Hi! Do you know how to also transform point normals? I have a bunch of points that I'm deforming using this method, but the normals/vector attributes do not get rotated correctly along with the geometry. I tried using the rotation method you used and tried finding the dihedral, but I can not get them to be angled the correct way
Nevermind, I figured it out! You can parse the tangent, up, and a side vector from the curve you want to map to into a matrix3, put that into a quaternion, then rotate any vector attributes you have based off that quaternion. Thanks so much for your amazing tutorials!!
int a = chi('a'); int b = chi('b'); int ab = a / b; i@ab = ab; float afb = (float)a / b; f@afb = afb; This way works too, instead of writing float af = a;
How can I modify the exposure on each camera in Renderman? “Shutter speed” and “Fstop” only affect the depth of field and motion blur, but do not modify the lighting. I need to have each camera with its own exposure settings
You certainly know your way around that software watching you do that was kind of like an orchestra but you were writing it. I watched the whole thing about minutes I kind of skimmed here and there I just wanted the general idea just to see what all that math can accomplish. Very cool.
FML twice now RU-vid has led me to this fkn video after falling asleep. Only sociopaths think this is the way forward for humanity. Hug a fkn tree ffs.
Thanks for the great video. I noticed that for some reason the circle grows much faster in the region around the point number 0 - at least in Houdini 20. Weird.
hello! Thanks for the video, based on what you did at minute 3:25, could you tell me how I can put tangential planes to the edges of an icosahedron? thank you so much
Hi Horikawa, your work is excellent, I really appreciate it. Can you make a LiveStream about making Delaunay Triangulation from random ptnum Point Cloud using VEX?
Hi Horikawa, your work is excellent, I really appreciate it. Can you make a LiveStream about making Delaunay Triangulation from random ptnum Point Cloud using VEX?
Hi Horikawa, your work is excellent, I really appreciate it. Can you make a LiveStream about making Delaunay Triangulation from random ptnum Point Cloud using VEX?
Hi Horikawa, your work is excellent, I really appreciate it. Can you make a LiveStream about making Delaunay Triangulation from random ptnum Point Cloud using VEX?
Hi Horikawa, your work is excellent, I really appreciate it. Can you make a LiveStream about making Delaunay Triangulation from random ptnum Point Cloud using VEX?
Hi Horikawa, your work is excellent, I really appreciate it. Can you make a LiveStream about making Delaunay Triangulation from random ptnum Point Cloud using VEX?
Hi Junichiro, thanks for the tutorial. I have been trying to replicate the animation below on Cinema 4D a while ago and failed to achieve a satisfactory result. Now trying on Houdini I found your video but was wondering if would be difficult to simulate the below? ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-0z1fIsUNhO4.html Thank you in advance.
Hi Junichiro, just wanted to say that your videos have helped me a lot - I really like the way you think through problems. I hope you are doing well and wishing you the best!!
Man you are genius. When ever I watch houdini tutorials on online. They said like if you subtract this vector to that vector you get this output.but they will not explain the core concept behind that how it’s actually works. Now it make more sense.
Hello Junichiro! I know this is an old tutorial, but I absolutely LOVE IT! Thank you so much for making it, and being so clear about things! I was wondering about a free software workflow, as far as I know Houdini apprentice doesn't support alembic, or fbx export, instead you would export an obj sequence, and then convert that into alembic in, say, blender. My question then is, would all the custom attributes still match if the mesh is reprocessed in blender? One more question I have is about the glowing spiral you have as a custom attribute, I noticed the jagged edges of it, kind of pixelated. To mitigate that one could use an SDF of that texture, do you think that could be done in Houdini, and converted to a cutom attribute? Thank you so much again, and hope you're doing good! All Best!