Popular Post animatrix Posted August 14, 2020 Popular Post Share Posted August 14, 2020 (edited) After more than 5 months of unimaginable amount of work, I am proud to release my first in-depth Houdini course on VEX More details in the video description and the website. Active Patreon members will receive additional discounts proportional to their lifetime support (25% of their lifetime support). Message me on Patreon for your discount coupon. Enjoy! 01 - Introduction [Point Clouds] 02 - Introduction [pcopen() vs pcfind() vs nearpoints()] 03 - Introduction 04 - Implementation 05 - pcfilter() Implementation for pcfind() 06 - pgfind() 07 - pcfind_radius() 08 - Excluding the Current Point & Ad-Hoc Groups 09 - Finding Min & Max Neighbour Points [Unique Pair Matching] 10 - Concept 11 - Implementation [Camera Based Occlusion with Variable Pscale] 12 - Concept 13 - Implementation [Uniform Point Distribution Over Polygonal Surfaces [Point Relaxation]] 14 - Concept 15 - Implementation 16 - Decoupling Operators [Convolution Kernels] 17 - Introduction 18 - Border Handling [Connectivity & k-Depth Point Neighbours Using Edges] 19 - Introduction 20 - Concept 21 - Implementation [Connectivity & k-Depth Point Neighbours Using Primitives] 22 - Concept 23 - Implementation [Extending k-Depth Point Neighbours Using Edges] 24 - Introduction 25 - Concept 26 - Implementation [Extending k-Depth Point Neighbours Using Primitives] 27 - Concept 28 - Implementation [smoothstep() [Cubic Hermite Interpolation]] 29 - Concept 30 - Implementation [Shaping Functions] 31 - Introduction 32 - Implementation 33 - Blurring Attributes [Sharpening Attributes Using Unsharp Mask] 34 - Concept 35 - Implementation [Generalizing the Kernel Code to Handle All Attribute Types] 36 - Concept 37 - Implementation [Attribute Gradient] 38 - Introduction 39 - Concept 40 - Implementation [Gradient Ascent & Descent] 41 - Planar Geometry - Introduction 42 - Planar Geometry - Concept 43 - Planar Geometry - Implementation 44 - 3D Geometry [Contour Lines] 45 - Introduction 46 - Concept 47 - Implementation 48 - Heightfields [Geometric Advection - Orthogonalization & Flowlines] 49 - Introduction 50 - Concept 51 - Implementation [Clustering & Quadtrees] 52 - Concept 53 - Implementation [Adaptive Subdivision] 54 - Introduction 55 - Implementation 56 - Hashing [Adaptive Subdivision] 57 - Improving OpenSubdiv Catmull-Clark Subdivision Surfaces Algorithm 58 - Half-Edges [Adaptive Subdivision] [Aggressive Performance Optimizations] 59 - Eliminating Groups 60 - Custom Fusing In VEX 61 - Recreating Proximity Structures In VEX 62 - Get Unshared Edges In VEX 63 - Final Optimizations [Limit Surface Sampling] 64 - Introduction 65 - OpenSubdiv Patches 66 - Moving Points to the Subdivision Limit Surface 67 - Scattering Points on the Subdivision Limit Surface 68 - Generating a Point Cloud on the Subdivision Limit Surface 69 - Pre-Generating a Point Cloud on the Subdivision Limit Surface 70 - Creating Isolines on the Subdivision Limit Surface [Adaptive Subdivision] 71 - Computing Surface Normals from the Subdivision Limit Surface [Custom Subdivision Surfaces] [Splitting Edges [Edge Divide]] 72 - Concept 73 - Converting Edges to Primitives 74 - Creating New Edge Points [Rebuilding Polygons] 75 - Concept 76 - Implementation 77 - Preserving & Interpolating Attributes 78 - Multithreading by Connectivity 79 - C++ vs VEX 80 - Preserving Groups 81 - Final Optimizations [Implementing Bilinear Subdivision] 82 - Introduction 83 - Concept 84 - Modeling Test Geometry 85 - Starting from Edge Divide 86 - Creating New Face Points 87 - Creating New Edge Points [Creating New Closed Polygons] 88 - Concept 89 - Implementation [Creating New Open Polygons] 90 - Concept 91 - Implementation 92 - Preserving Primitive Groups & Interpolating Primitive Attributes [Preserving Vertex Groups & Interpolating Vertex Attributes for Closed Polygons] 93 - Concept 94 - Implementation 95 - Preserving Vertex Groups & Interpolating Vertex Attributes for Open Polygons 96 - Implementing Iterations 97 - Preserving Literal Groups 98 - Creating Neighbour Primitives 99 - Final Changes 100 - Testing On Complex Geometry [Implementing Catmull-Clark Subdivision] 101 - Introduction [Closed Surfaces] 102 - Rules [Gathering Edge & Face Points] 103 - Concept 104 - Implementation [Computing Weights for New Edge Points] 105 - Concept 106 - Implementation [Computing Weights for Original Points] 107 - Concept 108 - Implementation [Attribute Interpolation] 109 - Concept 110 - Implementation [Boundary Interpolation Rules for New Edge Points] 111 - Concept 112 - Implementation [Boundary Interpolation Rules for Original Points] 113 - Concept 114 - Implementation 115 - Open Surfaces - Handling Corner Points 116 - Handling Non-Manifold Topology [Open Polygons] [Computing Weights for Original Points] 117 - Reverse Engineering OpenSubdiv 118 - Implementation [Computing Weights for New Edge Points] 119 - Reverse Engineering OpenSubdiv 120 - Implementation 121 - Handling Open Polygonal Curves [Handling Mixed Topology] 122 - Full Geometry 123 - Sub-Geometry 124 - Testing On Complex Geometry [Performance] 125 - Profiling [Grouping Boundary Edges from Primitive Group] 126 - Concept 127 - Implementation 128 - VEX vs C++ [Caustics] 129 - Introduction 130 - Sea Caustics 131 - Pool Caustics [Enhancing Gradient Ascent, Descent & Contour Lines] 132 - Introduction 133 - Implementation 134 - Tracing Both Directions [Updating Distances Properly] 135 - Concept 136 - Implementation 137 - Looping Streamlines Problem 138 - Adding Trace Parameter [Evenly Spaced Gradient Ascent, Descent & Contour Lines] 139 - Introduction 140 - White Paper 141 - Concept 142 - Constructing the For Loop Network 143 - Improving Seed Points Selection for Tighter Packing 144 - Implementing Separation [Enforcing Separation Using Self Proximity] 145 - Concept 146 - Implementation 147 - Optimization 148 - Final Tweak 149 - Applying to 3D Geometry [Custom Subdivision Surfaces] [Extreme Performance Optimizations] 150 - Introduction 151 - Establishing Baseline for Performance 152 - Updating Attribute Interpolate Nodes 153 - Interpolation vs Copying 154 - Optimizing Input Group 155 - Caching Geometry Data 156 - pointedge vs pointhedge 157 - Getting Primitives from Half Edges 158 - Eliminating Edge Groups 159 - Parallelizing Geometry Creation for New Primitives [Unrolling Loops] 160 - Parallelizing Geometry Creation for New Edge Primitives [Unrolling Loops] 161 - Finalizing the Network 162 - Performance Profiling the Latest Version 163 - Conclusion Edited November 18, 2023 by animatrix 13 2 Quote Link to comment Share on other sites More sharing options...
animatrix Posted August 16, 2020 Author Share Posted August 16, 2020 Gradient descent is an optimization algorithm used to minimize some function by iteratively moving in the direction of steepest descent as defined by the negative of the gradient. 2 Quote Link to comment Share on other sites More sharing options...
NoaX Posted August 17, 2020 Share Posted August 17, 2020 Currently finishing Joy of Vex, Entagma videos, Vex for Artist just to build the necessary knowledge to watch these. Super excited, I will pre-buy shortly. Thank you for such an incredible series. 1 Quote Link to comment Share on other sites More sharing options...
timj Posted August 17, 2020 Share Posted August 17, 2020 Will get it soon! Great course!! 1 Quote Link to comment Share on other sites More sharing options...
animatrix Posted August 18, 2020 Author Share Posted August 18, 2020 Thanks so much guys, tried my best! Quote Link to comment Share on other sites More sharing options...
kiryha Posted August 18, 2020 Share Posted August 18, 2020 Hello Yunus, this course looks outstanding, thanks for sharing! How did you combine the Scene View with Network View (when you manage the creation of nodes on top of the camera view)? 1 Quote Link to comment Share on other sites More sharing options...
animatrix Posted August 18, 2020 Author Share Posted August 18, 2020 2 hours ago, kiryha said: Hello Yunus, this course looks outstanding, thanks for sharing! How did you combine the Scene View with Network View (when you manage the creation of nodes on top of the camera view)? Thanks a lot Kiryha! I achieved the overlay network editor by writing a lot of Python Qt code https://gumroad.com/animatrixx#Igugf It doesn't seem to work on mac/iOS though due to some weird Qt bug. 1 Quote Link to comment Share on other sites More sharing options...
cudarsjanis Posted August 20, 2020 Share Posted August 20, 2020 On 8/17/2020 at 12:47 PM, NoaX said: Currently finishing Joy of Vex, Entagma videos, Vex for Artist just to build the necessary knowledge to watch these. Super excited, I will pre-buy shortly. Thank you for such an incredible series. Same here. trying to prepare my self for this one! Looks so good!!!! 1 Quote Link to comment Share on other sites More sharing options...
