Librarian Posted November 19, 2021 Share Posted November 19, 2021 (edited) Have Fun.. 01. Edited November 20, 2021 by Librarian res of images 3 Quote Link to comment Share on other sites More sharing options...
Librarian Posted November 24, 2021 Author Share Posted November 24, 2021 (edited) 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)); stuff-for Chops.hiplc 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 December 4, 2021 by Librarian 2 Quote Link to comment Share on other sites More sharing options...
Librarian Posted December 4, 2021 Author Share Posted December 4, 2021 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 Quote Link to comment Share on other sites More sharing options...
rickvdvulkaan Posted December 6, 2021 Share Posted December 6, 2021 this is so weird and at the same time incredible Quote Link to comment Share on other sites More sharing options...
Librarian Posted December 9, 2021 Author Share Posted December 9, 2021 (edited) 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 Edited June 27 by Librarian Quote Link to comment Share on other sites More sharing options...
Librarian Posted December 18, 2021 Author Share Posted December 18, 2021 (edited) this we gonna use soon in Chops for Patterns on Skin (by for-each in Chops). Edited June 27 by Librarian 2 Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 11, 2022 Author Share Posted January 11, 2022 (edited) 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 Edited June 27 by Librarian 1 Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 13, 2022 Author Share Posted January 13, 2022 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); } Quote Link to comment Share on other sites More sharing options...
Librarian Posted January 14, 2022 Author Share Posted January 14, 2022 for later Control with "DisneyHair" and some other shading method 2d 3d .have FUn NatureFun650101.hiplc Quote Link to comment Share on other sites More sharing options...
Librarian Posted May 20, 2022 Author Share Posted May 20, 2022 volumes with chops and spiral 1 Quote Link to comment Share on other sites More sharing options...
flcc Posted May 21, 2022 Share Posted May 21, 2022 Ah well, you are getting closer. We were starting to get impatient 1 Quote Link to comment Share on other sites More sharing options...
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