Jump to content
Librarian

HUD-FUI-UI-DESIGN IN HOUDINI

Recommended Posts

Snippets that Only needs to Fine Adjust(for yours personal Pleasure) advertise For UI ...Need Help To Find  Sampler (POINTS) something like noise points that Dance..I know that I saw That here somewhere hm :wub:
Have Fun.

odfo1250101.gif

SnippetsdUIsrle12.hiplc

pointss.jpg

Edited by Librarian
  • Like 1

Share this post


Link to post
Share on other sites

Fractal City on the Subject. Endles FUn ..Just to fin adjust 3d verison/mesh and 2d.
 

ff.jpg

14522.jpg

  • Like 1

Share this post


Link to post
Share on other sites

Cops Snippets and Convolve,


 

float freq = .005;
vector pos = set (@IX *freq+20,@IY *freq,@TIME);
int seed = 123;
float f1, f2= 0;
wnoise(pos,seed,f1,f2);
float val= f1-abs(f2)-100;
@R= val;
@G= val;
@B= val;

 

0122.jpg

Wire251101.gif

Share this post


Link to post
Share on other sites

Grids Space 3

int prim = addprim(0,"polyline");
float u;
int npt = chi("npt");
    for (int i;i<npt;i++){
    u = PI*2*float(i)/(npt-1);
    
    vector pos = set(cos(@Time+u),sin(@Time+u),
    sin((u+@Time)*2));
    addvertex(0,prim,addpoint(0,pos));
    
    }


 

sdaaac.jpg

Share this post


Link to post
Share on other sites

Patterns
 

void rhombus (int n ;vector p;
     float offset;
     int bool;
     float rolloff){
   
     
     vector p0,p1,p2,p3;
     if(bool){
            p0={0,1,0};
            p1={0.5,0.5,0}+(0.2+max(0,0.3*sin(offset)))*{1,1,0};
            p2= {0.5,0.5,0}-(0.2+max(0,0.3*sin(offset)))*{1,1,0};
            p3={1,0,0};
            }else{
                p0= 0;
                p1={0.5,0.5,0}+(0.2+max(0,0.3*sin(offset)))*{1,-1,0};
            p2= {0.5,0.5,0}-(0.2+max(0,0.3*sin(offset)))*{1,-1,0};
            p3={1,1,0};
            }
            
            p0 +=p;
            p1 +=p;
            p2 +=p;
            p3 +=p;
            
            
            int pt0= addpoint(0,p0);
            int pt3= addpoint(0,p3);
            vector pos;
            int pt;
            float u;
            
            int ni = 10 *n+1;
            for(int i;i<ni;i++){
            float u = i/float(ni-1);
            u = smooth(0,1,u,rolloff);
            pos = lerp(p1,p2,u);
            
            
            pt = addpoint(0,pos);
            addprim(0,"polyline",pt0,pt,pt3);
            }
            
         }
         
vector pos;
         
   for(int i;i<10*10;i++){
         
    pos = set(i%10,i/10,0);
    int bool = i%2;
            
      if(i/10%2 == 0){
       rhombus(0.4,pos,1.5,!bool,1.5*noise(@Time*i*0.1));
       }else{
       rhombus(2.1,pos,1.5,!bool,1.5*sin(@Time*i*0.1));
       }
       }



@width = 0.001;    

patt 2

int octant [] = {};
for (int i ;i < 3;i++) octant[i]= floor(2*rand(i+@Time));

i[]@octant = octant;

int numelem = 9;
int dim = sqrt(numelem);
vector pos;
int pt;
for(int elemnum = 0;elemnum<numelem;elemnum++){
    
    pos = set(elemnum%dim,elemnum/dim,0);
    pt = addpoint(0,pos);
    
    if(pos.x!= 1){
    addprim(0,"polyline",pt,addpoint(0,set(pos.x+1,pos.y)));
    }else 
    if (octant[pos.y]){
    
    addprim(0,"polyline",pt,addpoint(0,set(pos.x+1,pos.y)));
     }else{
     
        removepoint(0,pt);
        
        }
        
    }
    
@width = 0.4;    

cir COL

float r;
float theta;
vector p,v;
int n = 360*0.5;
int j, seed, prim;
float l;
float u;
int pt;

int t = min(n,1*@Frame);
while (j< 10){

    r = rand(++seed);
    l = max(0,350*rand(j)-5*@Time);
    theta = t*4*PI/n;
    p = r*set(cos(theta),sin(theta));
    pt = addpoint(0,p);
    v = -set ( -p.y,p.x);
    setpointattrib(0,"v",pt,v);
    setpointattrib(0,"r",pt,r);
    
    v = -set (-p.y,p.x);
    setpointgroup(0,"group",pt,0);
    if(theta > 3*PI)
    setpointgroup(0,"group",pt,0);
    
    if (r> 0.5){
        j++;
        prim=addprim(0,"polyline");
        for (int i;i<n;i++){
            if(i<t && i>t-l){
            
            u = fit(i,t-l+1,t-1,0,1);
            theta = 4 *PI*i/n;
            p = r*set(cos(theta),sin(theta));
            pt = addpoint(0,p);
            addvertex(0,prim,pt);
            
            setpointattrib (0,"Cd",pt,hsvtorgb(u+@Time,1,3*u));
            setpointattrib (0,"Cd",pt,hsvtorgb(u,1,3*u));
            setpointattrib (0,"width",pt,u*0.003);
             setpointattrib (0,"r",pt,r);
            v= -set (-p.y,p.x)*5;
              setpointattrib (0,"v",pt,v);

                }
              }
          }      


}

  


 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×