dariosaquetti Posted August 21, 2020 Share Posted August 21, 2020 Looks interesting, although a bit pricey. Quote Link to comment Share on other sites More sharing options...
animatrix Posted August 22, 2020 Author Share Posted August 22, 2020 Thanks a lot guys! On 2020-08-20 at 8:39 PM, cudarsjanis said: Same here. trying to prepare my self for this one! Looks so good!!!! You can always interleave with other content Even though the course is advanced, there is still a progression of complexity within the course. So starting with basic elements, it gradually ramps up in complexity and ends with highly technical topics. Quote Link to comment Share on other sites More sharing options...
animatrix Posted August 23, 2020 Author Share Posted August 23, 2020 We have implemented gradient ascent and descent on planar geometry, much like a terrain where we used the gradient of the height. For an arbitrary geometry, what can we use as the cost attribute? One thing we can use is depth. Quote Link to comment Share on other sites More sharing options...
animatrix Posted September 1, 2020 Author Share Posted September 1, 2020 Now that we know about gradients, there is another concept that's related to them that can be acquired quite easily, and that concept is contour lines. A contour line (also isoline) of a function of two variables is a curve along which the function has a constant value, so that the curve joins points of equal value. There are very interesting relationships between the gradients and the contour lines. Quote Link to comment Share on other sites More sharing options...
animatrix Posted September 7, 2020 Author Share Posted September 7, 2020 We have already seen how to apply gradient ascent, descent and contour lines to heightfield like planar geometry. The same concept can be applied to heightfields. Because heightfields are volumes, getting the gradient is very easy by using the volumegradient function. The normal of a heightfield is (0, 1, 0) if the heightfield is an XZ volume, meaning facing up. Getting the cross product of both of these vectors will give you the contour lines. Quote Link to comment Share on other sites More sharing options...
animatrix Posted September 12, 2020 Author Share Posted September 12, 2020 Subdivision surfaces are piecewise parametric surfaces defined over meshes of arbitrary topology. It's an algorithm that maps from a surface to another more refined surface, where the surface is described as a set of points and a set of polygons with vertices at those points. The resulting surface will always consist of a mesh of quadrilaterals. Quote Link to comment Share on other sites More sharing options...
animatrix Posted October 10, 2020 Author Share Posted October 10, 2020 Due to popular demand Pragmatic VEX: Volume 1 now comes with subtitles available in the following languages: English, Japanese, Chinese, Korean and Spanish. The subtitles are in srt format. This will greatly increase the reach of the course to a much wider audience. 1 Quote Link to comment Share on other sites More sharing options...
animatrix Posted October 18, 2020 Author Share Posted October 18, 2020 Korean translation is being generously performed by Seona Hwang for the sake of helping the Korean Houdini community. Huge props to her for her selfless act! Quote Link to comment Share on other sites More sharing options...
animatrix Posted October 25, 2020 Author Share Posted October 25, 2020 Since the release of my Houdini tutorial, a lot of people have been asking me about the overlay network editor shown in the videos. It's not a video trick, or a feature in Houdini It's part of my Supercharged extension: https://gum.co/fxsup It has a lot more enhancements such as context-sensitive rule-based hotkeys that can invoke hotkeys based on custom rules and even the ability to assign a key sequence (dual keys) for any action or even a custom function call. Apart from this, there are close to 100 other features that are too long to list here but I will make a new video that shows each one in detail. Quote Link to comment Share on other sites More sharing options...
animatrix Posted November 10, 2020 Author Share Posted November 10, 2020 Pragmatic VEX: Volume 1 has been updated to Houdini 18.5 to ensure it shows the most up to date methods available in the latest version of Houdini. Existing users received the updated course as soon as it went live. Enjoy! Quote Link to comment Share on other sites More sharing options...
animatrix Posted December 23, 2020 Author Share Posted December 23, 2020 (edited) https://www.linkedin.com/feed/update/urn:li:activity:6747163270169407488 For efficiency of editing and reducing course length, all code shown in the course is written by a standalone program written in C# that mimics natural human like typing that has dozens of controls for randomized and contextual character delays, gradual speed increase over longer words as well as getting faster and faster with each instance of repetition. I wrote this program to provide a smoother learning experience for the viewers, rather than wasting people's time with my mistakes, or wasting my time editing my mistakes. Note that the development of the written code and the node networks are non-linear which is the most time consuming part of the planning, and as such this program respects that requirement. Edited December 23, 2020 by animatrix Quote Link to comment Share on other sites More sharing options...
animatrix Posted December 27, 2020 Author Share Posted December 27, 2020 (edited) The new trailer is up! All intro renders in the course are now re-rendered in 4K using Redshift (Sponsored by Redshift). Happy new years everyone! Edited December 27, 2020 by animatrix 1 Quote Link to comment Share on other sites More sharing options...
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