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チュートリアル道場 Mathematics | Technical Repository A real quick lesson on Barycentric Coordinates. No diagrams right now. Maybe I’ll come back later and elaborate. I’m really going to gloss over the details here – just explain how to accomplish the task in a straightforward manner. So, you want to find the coordinates of a random point in space that exists on the surface of a predefined triangle. Sounds complicated, but it’s actually not that bad. Consider a triangle with points ABC. So we now have two vectors that tell how how to get from point A to the other two points in the triangle. So, what if we start at point A, go a random percentage along the AB vector, then go another random percentage along the AC vector? Barycentric coordinates are three numbers that add up to one. Consider a unit triangle in two dimensions. We’ll simply start by choosing two numbers at random between 0 and 1. R = random.Get01(); //Generate a random number called R between 0-1 S = random.Get01(); //Generate a random number called S between 0-1 Done!

Houdini VOP raytracer part 2 | Albert 'tmdag' Szostkiewicz Posted on August 15, 2013 Critical issue of image synthesis is to determine of the correct color of each pixel. One way of finding that color is to average colors of the light rays that strike that pixel. But how do we find that light rays and what color are they? We can think of light ray as the straight path followed by a light particle (called photon) as it travels through space. If we consider pixel on image plane, which of the photons in a 3D scene actually contribute to that pixel? This technique describes an approximation of how the real world works. Key insight for computational efficiency is to reverse the problem by following photons backwards. At this point, we can start building our Houdini scene so we could easily follow the next steps. screenStart.hipnc First we can start with preparing our image plane display. In “SCENE” object you will find all the necessary data together with grid image plane already imported for you. Lets jump inside VOP sop and start setting it up.

Control_Dynamics Houdini 01 Dopnetwork :HooudiniFX15.5.673 今回はHoudiniを通して VFXで用いられるSimulationという事を前提にしております。 数値や挙動の正確性が求められる物理simuationとは異なります。 先に言うときますが.... ですが... 数学物理の世界になりますのでどうしても ある程度、自学自習が必要だと僕は思っております。 これからSimulationを用いてFX_artistを目指す方や とりあえずSimulationFxを勉強したい人向けに記述していこうと思います。 VFX_Simulationを実行するAppは たくさんあります。 それぞれいい部分と悪い部分があります。 何が言いたいっかていうと 自分が学生の時にSimulationを勉強していた頃に 本当にざっくりした情報しかなくめちゃくちゃ大変でした。 Maya_FluidでもHoudini_Fluidでも結果を求めるアプローチが違うだけで コアの部分では両者とも同じ事を求めています。 使用するtoolに左右されず 勉学に励んでみてください。 以下の書籍を事前にさらっと読んでおくといいかもです。 CGのための物理シミュレーションの基礎 ゲーム制作者のための物理シミュレーション 剛体編 ちなみに自分のメインオペレーションToolは HoudiniFX,RealFlowです。 さて... HoudiniでSimulationする場合はDopを使用します。 DopNetworkはSop内にも呼び出すことができます。 HoudiniではこういったStream(Data_Flow)でDataを制御していきます。 視覚的に分かりやすいですよね。 二つのTargetがあって 一方にはGravityを設定しています。 基本的な構造はこんな感じですね。 MicroSolverについて Dop内でよく使うSolverの拡張機能みたいなモノやと思ってください。 以下はMicroSolverの論文です 主に使われるのはVolume Simulationで僕自身Fluid_Simulationでゴリゴリ使用しています。 Rigid,Cloth...

Martin Sawtell's website Point Clouds Point clouds are one of those things in Houdini that can be confusing and unclear the first time you try to use them; people often throw the term about in many different contexts and the documentation doesn't make it clear what's going on either. So I figure I should write up some common workflows and how they might apply to the POPs context. First up is using the pcopen pop vop, and how it can pull arbitrary float or vector attributes off geometry. It's kind of like an attribute transfer sop or pop, but done within a pop vop context so you can link it directly in to whatever you are cooking up. The cool thing is that you can directly reference another sop that is cooked dynamically as per normal- no caching required! So put down a source pop, emit some stuff and add a vop pop. Important! So that's an example using normals- but lets throw a sphere through some stationary particles and cause it to push them away via it's velocity vectors. pclouds_basicNormals.hip

Connect Points and Lines in Houdini for an Abstract Animation CG artist Tolya Shuverov, posts a look at how to turn a run cycle into an abstract animation, but connecting points and lines together in Side Effects Houdini. Taking a run cycle that is freely available on Mixamo, Tolya takes advantage of Houdini’s procedural ability to turn a run of the mill run cycle into a fantastic looking abstract animation. a simple abstract wire effect using Houdini 15 By contrast, you can see a similar effect being created with Autodesk Maya 2016 Extension 2 release, using the motion graphics toolkit, MASH. Houdini really lends itself well for creating abstract animation like this. Daniel Krivoruchko also shared a look into a technique he used for creating an abstract particle trail effect using VEX in Houdini, while Simon Fiedler took us through creating abstract forms using Volume Trails in Houdini.

