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Showing results for tags 'algorithm'.
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Hello everybody, I’m relatively new to Houdini, and as part of a personal project (a short film), I’m currently trying to reproduce an effect based on the recursive subdivision of a surface. We can observe the said effect for instance on this video made by Simon Holmedal : https://www.instagram.com/p/BK8ivNajNdu/ The different iteration (non animated) of the algorithm can be also observed on this video : https://www.youtube.com/watch?v=HHKPdf67Sfo Or on this one : https://www.youtube.com/watch?v=K1mlO2YSfU4 It is also the same effect used in the official SideFx Ident (Simon Holmedal again): https://vimeo.com/164501803 I searched every topic on OdForce which seemed to deal with this technique, I found several topic like : • http://forums.odforce.net/topic/28803-this-subdivided-thing/ • http://forums.odforce.net/topic/28161-triangle-polygon-morph-animation-to-fractal/?tab=comments#comment-160368 • http://forums.odforce.net/topic/26779-how-to-creat-subdivision-pattern/?tab=comments#comment-154625 And also the famous tutorial by Entagma regarding subdivisions : • http://www.entagma.com/loops-subdivisions/ Those topics seem to give several techniques to subdivide a surface into smaller triangle, but none of them propose a solution to actually animate the subdivided mesh. It seems that the overall technique is based on a recursive subdivision, coupled with the fact that the subdivided parts move along their normal, in order to give this effect of extrusion and fractal. I’ve also searched more deeply into the code of such an algorithm, and I’ve found several websites (with code) explaining this effect: • http://code.algorithmicdesign.net/Recursive-Subdivision-Mesh • http://atlv.org/education/ghpython/#7 • http://www.geneatcg.com/2014/11/21/rhino-python-tessellation-subdivision-first-version/ • http://www.geneatcg.com/2014/11/28/rhino-python-mesh-boy-surface-subdivision-analysis/ There are also other websites (less significant) dealing with this issue: • https://codequotidien.wordpress.com/2011/07/18/half-edge-mesh/ • http://www.wblut.com/he_mesh/ • https://codepen.io/anon/pen/YEyYZv • https://wewanttolearn.wordpress.com/tag/mesh-recursive-subdivision/ That’s all I found regarding this effect. Does anyone know how to make this kind of animation? If so, could anyone post a Houdini file which implements this technique so I could learn from that ? Thanks by advance, I hope someone here will know how to resolve this issue !
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Hi, guys, I'v tried to achieve the straight skeleton via vex code. but for now faced the some issue. i was wonrding to know who know how to compute the bisect or via vex for thiis algorithm. here is my test file. _extrude_test_01.hip
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Hello folks, i want to simulate a heart beating. And i am really bad at coding so... i managed implementing a sin function and fit it between other values so the heart doesnt get below 0 or the other direction because i connected it to the pscale of single point. A friend of mine told me to set up a sleep function after one heart beat but we also dont know how. Is there any way to do a complete heart beat algorithm? If i could understand the math behind it parallel it would be awesome too In the end i want it to transfer the position data to a vellum surface....
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When you have complex ocean spectra layered together using masks with varying speeds, and even animated timescales, retiming them while keeping the same approved look becomes a technical challenge. In this lesson you will see how to achieve this as a procedural post-retime operation, without having to modify any ocean spectra individually.
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Question 1 Hi guys/girls, so my issue is I have a branch-like structure growing around a bottle with some fruits being grown out at ends, however I used the findshortestpath node to get the branches to be correct size as they're grown and now the point sorting is all messed up and I was wondering if there is a better way to get correct scaling of branches? Question 2 How can I get the growing plants to offset there growth in time in an orderly manner once copied to the branches. Question 3 Any tips on how to properly generate UVs on the growing structure? I've attach the Hip file, any help would be much appreciated. Thanks in advance. growth_on_bottle_test_01.hip
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I cannot stop looking at this effect and I know they sell it as an asset but rather then buying an asset I would like to understand and learn how to build it from scratch min: 6:18 Does anybody have any great ideas or links to guide me from here or perhaps has a setup I could look into? I would love to experiment with this one. Thanks for your help.