ikoon 262 Posted September 30, 2016 Hello, I am putting my experiments and RnD here: http://lab.ikoon.cz/ Maybe you will find some inspiration there. Source files and URLs are included. 18 Share this post Link to post Share on other sites
stickman 35 Posted September 30, 2016 wow. Inspired. Thanks! Share this post Link to post Share on other sites
ikoon 262 Posted September 30, 2016 All I can do in Houdini is thanks to other people, who are helping and sharing their knowledge. Thank you everybody. You guys rock! That page is also my "Thank you!" Share this post Link to post Share on other sites
vinsonlws 0 Posted October 20, 2016 thank you!, it help me a lot!! thank you thank you thank you! Share this post Link to post Share on other sites
ikoon 262 Posted November 30, 2016 Vector Quantization, Curl Noise, Dot Product I was inspired by entagma and Thomas Dotheij Download my source .hiplc here:http://lab.ikoon.cz/post/153855061629/vector-quantization-curl-noise-dot-product 3 1 Share this post Link to post Share on other sites
ikoon 262 Posted November 30, 2016 I have added animated version source to the same link:http://ikoon.cz/client/files/houdini.lab/031-o-vector-quantization/ 3 Share this post Link to post Share on other sites
stickman 35 Posted November 30, 2016 Thanks for sharing. This is very inspiring! 1 Share this post Link to post Share on other sites
Federico 7 Posted November 30, 2016 Thanks for the sharing! They are really helpful and inspiring. 1 Share this post Link to post Share on other sites
ikoon 262 Posted December 6, 2016 Three velocity volumes (pyro explosion and collision + SDF gradient + curl noise). Source .hiplc files here: http://www.ikoon.cz/client/files/houdini.lab/032-o-vel-surface/ 6 Share this post Link to post Share on other sites
deniz 11 Posted December 7, 2016 (edited) nice implementation, after thomas help, i got these triangle forms, his research is quite nice about quantization Thomas Dotheij R'n'D November 2016 : Vector Quantization computer vision seams pretty interesting Edited December 7, 2016 by deniz 2 Share this post Link to post Share on other sites
theWingedPlatypus 1 Posted December 7, 2016 Always nice to see that you're work inspire nice pieces of art ! thanks for the quote ! (both ikoon and deniz ) keep up the good work ! Cheers 1 Share this post Link to post Share on other sites
ikoon 262 Posted December 14, 2016 (edited) I am quite happy with my new algorithm. Just pure math - no noise, no random, no simulations. Vector algebra to find curvatures around any mesh. Unfortunately any deforming mesh is per-frame flickering, so still in progress. .hiplc files here:http://www.ikoon.cz/client/files/houdini.lab/033-o-peak-algebra Edited December 14, 2016 by ikoon 3 Share this post Link to post Share on other sites
Atom 1,226 Posted December 14, 2016 (edited) Thanks for the example files! So how do you render these? When I render out of Mantra I big and horsey lines. Also there is no animation when I scrub the timeline. Is there some node parameter that needs to be animated to cause the lines to move? . . . Ok, after playing around with the scene I discovered you can add an AttributeWrangle to the end of the network and simply set the f@width attribute for the strand width rendering under Mantra. Edited December 14, 2016 by Atom Share this post Link to post Share on other sites
ikoon 262 Posted December 15, 2016 Hello Atom, I am only solving those curvatures ... I generate volume velocities by generating new vectors as a cross product of "intersecting normals". Unfortunately those intersecting normals are jittering a lot on a deforming mesh. It is like solving two hugging hedgehogs I will have to do more development, when I have time. My hiplc is far from perfect, I just wanted to share it. As regards rendering. You could use also @pscale and here are nice tips to render lines: (hair normals, cca 14:00 minute) https://vimeo.com/184145249 (additive mode) http://forums.odforce.net/topic/27668-mantra-glowing-points-and-fake-dof-fake-light-emitting/?do=findComment&comment=158515 Share this post Link to post Share on other sites
ikoon 262 Posted December 15, 2016 Here I attach an example. There is a for-each-loop for every trail to generate custom pscale and color ramp along the trail. trails - scale and color.hiplc Share this post Link to post Share on other sites
ikoon 262 Posted January 24, 2017 As regards those pscale and color ramps along the trails, there is much faster way to compute: Texture UV (Type: Rows&Columns, Class: Point) - gives you the u attrib along the trail Point VOP (the UV attribute > Vec to float (u) > Ramp) I have used it in my Houdini project here, along with other effects and simple networks:motion-graphics-project-with-source-files Share this post Link to post Share on other sites
ikoon 262 Posted February 6, 2018 (edited) It's been a year since I wrote the last note here. But I am still maintaining my little blog and trying to publish little tools and snippets. It is not well documented, excuse me. But I hope that it may help some of you, or serve as inspiration: http://lab.ikoon.cz/ Edited February 6, 2018 by ikoon 6 Share this post Link to post Share on other sites