Librarian Posted August 4, 2020 Author Share Posted August 4, 2020 A new beginning of fun yupppiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiii INDIANAC.hiplc 1 Quote Link to comment Share on other sites More sharing options...
cg10 Posted August 20, 2020 Share Posted August 20, 2020 On 7/4/2020 at 1:41 PM, Librarian said: Fun Hi I just wanna say that I read all the thread and I think all your work is awesome and very inspiring, Can I ask you what is the logic, more or less, behind this one? Quote Link to comment Share on other sites More sharing options...
Librarian Posted August 21, 2020 Author Share Posted August 21, 2020 @cg10 Thank you . Logic Hm,,, Just was trying to do some experimentos with gradient and Platonic shapes ..Have same crazy ideas that everything from nature can be build from those Shapes Platonic/ and with Notch of right freq ..that I'm still trying to do in CHOPS.. me and LOGIC Quote Link to comment Share on other sites More sharing options...
vinyvince Posted August 21, 2020 Share Posted August 21, 2020 At first, before the animation was loaded, i thought it was a capture of your node graph It will be not hurt if Sidefx gives some attention to Chops for next version... ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Quote Link to comment Share on other sites More sharing options...
Librarian Posted August 30, 2020 Author Share Posted August 30, 2020 Have Fun 3 Novi2Lilly14.hipnc 2 Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 5, 2020 Author Share Posted September 5, 2020 Figuring out Sop Cop ..thanks for file (13 months old) by Zhongkai Lau SOPtoCOPod.hipnc 1 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted September 5, 2020 Share Posted September 5, 2020 Wow funky examples, Love it ! Love to make my life more complex, before i used only one line wrangle @P = vertex(@OpInput1, "uv", pointvertex(@OpInput1, @ptnum)); Not sure what the purpose of the first example you found, but i think there is a mistake in the "voxel" wrangle. It doesnùt do anything to the pscale so the cube keep same size. I guess you want to modify the first line by int near[] = nearpoints(1,@P,10,10); and plug the isolate hitpoint from the ray in the second input? There are some good ones from Houdini Jeff too, you know our "old school" wise master , some really interesting ideas ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 6, 2020 Author Share Posted September 6, 2020 @vinyvince thanks for tip..I only need to jump to Final result (Don't care about complex or simple Codes) Never seen Jeffs Cop Tutorials ..I know only COPs with Mike Lyndon. 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 7, 2020 Author Share Posted September 7, 2020 In One Place..Nice to have I think just One grid and Vex with 20 diff Shapes(easily Mult and you have 200 shapes) plus some IsoSurface ..learning Have Fun GridVEXSHAPES_IsoSurfaceNOrmalize.hiplc Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 8, 2020 Author Share Posted September 8, 2020 (edited) I think I found Render Engine @schwungsau please when you have time just explain how to render correct splines on Best way ..or someone else who have Time . Using Bug Asset and tutorial from Renderman ..learning Edited September 8, 2020 by Librarian 1 Quote Link to comment Share on other sites More sharing options...
