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Found 7 results

  1. I would like to color a set of primitives using random analogous color pairs. (or triadic/tetradic etc) The color sop node provides this information but only as a guide to choose from. How would i go about this? i suppose vex is the way to go but i don't have a clue as to which functions or what method should be used. Any tips?
  2. I was walking by a buddies machine the other day, and saw this as his houdini UI theme. I asked if he would share it. so here it is Slate_houdiniTheme.zip
  3. Hi People! this has a lot of potentials I think sources ---- https://github.com/JosephFiola/BookofShadersHoudiniVex https://thebookofshaders.com Joseph "While Houdini does support GLSL code to render shaders into the viewport, I have not implemented this yet. For now these examples are only visible in the render view using the Ray Tracing render engine." We have examples for 2 and 5 chapters .....if you plug inline-code in CD on Point Vop, you can see everything..and its easy to manipulate.. I am interested to know some process ( Just what to change ) and appreciate help with this. converting rest of some chapters like patterns for example to inline code https://thebookofshaders.com/09/ https://thebookofshaders.com/08/ Thanx
  4. Hey everyone, does anyone know how to split the lines up into different colours being animated with shortest path and a carve node? This is what i've got so far, but the different colors aren't following lines
  5. Hello everyone ! I 'm currently working on a personnal project to experiment FLIP. I'm searching to have a realistic mixed colors in my simulation but I don't achieved to a good result. I used the hda of Jeff Wagner to mix colors in a FLIP simulation but the result is not accurate so the color is too much blurry. Here is my references . I found this render and its not far of the result I want. Here is what I have in my Houdini setup. Thank you for your help !
  6. Hi, I have been working to create a pyro simulation with multiple colors. I did this by giving my particles different colors then in my fluid source node use the attribute Cd in velocity volumes. I use that as a vector field in dops. This method works, but if I want to change the color I have to re-sim the whole thing. Is there anyway to modify the Cd attribute colors after the simulation? I just seems like there must be an easier/better way to get multiple colors in a pyro simulation. It seems like I should be able to set to colors like red and blue and simulate that. Then at render I can modify the Cd colors to what I need. Or is re simulation something that just needs to be done? It just doesn't seem art direct-able if I have to re sim every time I need to fix the colors. thanks in advance. explosion.hiplc
  7. Hello! stuck a little, need help! reference https://www.shutterstock.com/en/video/clip-9239504-stock-footage-soap-texture.html?src=rel/9239561:1/3p I did a lot of tests with pyro and flip sims and came to almost what i want. biggest problem with pure fluid simulations - mixing of colors, resulting dirty one color, i abandoned this method. solution was to make particle advection while fluid simulations and it was good, but not enough detail. 1. to add details i have included 'add' and resample lines every frame, after 400-500 frame sim time makes me sad.. 2. there are still "black holes" (img) 3. points gives dirty render anyway. soap_effect_v01.hip soap_effect_v01.hip
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