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Librarian

Every week shaping Ernest Hackel

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Have Fun..
01.

 

 

erwww.jpg

Hack1org.jpg

Edited by Librarian
res of images
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method in Houdini 19 that we gonna use for driving points(in Chops) and volumes, Uv's and other stuff soon.

4@m = ident(); 
f@d = distance(@P,(0,0,0));
f@s = chramp('speed',@d/2.4);
rotate(@m,@s*@Time,2);
@P*=@m;

 

vector x, y;
makebasis(x, y, v@N, {0,1,0});
p@orient = quaternion(set(x, y, v@N));



 

met.jpg

stuff-for Chops.hiplc

02.jpg

100.gif

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srle0hfy9f.jpg
 

vector pos(float u,t){
        vector p = set(0,0,u);
        p+= u *0.2*curlnoise(p+0.1*t);
        return p;
        
    }
    
int npt = 30;
for (int i;i<npt;i++){

    float u = i/float(npt-1);
    vector p= pos(u,@Time);
    vector next_p = pos(u+0.1,@Time);
    vector up = normalize(next_p-p);
    vector4 ori = dihedral({0,1,0},up);
    int pt = addpoint(0,p);
    setpointattrib(0,"orient",pt,ori);
    matrix3 r =qconvert(ori);
    vector v = set(r.xx,r.xy,r.xz);
    vector side = set(r.zx,r.zy,r.zz);
    setpointattrib(0,"v",pt,v);
    setpointattrib(0,"side",pt,side);
    }
    

for Particles and Chops

float pscale = chramp("pscale_ramp", float(@ptnum) / (float(@numpt)-1.0));

f@pscale = pscale;

f@locate = float(@ptnum) / float(@numpt);

float up_gap = radians(360.0 / float(chi("divisions_max")) * float(@ptnum)) * 0.5;
vector4 quat = quaternion(up_gap, v@N);
v@up = qrotate(quat, v@tangentv);

 

1000dddd.gif

Edited by Librarian
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this we gonna use soon in Chops and Vellum and some love From Asia.
numbers..

float u = float(@elemnum)/(@numelem-1);
vector circle_pos = 5 *pow(u,2)*set(cos(100*u),sin(100*u));
float v = 0.5-abs(0.5-u);
float w = fit(abs(@Time % 1- u),0,0.05*(@Time+0.1),6,0);
circle_pos += normalize (circle_pos) *float(u*w*v*cos(0.05*@elemnum+9.66));
int pt = addpoint(0,circle_pos);
setpointattrib(0,"Cd",pt,set(u,v,w));
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 = 3 *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%4;
            
      if(i/2%20 == 0){
       rhombus(1.5,pos,1.5,!bool,0.5*noise(@Time*i*0.1));
       }else{
       rhombus(5.1,pos,1.5,!bool,0.5*sin(@Time*i*0.05));
       }
       }



@width = 0.001; 

Have FUn .."Help with some model"------- jump in :P

1000ddddds4.gif

1000ddddds4zz.gif

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colors and prim/points feed Chops. for later modelling .
 

float uniform_number;
vector uv;

int dim =200;
int n = dim *dim ;
int pt, prim;
vector color_hsv;
vector color_rgb;

vector uv_hsv;
vector pos;

for (int i;i<n;i++){
    uv = set(i%dim,i/dim,0)/(dim-1);
    uv.y= smooth(0,1,uv.y,1);
    pos = sample_circle_uniform(vector2(uv));
    pt = addpoint(0,pos);
    
    if (uv.x>0 && uv.y>0){
        prim = addprim(0,"poly",pt,pt-1,pt-1-dim,pt-1-dim+1);
        }
    color_hsv= set(float(i)/(dim-@Time)-@Time,1,1);
    color_hsv.x += 0.05*onoise(10*uv.x);
    //color_hsv= set(uv.y-@Time,1,1);
    //color_hsv= set(uv.x-@Time,1,1);
    //color_hvs= set(uv.y-@Time,1,1);
    //color_hsv= set(length(pos)-@Time,1,1);
    //color_hsv= set(float(i)/(n-1)-@Time,1,1);
    color_rgb =hsvtorgb(color_hsv);
    setpointattrib(0,"Cd",pt,color_rgb);
    }
//detail
float uniform_number;
vector uv;

int dim =200;
int n = dim *dim ;
int pt;
vector color_hsv;
vector color_rgb;

vector uv_hsv;
vector pos;

for (int i;i<n;i++){
    uv = set(i%dim,i/dim,0)/(dim-1);
    uv.y= smooth(0,0.99,uv.y,1);
    pos = sample_circle_uniform(vector2(uv));
    pt = addpoint(0,pos);
    //color_hsv = set(float(i)/(dim-@Time)-@Time,1,1);
    color_hsv= set(float(i)/(dim-@Time)-@Time,1,1);
    //color_hsv.x += 0.9*onoise(10*uv.x);
    //color_hsv.y += 0.9*radians(10*uv.y);
    color_hsv= set(uv.y-@Time,1,1)+color_hsv.x*0.9*radians(20*uv.x)/trunc(20*uv.x);
    //color_hsv= set(uv.x-@Time,1,1);
    //color_hvs= set(uv.y-@Time,1,1);
    //color_hsv= set(length(pos)-@Time,1,1);
    //color_hsv= set(float(i)/(n-1)-@Time,1,1);
    color_rgb =hsvtorgb(color_hsv);
    setpointattrib(0,"Cd",pt,color_rgb);
    }


 

02111cvffgttsssff.gif

02111cvffgttsssffddd.gif

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volumes with chops and spiral
 

Slicechops.jpg

0546.jpg

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Ah well, you are getting closer.

We were starting to get impatient :lol:

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