schwungsau Posted September 11, 2020 Share Posted September 11, 2020 best way is mess it out as tiny tubes, if you specular hights is important for you. but its atr 12 times more data and memory. you need a renderer with great splines primitves/shaders, Arnold and Renderman are the best bt far. Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 14, 2020 Author Share Posted September 14, 2020 thank You @schwungsau getting nice res from Renderman. gt.mov Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 15, 2020 Author Share Posted September 15, 2020 Now when I have everything for better learning (Nice PC-config -first H18 indie version) just happy. Having fun with solvers ..(must learn to combine somehow forces) trying to learn more about solvers ..(fishes- predators- ants -birds -etc-- https://www.red3d.com/cwr/boids/ https://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc13/08/_assets/i7784427_TusharK_Thesis.pdf 3 Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 19, 2020 Author Share Posted September 19, 2020 https://a124.borndigital.jp/houdini/houdini_tips/201703houdinivex.html Learned Something NIce tricks and setups..(Morphing Filet VEx nice stuff) for Lazy peoples Snippets Combining with this Cop setups Olalalalaal //MOrph Blend float A = prim(0,"perimeter",@primnum); float B = prim(1,"perimeter",@primnum); float C = prim(2,"perimeter",@primnum); float T = A +B + C ; float Au = A/T; float Bu= B/T; float Cu = C/T; @Au =Au; @Bu = Bu; @Cu = Cu; float offset = fit01(chf("offset"),0,Au+Bu); int i, pt; int pts[] = primpoints(0, @primnum); foreach (i, pt; pts){ float localu = 1.0/ (len(pts)-1)*i; float offsetu = localu *Au +offset ; if (offsetu > Au+Bu){ float setu = ( offsetu- (Au+Bu)) / Cu; vector setp = primuv(2,"P",@primnum,setu); setpointattrib(0,"P",pt,setp,"set"); } else if (offsetu> Au ){ float setu = (offsetu -Au)/Bu; vector setp = primuv(1,"P",@primnum,setu); setpointattrib(0,"P",pt,setp,"set"); }else{ float setu = offsetu /Au; vector setp= primuv(0,"P",@primnum,setu); setpointattrib(0,"P",pt,setp,"set"); } } //Duplicate int points[]= primpoints (0,@primnum); int pcount = len(points); int nmax = chi("duplicate"); for (int n = 0; n < nmax ; n++){ int prim = addprim(0, "polyline"); float primof= fit01(rand(prim+chf("rand")),1,pcount); for (int i = 0; i <= pcount;i++){ int offset = int( i +primof ) % pcount; vector pos = point(0, "P", points[offset]); int point = addpoint(0,pos); addvertex(0,prim,point); } } removeprim(0,@primnum,1); //Offset tangents int points[]= primpoints(0,@primnum); for (int i = 0; i< len(points); i ++) { int ptnum = points[i]; vector pos = point (0,"P", ptnum); vector tv = normalize(point(0,"tangentv",ptnum)); vector posB = pos + tv * chf("scale"); vector blend = pos + (posB -pos) *rand(@primnum); setpointattrib (0,"P",ptnum,blend,"set"); } Endless Control ..Have Fun Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 20, 2020 Author Share Posted September 20, 2020 different projection ....learning sharing projectionLearn.hipnc Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 20, 2020 Author Share Posted September 20, 2020 @dyei nightmare i did some research on Flocky MOcky . HAve Fun //variable set v@v = (nrandom() - 0.5) * 2;//chv("InitVelocity"); float extent = 1; v@v += normalize(@P);//normalize(fit01(rand(@ptnum), {1,1,1} * -extent, {1,1,1} * extent)); v@accel = {0,0,0}; v@N = normalize(v@v); v@up = {0,1,0}; f@mass = 1; i@id = @ptnum; f@CohesionRadius = chf("CohesionRadius"); f@CohesionSpeed = chf("CohesionSpeed"); f@AlignmentRadius = chf("AlignmentRadius"); f@AlignmentWeight = chf("AlignmentWeight"); //Solver Set -------------------------- //integr @v += @accel * @TimeInc; @P += @v * @TimeInc; @accel = {0,0,0}; -------------------------- //cohesion @v += @accel * @TimeInc; @P += @v * @TimeInc; @accel = (random(@ptnum)-10.5) * 0.3;//{0,0,0}; int Neighbours[] = nearpoints(0, @P, @CohesionRadius); int NeighboursCount = len(Neighbours); vector AvgPos = {0,4,0.5}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector pos; getattribute(@OpInput1, pos, "point", "P", i, 0); AvgPos += pos; } } AvgPos /= NeighboursCount; v@accel += normalize(AvgPos - @P) * @CohesionSpeed; ----------------------------------------------------------- //Align int Neighbours[] = nearpoints(0, @P, @AlignmentRadius); int NeighboursCount = len(Neighbours); vector AvgVel = {0,1,0}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector vel; getattribute(@OpInput1, vel, "point", "v", i, 0); AvgVel += vel; } } AvgVel /= NeighboursCount; v@accel += (AvgVel - @v) * @AlignmentWeight; -------------------------------------------------------------------- //Separation float SeparationRadius = @CohesionRadius * chf("speed"); int Neighbours[] = nearpoints(0, @P, SeparationRadius); int NeighboursCount = len(Neighbours); vector DirectionToNeighbour = {0,0,0}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector pos; getattribute(@OpInput1, pos, "point", "P", i, 0); DirectionToNeighbour += normalize(@P - pos); } } DirectionToNeighbour *= 1.0 / SeparationRadius; v@accel += DirectionToNeighbour; ------------------------------------------------------------------ tips -- animate only speed with constant you can Combine with files from jhorikawa Dude.. for the momment working on predator and Ants (sim) 2 Quote Link to comment Share on other sites More sharing options...
