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Showing results for tags 'plexus'.
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Hi there, I want share with you some of my tools/HDA I created in the time. Some is free and some not. For more of it you can I write also the documentation and create some tutorial. I'm also on orbolt and I think to publish some new tools soon... for now that and thanks for visit... mm Split RGB v.02 - tool for Houdini (Free/donation) https://gum.co/yhpHA Description: This tool was created for my patreon channel and from the question of my student in Italian school. Assign RGB Color with based on the range from 0 to 1. You can split the simulation like RBD or Particles, but also the elements (created with the copy sops for e.g.) and assign or extrapolate it with the color RGB. Video ______________________________________________________________________________________ mm Plexus FX v.01 - tool for Houdini (free and pay) Description: You can create a Plexus effects inside Houdini. This tool is available in 3 version: lite (free-ware), complete and open HDA (you can edit it). LITE: https://gum.co/LKnCA The restrictions for Lite Version are Scatter Points limit to 50 Not available Load points options. Not available Extra points Shapes tab. Not available noise on line options. Not available triangles by Geometry options. Not available splitted BGEO cache options. Not available all ABC (Alembic) export options. If you use in Commercial Works quote my name and the name of tools (I appreciate a lot). Complete: https://gum.co/iYGZS Open HDA: https://gum.co/ANObdk ______________________________________________________________________________________ mm Volume Fracture V 01.0 for Houdini 16 and up (free and pay) You can create the Voronoi Fracture and drive it with the Volume (vdb), apply the noise (if you want) on it and control the position of it in the space XYZ (if you want). Also you can: Apply more details on cut edge like a noise/distortion. Create a new smaller pieces inside your pieces based on the percentage of your original Voronoi Fracture. LITE: https://gum.co/lVIBm Complete: https://gum.co/OsGZn ______________________________________________________________________________________ Digital Asset "mm_Fast_ScatterFX" Houdini and Cinema 4D Very easy tools for create a fast and smart scatterFX, I think this digital asset for Cinema 4D users... The price is very symbolic for help me and continued to develop more tools also for Cinema 4D, Houdini and so on... https://gum.co/yvySD video:
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- free
- cache split
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Hey everyone, I'm slowly starting to learn Houdini and I've had a bunch of help from the forums so I wanted to give back and share a hip that I just finished. It's not the most complicated thing in the world, but I learned a lot while making it, so maybe it'll help someone else out. Feel free to offer any suggestions/improvements on it (especially when it comes to how I coded the vex in the attr wrangles). Mike mb_bezier_plexus.hiplc
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Hey everyone, I currently have a plexus effect by blending a few tutorials together (tinytuts and Danil Krivochko). I'd like to take it a step further and create a persistent plexus effect where the connections at frame 1 remain throughout the simulation- never breaking or creating new connections. I have this code from the tinytus tutorial: if (ptnum % ratio == 0) { int myprim = addprim(0,"polyline"); int nearpts[] = nearpoints(0,P,maxdist,maxpts); for (int i = 0; i < len(nearpts); i++) { addvertex(0,myprim, ptnum); addvertex(0,myprim, nearpts[i]); } } It's creating primitives based on nearby points. So in order to get the persistent plexus look, I need to use maxdist and maxpts to create the look I want, but be able to keep max distance from influencing the connections after I get my initial look. I think I need to start by establishing a connection between points at frame 1, so they remember who they were connected to during the simulation. I might be able to do this by somehow storing nearpts[] data into each point with an attr? Or maybe I can create a new if statement that says in pseudocode that may or may not look like python: int nearpts[] = nearpoints(0,P,maxdist,maxpts); if frame == 1: create a list called initpts and store any points from nearpts[] into this new list else: pass Then change the for statement to say for each initpt in initpts: addvertex(0,myprim, ptnum); addvertex(0,myprim, initpt); Is there a way that I can utilize python to create this effect here? Another thought I had was to use a solver sop because I've seen that it can calculate what went on the frame before, but I'm really struggling with how to proceed with this direction. A nudge in the right direction would help me out a lot, thanks! Here's my file so far. od_persistantPlexus.hiplc
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- primitive
- connection
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Hey everyone! After about year and a half after I switched to Houdini from Autodesk Softimage I decided to create series of tutorials with a things I`ve learned so far. 3 is ready for now, the target is to make 10 =) Plexus-like effect Prometheus-inspired "scan" effect - Sound driven deforms on animated garment All sources are available for download in video description on Vimeo. I`ll update this post as new tutorials will be available. UPDATE: Number 04 - VEX trails on vortex-like points movement
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Hello. I finish my latest development tool for motion designers and projection artists! It is fast and simple solution. Hope you will like it http://www.orbolt.com/asset/e3d::pointBuncher::109 https://vimeo.com/106270443
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- point buncher
- plexus
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