Thomas Helzle Posted February 23, 2017 Author Share Posted February 23, 2017 "Cycle" After following Hernan Llanos "Applied Vectors" Tutorial (http://www.gridmarkets.com/hernan-llano) I played with the setup of part one a bit more: Again using additive line rendering in Mantra. Somehow mesmerising... :-) Cheers, Tom 3 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted February 26, 2017 Author Share Posted February 26, 2017 "Focus Circles" This began as an experiment in VEX to see how I could create a variation of a closest point search that also had a minimum distance. My (not very effective) solution was, to first search for the points with the larger distance, then for the inner radius points, then checking if the latter points were part of the former and if not, saving the point to a new array as the result. Works in principle, but one has to have a lot of points in the outer group to be able to remove enough of them with the second group. So it can be used to remove the often many very short connections one gets if using such a search for creating lines between the points, but for larger sets it's slow since has to do two lookups and then find one group in the other for each point. Alternatively one could check the distance from each point in the first group for it's lenght, but I'm not sure it would be faster (didn't do a timed test). Any other, more clever ways to do it? Anyway, at least I made the test into something pretty :-) Cheers, Tom 2 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted March 7, 2017 Author Share Posted March 7, 2017 (edited) "Splash" Did part two of Hernan Llanos vector/fluid tutorial and it is really great, since Hernan goes into the basics and builds it all from scratch. Understood quite a bit more about fluids and how to build custom forces. Thanks Hernan!!! Exported as FBX and rendered in Thea Render. Cheers, Tom Edited March 7, 2017 by Thomas Helzle 1 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted March 7, 2017 Author Share Posted March 7, 2017 "Splash Flower" Then I played with the resulting mesh, looking for interesting ways of stylisation. Thought I should try the new booleans. Created radial planes to cut the object and only kept the intersection splines, then extruded them. Duplicated them several times and came up with this: Again, rendered in Thea Render. 5 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted March 7, 2017 Author Share Posted March 7, 2017 "Bubbles" Followed Ben Watts' tutorial on sphere packing via the grain solver: Quick Tip 05 - Object Packing In Houdini - very cool stuff! Thanks Ben! Went my own merry way from there :-) Rendered in Thea Render. Cheers, Tom 7 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted March 9, 2017 Author Share Posted March 9, 2017 "Sphere Pack" Same setup as above, but rendered in Mantra, post in Lightroom. Cheers, Tom 2 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted March 9, 2017 Author Share Posted March 9, 2017 "Cross" Sphere packing with pscale defined by distance to the centre. Cheers, Tom 1 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted March 9, 2017 Author Share Posted March 9, 2017 "Sine Cube" Sphere packing on a rounded cube with pscale defined by a sine function. Post in Lightroom & PS. Cheers, Tom 5 Quote Link to comment Share on other sites More sharing options...
caskal Posted March 11, 2017 Share Posted March 11, 2017 On 9/3/2017 at 3:18 PM, Thomas Helzle said: "Sine Cube" Sphere packing on a rounded cube with pscale defined by a sine function. Post in Lightroom & PS. Cheers, Tom Diggin your packing stuff! How do you did the pscale thing? something like this? @pscale = sin( @P.x * 2 ); dont have houdini here to test, also how you define by distance? with a measure sop? Keep it up! Cheers Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted March 11, 2017 Author Share Posted March 11, 2017 5 hours ago, caskal said: Diggin your packing stuff! How do you did the pscale thing? something like this? @pscale = sin( @P.x * 2 ); dont have houdini here to test, also how you define by distance? with a measure sop? Keep it up! Cheers More like f@pscale = sin(length(v@P)) * 0.5 + 0.5; and some "ch"'s thrown in for easy access to the scalings... :-) Cheers, Tom 1 Quote Link to comment Share on other sites More sharing options...
caskal Posted March 11, 2017 Share Posted March 11, 2017 5 hours ago, Thomas Helzle said: More like f@pscale = sin(length(v@P)) * 0.5 + 0.5; and some "ch"'s thrown in for easy access to the scalings... :-) Cheers, Tom Thanks a lot! will do some experiments today, I always forgot the ch stuff for easier control, super newbie to vex, really appreciate Cheers! Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted March 12, 2017 Author Share Posted March 12, 2017 "Black Sea" Checking out the ocean tools in H16 - awesome stuff. The looping doesn't work perfectly in this animation though, there is a small jump. Not sure what I did wrong... Cheers, Tom Quote Link to comment Share on other sites More sharing options...
stickman Posted March 13, 2017 Share Posted March 13, 2017 (edited) Is it possibly the one frame overlap? ie. looping a sequence from 0-100, you need to cut off a frame and loop 1-100. It looks subtle enough that it might be the issue. edit: then again, the jump is only really noticeable at the back... is that an edge blend effect, then? Edited March 13, 2017 by stickman re-thunk it 1 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted March 13, 2017 Author Share Posted March 13, 2017 No, I tried both removing and adding some frames, but they never really line up perfectly. I think I found the issue though: I had the Mask -> Add Noise active in the Ocean Spectrum node and I assume that that doesn't loop... Cheers and thanks, Tom Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted March 13, 2017 Author Share Posted March 13, 2017 Re-rendered the ocean with the noise mask off and now it loops perfectly: Cheers, Tom 1 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted April 9, 2017 Author Share Posted April 9, 2017 Didn't have much time for explorations lately due to commercial projects, but in the last job I connected some nodes wrongly and thought it to be an interesting structure, so saved out a version for later. I love happy accidents so this was quite welcome :-) Houdini 16, exported as FBX and rendered in Thea Studio with DOF in-camera. Cheers, Tom Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted April 14, 2017 Author Share Posted April 14, 2017 (edited) "The Ball" A while ago I came up with this while testing some nodes: I exported it as FBX and rendered with Thea Render, then did some post in Lightroom to make it a bit rougher... Today I finally decided to buy Redshift and used the same object for some testing, but this time rendered as strands with the latest 2.5 beta: Cheers, Tom Edited April 14, 2017 by Thomas Helzle 1 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted April 24, 2017 Author Share Posted April 24, 2017 "Microcosm 2" Houdini 16 & Redshift 2.5.12 & Lighroom 6. Cheers, Tom Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted June 9, 2017 Author Share Posted June 9, 2017 (edited) After working for "Velvet" in Munich on a motion graphics job for some weeks, doing mostly finishing, shading and rendering, I can finally do some personal explorations again. :-) "Structures" Playing with Voronoi, rendered with Octane this time (could not decide between Redshift and Octane, so got both in the end ;-) ). The spikes are a funny bug in Houdini that comes up when you are using the local transform on per-polygon polyextrusion... Done in my brandnew Houdini Core license, served from my "mobile license server" (an older Netbook with low powerconsumption I no longer use). Cheers, Tom Edited June 9, 2017 by Thomas Helzle 1 Quote Link to comment Share on other sites More sharing options...
Thomas Helzle Posted June 9, 2017 Author Share Posted June 9, 2017 "Structures 2" Houdini 16, Octane 3, Lightroom/Photoshop. Cheers, Tom 1 Quote Link to comment Share on other sites More sharing options...
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