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mestela

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mestela last won the day on December 9 2019

mestela had the most liked content!

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About mestela

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    Houdini Master

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    matt
  1. smoke has a hairy look

    That's overcranked disturbance. You could try keyframing it down over the first 30 frames.
  2. Learning VEX via Animated Gifs - Bees & Bombs

    Cool stuff @WLVL!
  3. hyperbolic tiling

    You're in luck! https://qiita.com/jhorikawa_err/items/24785f6255ccf19296b3
  4. Mystique Transformation - Geo Morph by texture

    Yep, you can see I'm creating an attribute with a wrangle and ramp like the stroika video you linked, but you could use an attribute-from-map to make that attribute from an image sequence.
  5. Mystique Transformation - Geo Morph by texture

    Here's one of no doubt many ways to do that effect. blendshape_from_ramp.hipnc
  6. RBD follow animation softly (Soft constraints)

    Sounds crazy! I was lucky enough to visit Filmakademie several years ago, maybe I'll come collect those beers in person...
  7. RBD follow animation softly (Soft constraints)

    Who you callin old? Can't wait to see the finished project, you folk at Filmakademie always make amazing stuff!
  8. Solaris Reveal

    Have you tried to light a non trivial shot in /obj context? Myself and a bunch of lighters suffered through this on HF2, it was awful. /obj is fine for a handful of nodes, but these days production lighting setups involve hundreds, thousands of assets. It's the kind of problem USD was built to address. Further, katana showed the way forward with a 'high level node based stream of all the things', the existing object framework was never going to be able to deal with that efficiently.
  9. Yep, heightfield from file, mask mode. heightfield_mask_images.hip
  10. learning foreach loop in vex

    The above answer is wrong? My one? Look closer; the first example uses the iterator 'i' to get a value from the array, the other one accesses the array value directly.
  11. learning foreach loop in vex

    A for loop requires you to control the variable you're iterating, do your own comparison, and extract the element of an array yourself. A foreach does all that for you. These are functionally equivalent: int myarray[] = {2345,3456,234,34,6,8,567,34,5,346,45}; for (int i = 0; i < len(myarray); i++) { @P.x += myarray[i]; } // vs... foreach(int element; myarray) { @P.x += element; }
  12. Falling Pixel Sort Effect

    Ah, added an alpha fade to the lines: drippy_pixels_v2.hip
  13. Falling Pixel Sort Effect

    Or some mild abuse of scatter, attribfrommap, attribnoise: drippy_pixels.hip
  14. Earthworms Jim in Houdini?

    Getting better, trying a fakey way of setting attachment points. I know the right way is to run this in a proper dopnet rather than the vellum solver, but meh... vellum_worm_guy_v02.hip
  15. Earthworms Jim in Houdini?

    This is more comedy than horror, but might give you some ideas. Need a better way to stick the worms to the character, right now I'm just doing a lowbrow 'find the closest point and head there, plus up a bit', so the worms throw themselves in a rather madcap way. I'm sure you or someone else can improve on this! vellum_worm_guy.hip
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