VEX in Houdini: Diffusion Limited Aggregation Plus Rendering In Mantra & Redshift

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  • Опубликовано: 6 янв 2025

Комментарии • 14

  • @axiomaostium7359
    @axiomaostium7359 4 года назад +2

    this tutorial is great! There are rarely people doing Houdini tutorial so systemetically like you guys! Thanks so much!

    • @noeltrace3899
      @noeltrace3899 3 года назад

      A tip: watch series at Flixzone. Been using them for watching loads of movies lately.

    • @harleyanderson1866
      @harleyanderson1866 3 года назад

      @Noel Trace Yea, I have been using Flixzone for since december myself =)

    • @isaiasjoe5795
      @isaiasjoe5795 3 года назад

      @Noel Trace yup, have been using Flixzone for years myself :D

  • @eclairesrhapsodos5496
    @eclairesrhapsodos5496 3 года назад +1

    Amazing tutorial, by the way you can use copy to points (create sphere or anything else) and vdb from polygons - convert vdb to create mesh/alembic or USD geometry cashe animation. I like to do retopology this way cause it smooth out differences of intersecting meshes and produce interesting results.

  • @PiotrG1337
    @PiotrG1337 4 года назад +1

    Redshift will now will render the object as particles so you don't need to do the object instancing. Found under the Redshift OBJ Tab in the Object Properties.

  • @MOSHPiTSTYLES
    @MOSHPiTSTYLES 2 года назад

    Hi, thanks for the fantastic tutorial! I have a simple question, can we export the points cloud into other software(ex. Rhino, Maya)?

  • @nouv0
    @nouv0 4 года назад +1

    Thank you so much for all these fantastic tutorials. I honestly would not be learning Houdini if these videos didn't exist. A quick beginner's question regarding the iterative process: what is the point of setting "Run Over" to "Detail" inside the solver ? The code in the first Point Wrangle will be executed at each iteration anyway, right ?

    • @Entagma
      @Entagma  4 года назад +4

      Heyhey,
      setting the wrangle's execution to detail makes sure the code in the wrangle gets executed once for the whole geometry stream. Setting the execution to point would mean the code gets executed for each point, setting the execution to primitive would run the code for each primitive. Etc.
      Cheers, Mo

    • @nouv0
      @nouv0 4 года назад

      It makes sense now, thank you so much.

  • @dannynicholas9226
    @dannynicholas9226 4 года назад

    Brilliant, but didn't really understand the VEX coding part. I could follow along, but I couldn't replicate. I guess it's just about putting in the time to learn it.
    But great tutorials. Many thanks.

  • @melodyyy7954
    @melodyyy7954 3 года назад

    what is the full form of VEX?

  • @unveil7762
    @unveil7762 Год назад

    mmmm i am trying to do this with instancing, and touchdesigner... all with textures. i end up having a sort of hair moving LOL!! i was thinking to have a predefine HUGE noise to scrub it with a sphere, store each time the point of the sphere, that match the noise,in a texture 1xthe point i want, and each frame save this line of pixel, for now bad results!! as always thanks to make my brain explode with another funny algorithm

  • @3am_vdb
    @3am_vdb Год назад

    I feel like a complete idiot, I follow but then nothing happens, anyways thanks for this one.
    edit: nevermind, I found the problem, great tutorial!