Mograph Multishader Setup in Houdini | Houdini Tricks So if you run in the Mograph circles you most likely have come across the infamous random image to plane deal. You know the one. The one where you take a folder full of images and map them to individual planes. I know I’ve had my share of it. Sure enough, I was asked to do it again recently. Normally, I would reach for Cinema 4D and quickly set it up. Image Frame Setup The overall setup is really easy. Scattering Points Now with the frame geometry ready, I want to create another network for the points the planes are going to be copied on to. Merging Our Geometry The next thing I need to do is merge both networks together. In order to accomplish the merging of objects, you use the Object Merge SOP. Now for the mograph-like part. Image Setup So here comes the tricky part. Next thing to do is add a Material node right after the Copy to Points SOP. A Simple Random Texture Setup The first pass of getting the different images on to the geometry will be quick and easy. That’s it!

CG Tutorial library: destruction 9 Ways to Destroy Things in Blender [ #VFX #Blender ]Gleb Alexandrov shows us a video tutorial about 9 Ways to Destroy Things in Blender. Let's check it out!>> See Also: Download Blender addon More Blender tutorial Parametric modifier in 3ds Max [ #3dsMax #Modeling ]This video from Digitales Entwerfen shows you different kind of parametric modifier in 3ds max>> See Also: 3dsMax Plugin More 3ds Max tutorial Creating content in Cinema 4D for COLORWAY [ #COLORWAY #Cinema4D ]Matt demonstrates the workflow between Cinema 4D and The Foundry‘s COLORWAY. Smoke vs Fire in Turbulence FD [ #Simulation #VFX #Cinema4D #AfterEffects ]Learn how to use Turbulence FD to create a basic particle collision simulation that includes a dynamic lighting setup >> See Also: MAXON Cinema 4D R16 Ne...

CG Tutorial library: Houdini 9 Ways to Destroy Things in Blender [ #VFX #Blender ]Gleb Alexandrov shows us a video tutorial about 9 Ways to Destroy Things in Blender. Let's check it out!>> See Also: Download Blender addon More Blender tutorial Parametric modifier in 3ds Max [ #3dsMax #Modeling ]This video from Digitales Entwerfen shows you different kind of parametric modifier in 3ds max>> See Also: 3dsMax Plugin More 3ds Max tutorial Creating content in Cinema 4D for COLORWAY [ #COLORWAY #Cinema4D ]Matt demonstrates the workflow between Cinema 4D and The Foundry‘s COLORWAY. Smoke vs Fire in Turbulence FD [ #Simulation #VFX #Cinema4D #AfterEffects ]Learn how to use Turbulence FD to create a basic particle collision simulation that includes a dynamic lighting setup >> See Also: MAXON Cinema 4D R16 Ne...

mattskonicki | LAH 101- Houdini Live Action V1 Instructor: Matt Skonicki Length: Approx 7 hours Programs: Houdini FX 16.5.323 Maya 2018 Nuke 11.1V1 Photoshop Chapter Videos: 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 360 HDRI Build 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26.

Edge Displacement on fractured pieces Hey Pavel. Thanks for the file. It´s downright amazing, even though I´m still trying to get everything going on there. I didn´t thought this would be so complex. I already have a couple of questions if you don´t mind. -On the first VOPSOP Matrix, where you input the normalized xax and yax, and make the cross product to get the zax (which makes a lot of sense to me), you also seem to put yax through a cross product with xax and then the result with another cross product with xax to get yax which you already had in the first place!! - Finally, what´s the purpose for the offset matrix, if I may ask? Thanks again. EDIT:mmm...interesting.

Swirling particles around vortex filaments Vortex filaments are a way to simulate a fluid using particles. It models internal velocity using polygonal curves represent vortex centers, instead of storing velocity on a grid. Since the vortex filaments control the fluid motion, you can increase the number of particles without affecting the fluid’s behavior. You can use the filament workflow to create the look of intricate fluid motion, such as cigarette smoke. The filament particle simulation is not necessarily realistic, but can create certain specific effects much faster than a full high-resolution fluid simulation, and with more artistic control. Filaments are closed polylines (polygonal curves) that represent vortex forces. Create a a geometry network to create the filament geometry. Tip Since it’s just polylines and particles, you could also experiment with different starting filament geometry, filament size, filament velocity attributes, and different particle treatments, to see what kind of weird effects they create.

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