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Found 9 results

  1. Peter Claes - Youtube channel

    Hi all, As some of you may know I have recently started a youtube channel where I am sharing some techniques, setups and tips. My goal is to first cover some of the fundamental tools/setups and then build more elaborate setups. I wanted to share this with the odforce community too as this community will always have a special place in my heart :). Thank you for watching & have fun learning! The channel: https://www.youtube.com/channel/UCZMPkkgnAFghvffxaTh6CsA My first video:
  2. Hello everyone, I have created few videos to introduce vectors and matrices in a fun way, with lots of real-world examples. Please go through them and I would love to get a feedback. Intro to Vectors | An Idiot's Guide to Vectors and Matrices, Part 1 Intro to Matrices | An Idiot's Guide to Vectors and Matrices, Part 2 Advance Operations | An Idiot's Guide to Vectors and Matrices, Part 3 Depending on the feedback, I am planning to create few Houdini specific videos as well.
  3. Hi guys, I'm building a volcano with chunks of debris flying out the top. I figure I'll just copy rock geo onto points emitted from a popnet. My understanding of vector math/manipulation and control is pretty atrocious; being a visual learner, I'm trying to focus on vops for now, even if the same thing could be accomplished in one line in a wrangle. I was wondering what the best way would be to assign random vectors to points. This is how I've attempted it: https://imgur.com/a/XAQ9ZCk However, when run through the popnet, they all seem to bias to the right, displaying a lack of randomness. From looking at the vopnet, is there any reason why this would be? Without adding a noise, would you guys have suggestions for a better method? I'm not against using a noise, I'm just trying to understand what's going on, and why my current set up is failing to randomise effectively. Also, does my fit range seem appropriate? It looks weird to me, but the defaults were no good. I've attached my hip just in case any of that is unclear. Hope you can help me out; Being an absolute ditz, Houdini math breaks my brain... vector_control.hipnc
  4. I have a feeling this might be a dumb question, but I have been stuck on it for a few days now. Or maybe not so, as I've been looking countless treads here, but none really solved my problem. I've got a really simple setup, pop curve force guiding some rbd objects (I also tried doing it with points and copy stamping after sim to the same result). At a point in the sim the vectors start to point outwards: What I would need is for their direction to be always facing forward as they are at the start: I've had some luck with using pop torque, but still not what I need. I've attached an example file and the curve alembic. RBD_Directional_Vectors_Curve_Force.hip curve01.abc
  5. Combine VDB vectors

    Hi, I was wondering if anyone knows any method to combine velocity vectors of x number of VDBs with an average operation. With VDBCombine SOP either Add or Maximum operation will not give me the correct result because the add will put one vector on top of the other and the maximum will just keep the vector with the greater length. I can produce average using a volume wrangler and the avg() vex function but then I am limited to 4 volumes. cheers, C
  6. This tutorial goes over from start to finish the creation of a rudimentary fence asset that can easily be expanded upon. This is an introductory lecture on procedural modeling in Houdini I gave at Drexel University's SIGGRAPH chapter as a Junior Animation & FX major. Let me know if you have any questions, enjoy! Link To Demo File: drive.google.com/open?id=0B--RBrg9u--oWkNDU2ZUYnFpUjQ Link to Documented File: drive.google.com/open?id=0B--RBrg9u--odEhVYnluaFRGeGs
  7. Hi So I have some Vex code and I keep getting this warning: It says "implicit cast from float to int, use explicit cast instead". Now I know this warning message, but I dont understand why Im getting it here, since Im dealing with vectors...the code works and everything, but I keep getting that and I don't know how to get rid of it. Any hints? Thanks.
  8. [SOLVED]Matrix VEX syntax

    Hello, simple question: what's the proper syntax for matrices in VEX? Exemple: vector a = {0,0,1}; vector b = {0,1,0}; vector c = {1,0,0}; matrix3 X = {a, b, c}; I would imagined this would work, but it doesn't, nor does the expanded version ({{a.x, a.y, a.z}...), why is that? I have the impression I'm missing something basic, but anyway Thank you.
  9. Hi I'm actually trying to export a motion vectors pass with arnold for a pyro simulation baked into a VDB. I understand the concept behind the theory, which consist of getting pyro velocity matrix, camera inverted matrix, and multiplying them, but till now, I can't get to make it work. There's an example involving Mantra who work quite well : http://forums.odforce.net/topic/14831-motion-vector-for-volume/?hl=%2Bvolume+%2Bmotion+%2Bvector+%2Bpass The problem with this example is that the nodes used (GetBlurP) doesn't have their equivalent in the Arnold shader. I'm pretty sure I can do it with user data passed to the shader, but I can't figure it out. Does anyone here have ever achieved this? I would be very happy to hear about. Thanks Maxime
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