vinyvince Posted September 20, 2020 Share Posted September 20, 2020 (edited) 1 hour ago, Librarian said: @dyei nightmare i did some research on Flocky MOcky . HAve Fun //variable set v@v = (nrandom() - 0.5) * 2;//chv("InitVelocity"); float extent = 1; v@v += normalize(@P);//normalize(fit01(rand(@ptnum), {1,1,1} * -extent, {1,1,1} * extent)); v@accel = {0,0,0}; v@N = normalize(v@v); v@up = {0,1,0}; f@mass = 1; i@id = @ptnum; f@CohesionRadius = chf("CohesionRadius"); f@CohesionSpeed = chf("CohesionSpeed"); f@AlignmentRadius = chf("AlignmentRadius"); f@AlignmentWeight = chf("AlignmentWeight"); //Solver Set -------------------------- //integr @v += @accel * @TimeInc; @P += @v * @TimeInc; @accel = {0,0,0}; -------------------------- //cohesion @v += @accel * @TimeInc; @P += @v * @TimeInc; @accel = (random(@ptnum)-10.5) * 0.3;//{0,0,0}; int Neighbours[] = nearpoints(0, @P, @CohesionRadius); int NeighboursCount = len(Neighbours); vector AvgPos = {0,4,0.5}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector pos; getattribute(@OpInput1, pos, "point", "P", i, 0); AvgPos += pos; } } AvgPos /= NeighboursCount; v@accel += normalize(AvgPos - @P) * @CohesionSpeed; ----------------------------------------------------------- //Align int Neighbours[] = nearpoints(0, @P, @AlignmentRadius); int NeighboursCount = len(Neighbours); vector AvgVel = {0,1,0}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector vel; getattribute(@OpInput1, vel, "point", "v", i, 0); AvgVel += vel; } } AvgVel /= NeighboursCount; v@accel += (AvgVel - @v) * @AlignmentWeight; -------------------------------------------------------------------- //Separation float SeparationRadius = @CohesionRadius * chf("speed"); int Neighbours[] = nearpoints(0, @P, SeparationRadius); int NeighboursCount = len(Neighbours); vector DirectionToNeighbour = {0,0,0}; foreach (int i ; Neighbours) { if(@ptnum != i) { vector pos; getattribute(@OpInput1, pos, "point", "P", i, 0); DirectionToNeighbour += normalize(@P - pos); } } DirectionToNeighbour *= 1.0 / SeparationRadius; v@accel += DirectionToNeighbour; ------------------------------------------------------------------ tips -- animate only speed with constant you can Combine with files from jhorikawa Dude.. for the momment working on predator and Ants (sim) I love your poetry Here's some poetry from me to make your birds sing Sorry for the watermark, i didn t notice this quick screencapture tool was about to add its own ________________________________________________________________ Vincent Thomas (VFX and Art since 1998) Senior Env and Lighting artist & Houdini generalist & Creative Concepts http://fr.linkedin.com/in/vincentthomas Edited September 20, 2020 by vinyvince 2 Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 20, 2020 Author Share Posted September 20, 2020 Yessssssss @vinyvince Hm Like it Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 20, 2020 Author Share Posted September 20, 2020 Finito with this also ,,meanly because its Vop baserad .. I see somehow better in VOp..have Fun. SrleForeachprimVop.hiplc Quote Link to comment Share on other sites More sharing options...
Librarian Posted September 20, 2020 Author Share Posted September 20, 2020 Crossing and Winding Number Algorithm + wave Solver .. Learning Sharing CrosswINDsoLVERwAVEsRLE.hiplc Quote Link to comment Share on other sites More sharing options...
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