Jump to content

Search the Community

Showing results for tags 'spiral'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering + Solaris!
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Skype


Name


Location


Interests

Found 8 results

  1. Hello, I'm trying to transfer the normals from a stretched sphere, to a spiral around it, then sweep it using the ribbon shape. It looks like the normals are transfered no problem, but then when I sweep, it doesn't look right. It's either stretched, on an weird angle, or noisy (kind of like a mountain modifier). I think the problem lies in the up direction. I tried Y axis, normal, custom attribute that is the cross between the normal and the tangentu... It always look weird, especially on the ends. What am I doing wrong? Thanks! 2022-05-27_HelpNormals.hipnc
  2. Spiral waves in the Belousov-Zhabotinsky reaction. The Belousov-Zhabotinsky (BZ) reaction is an example of a temporally oscillating chemical reaction. Software: Houdini, Nuke, Resolve. Reaction references: A. Turner, "A simple model of the Belousov-Zhabotinsky reaction from first principles and scipython.com.
  3. Hey guys, I have been scratching my head for a while with this. I've researched online, tried to use geometry deformers, attempted boolean operations with concentric spheres, even migrated to 3ds max because I remember some modifiers that created similar effects. I've had no success and I am a bit desperate. I want to understand the system at play in the images below. I hypothesize that you start with very simple geometry, namely some parallel planes that then are deformed to achieve this amazing effect. My other idea, as I explained earlier is to create concentric spheres that are then "cut" by a solid geometry that has the inverse of this shape. If any one has any tips, pointers, references or resources that could help me figure this out, it would be much appreciated. Thank you so much in advance for preventing more hair-pulling. Cheers, Bruno
  4. wondering how to make a sphere move in spiral way in X,Z axis only , either starting form the middle and expanding outside or vice versa, so i can emit from it flip simulation
  5. http://cargocollective.com/pedrokobuti/Routine
  6. Hi guys I'm new here. First of all I wanted to thank you for having such an awesome community. I'm pretty new to houdini, but have learned a lot by lurking on this forum. I would like to create a spiraling curve(like a phone cord) from another curve(not a straight curve). I already saw some other solutions by just making a helix and deform that along the curve. I also saw a solution about making an arc and sweeping that on a curve and later join the pieces together. I was wondering if there would be a more procedural/mathematical way by using the curve and a point vop or point wrangle? Maybe with a cross product and using the point number as a variable to control the twists? Unfortunately my math knowledge is pretty basic. I would be very happy if someone could post a sample.
  7. So Tolya Shuverov posted a great spiderweb tutorial on Vimeo but it made me think about how you would create an adaptive spiral type spiderweb... This is what I came up with. And any tips on optimizing/simplifying anything in this setup are greatly appreciated - like the for the spiral point sorting, by distance kinda works, but I would rather have it calculated by prim/point number, I just didn't manage to wrap my head around how to formulate the expression to do it. Or perhaps there's something else. I live to simplify the sh!t out of this kinda setups! procedural.web.v01.hip
  8. Hi Guys n Gals , This is my first post on this forum i`ve been a silent viewer of this precious forum , using Houdini since 3 yrs its a great piece of software , as i was doing r n d s regarding flips , pyros and vex i decided to work on generative arts too , the inspiration came in after using processing , here sharing a work i did using some useful expressions , i hope u guys will enjoy it ! http://vimeo.com/80090894 ThnX Ammar.
×
×
  • Create New...