angelous4x 3 Posted September 9 (edited) Hi every one, I kinda have an idea to create, though not a good one, but wanted to show it here and ask how would you guys go about this effect in Houdini, let me know ur thoughts https://codepen.io/znah/pen/dKdoKW?editors=0010 Edited September 9 by angelous4x Share this post Link to post Share on other sites

srletak 74 Posted September 10 (edited) Hi @angelous4x you have an idea I have an idea, + + = maybe. transform before /$PI *2 = x and y Confuse a cat play with this and your idea. complex math find http://wordpress.discretization.de/houdini/ //q=(1+i+j+k)/2 must be 1 Möbius strip float cos = v@P.z; float sin = v@P.x; float r = v@P.y; float c_sqr = pow(cos,1) -pow(sin, 1); float s2 = 1*sin*cos; vector C = set(c_sqr, 0, s2); vector B = {0, 1, 0}; vector N = cos * C + sin * B; v@P = C + r * N; //Sudanese surface. vector4 gamma(float t) { return set(cos(t), sin(t), 0, 0); } vector4 N(float tau; float t) { float tau_t = tau * t; return set(0, 0, cos(tau_t), sin(tau_t)); } vector4 f_tau(float tau; float x; float y) { return cos(y) * gamma(x) + sin(y) * N(tau, x); } vector sigma(vector4 v) { return set(v.x / (1 - v.w), v.y / (1 - v.w), v.z / (1 - v.w)); } float tau = chf("tau"); vector4 q = {1, 1, 1.5, 1}; q /= length(q); v@P = sigma(qmultiply(f_tau(tau, v@P.x, v@P.y), q)); or just use file from Matt Ebb a long time ago http://mattebb.com/blog/ Edited September 10 by srletak 2 Share this post Link to post Share on other sites

Aizatulin 33 Posted September 10 Here is another approach (definition somewhere from web). Using the clifford torus defintion from wiki. Using a 4d rotation (in my case between the first and the last component) applying a stereographic projection, to map from 4d space back into 3d space I'm not sure if this is correct, because it looks a bit weird for me ... clifford_torus.hipnc Share this post Link to post Share on other sites

angelous4x 3 Posted September 10 I need to work on my math big time. yeah what i was thinking is all in sop level, getting a circle rotating it and getting the closest part of the curve and giving it a value to use a displace by a normal. Share this post Link to post Share on other sites