# Every week shaping Ernest Hackel

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Have Fun..
01.

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));```

```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);```

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;

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);

}

}

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

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this is so weird and at the same time incredible

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have Fun @rickvdvulkaan..
This we gonna use for colors and driving everything to make models on the Fly with Freq noise or other SCHUM..please have qLib installed.
Experiments to play and Participate if you Want

02Haeckel.hiplc

HackelBOjaMATHfibal.hiplc

POlakoYesss40.hiplc

Glavnaboja.hiplc

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this we gonna use soon in Chops for Patterns on Skin (by for-each in Chops).

PAttNatOdforce.hiplc

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Usage for mirroring Audio and midi files(on points and with tuning(use Attrbuilder from Qlib)  on Colors) that we gonna use to make patterns on Platonic shapes. Have Fun.
@jeanmarc

Fun.hiplc

audioMIDivalues.hiplc

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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));

if (uv.x>0 && uv.y>0){
}
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));
//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= 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);
}```

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for later Control with "DisneyHair" and some other shading method 2d 3d .have FUn

NatureFun650101.hiplc

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volumes with chops and spiral

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Ah well, you are getting closer.

We were starting to get impatient

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