.sidefx.com/docs/houdini/basics/config.html#configuration-files
  5. Get particles nearest to camera

    You can use the uv texture SOP to project uv's from your camera. The Z component of the uv will be the particle's distance from your camera. You can then use that in an attribute create SOP, wrangle, etc. when creating pscale so that the particles are larger when further from the camera. You can also use these uvs to group or delete particles which are too close or far from your camera or outside the frustum. pscale_from_camera_distance.v1.hipnc
  6. terrain

    each voxel contains the height of the terrain at that grid point http://www.sidefx.com/docs/houdini/model/heightfields
  7. http://www.vam.ac.uk/content/articles/a/computer-art-history/
  8. https://www.atariarchives.org/artist/index.php
  9. wrangle nodes pragma?

    If you look at $HFS/houdini/python2.7libs/vexpressionmenu.py This is the the script they use to build the parameters by calling vexpressionmenu.buildSnippetMenu('attribwrangle/snippet') It might be possible to expand on their code to fit your needs, or submit an RFE for more capabilities to be added to this function beyond channel data type detection.
  10. Some Looping RND Animations

    I was putting them here: https://ello.co/theart For the conversion I use the command line tool convert from ImageMagick, I think it's part of most distro's so you shouldn't have to apt-get it. http://www.linux-magazine.com/Online/Blogs/Productivity-Sauce/Create-Animated-GIFs-with-ImageMagick To get the file size smaller or do some simple speed tweaks, sometimes I use https://ezgif.com/optimize They are fairly transparent about their process and it could be possible to script what they're doing perhaps. They link to the tools they employ here: https://ezgif.com/about Hope this helps, and thanks for sharing your RnD gifts!
  11. EXR meta data issues

    You should be able to use python's json module to encode and decode that from dict to string or vice versa https://docs.python.org/2/library/json.html
  12. Natural Randomness Ratio and Scale Ramp

    The attribute randomize has ramp method as well .!
  13. Circles between two curves

    Sorry it wasn't acceptable to you!
  14. Circles between two curves

    Here is some method: fit_circles_to_curves.v4.hipnc
  15. Houdini Multiple Session in Mac OSX

    You will find it in your Houdini installation directory -> Utilities folder.
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