Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

  • Days Won


mestela last won the day on September 16

mestela had the most liked content!

Community Reputation

644 Excellent

About mestela

  • Rank
    Houdini Master

Personal Information

  • Name
  1. 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.
  2. Yep, heightfield from file, mask mode. heightfield_mask_images.hip
  3. 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.
  4. 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; }
  5. Falling Pixel Sort Effect

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

    Or some mild abuse of scatter, attribfrommap, attribnoise: drippy_pixels.hip
  7. 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
  8. 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
  9. These are some rough notes, but might help: http://www.tokeru.com/cgwiki/index.php?title=Rest_Attrib
  10. Recursive Division of Primitive

    An alternative way with for loops and stuff: http://www.tokeru.com/cgwiki/index.php?title=ForLoops#Compiled_recursive_3d_clip and this for a 2d version: http://www.tokeru.com/cgwiki/index.php?title=ForLoops#Loops_in_loops
  11. If you want a gentle quickstart, I wrote this: http://www.tokeru.com/cgwiki/index.php?title=JoyOfVex
  12. Simple RBD hanging

    I'd probably setup an rbd chain instead, I think that'd be easier to control.
  13. Procedural modellling

    Didn't you just answer your own question? Why not start with that, see where it takes you, then see if you need more resources?
  14. Toms "Learning Houdini" Gallery

    Beautiful stuff as always Tom!
  15. recurcive subdivision

    kindasorta: sphere_triangles_recursive.hip