[VEX for Algorithmic Design] E14 _ Quaternion Basics

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  • Опубликовано: 15 ноя 2024

Комментарии • 26

  • @apo6199
    @apo6199 3 года назад +11

    The basic math knowledge really helps a lot to learn parametric design, please do more of these kinds of shares!thank you so much for this great series!

  • @jesusfreak_x3l
    @jesusfreak_x3l Год назад

    After many years of 3D and Houdini I finally get the courage to face quaternions thanks you. And it is not even that scary :-) Thank you Professor.

  • @VitaminSoup
    @VitaminSoup 3 года назад +5

    The was a little math trick there that never occurred to me. Dividing the result of (y % x) by x give you a value between 0-1. Thanks!

  • @Alain21312131
    @Alain21312131 3 года назад +6

    I'm certain that you know this, but a nice way to have the orient attribute computed from a transform node like you are doing around 1h06m is to actually create the orient attribute beforehand. The transform will automatically modify the existing orient correctly. And then you can attribute promote it to detail using the iteration value.
    I do realize that you showed this using VEX since this is the focus at hand, but I still think this is worth noting. Especially if we are daisy-chaining multiple transform.
    Keep up with the awesome content !

    • @MrUltraVic
      @MrUltraVic 2 года назад

      Oh my gosh! Thank you so much for this comment.....I was trying so hard to get all this to work right for exporting point cloud info to unreal.

  • @fazlgumus9421
    @fazlgumus9421 3 года назад +3

    Thank u Mr Horikawa

  • @jw4412
    @jw4412 Год назад +1

    Thanks you sir!

  • @wensenliang1019
    @wensenliang1019 3 года назад +3

    can't wait for the matrix selections.

  • @gtrzdaddy
    @gtrzdaddy 3 года назад +2

    First of all I have a pretty bad case of ADHD, but your lessons, even with the monotonic narration, was extremely enjoyable, immersive, and kept me in my desk, while improving my Houdini skills tremendously! Thank you for all the great contents!

  • @maurypb
    @maurypb 2 года назад

    Great lesson, Professor Horikawa. Thank-you!

  • @kitma5747
    @kitma5747 3 года назад +1

    Thank so much for the detailed explanation.

  • @peterprickarz3135
    @peterprickarz3135 3 года назад +2

    Awesome, thanks a lot for all the dope content!

    • @ularrarte
      @ularrarte 3 года назад +1

      Came here after doing yout tutotial. Its dope!

    • @peterprickarz3135
      @peterprickarz3135 3 года назад +1

      @@ularrarte Damn, the world is small. Thanks!

  • @sheenaboone2054
    @sheenaboone2054 16 дней назад

    In the last segment, a point was added to revolve around a sphere. I created two spheres. How does the wrangle know to use the first sphere as a reference? Also, instead of using geometry to revolve around the sphere, I wanted to use several points. Naturally, I created a scatter and used the copy-to-points node. However, the point wrangle treats each point (sphere) as a single point. What am I missing?

  • @avi4fxonly
    @avi4fxonly 3 года назад

    thank u so much for such a nice explanation

  • @Ooorient
    @Ooorient 2 года назад

    thank you for these treatures!!!!!!!

  • @sams_3d_stuff
    @sams_3d_stuff 3 года назад

    Thank you Master.

  • @srinavin
    @srinavin 3 года назад +1

    Thank you

  • @graphic-nations
    @graphic-nations 3 года назад

    Amazing thank you

  • @MONEYVAL9
    @MONEYVAL9 3 года назад

    Class in session.

  • @para0675
    @para0675 Год назад

    i love these 3D courses where the grab guizmo is barely used in 15 hours of training

  • @bass_journey
    @bass_journey 2 года назад

    Sophisticated solution, I still can't wrap around my mind totally on how you mapped each iteration to a certain frame range when it comes to the brick rotation at the end. Anyone can explain that to me :) ?

    • @AnsonSavage
      @AnsonSavage Год назад +1

      Yeah! So, there's 5 iterations, right? So he finds the range of a single iteration by taking the number of frames ($FEND) and divides by the number of iterations. Say there's 100 frames. Then range would be 100/5 = 20.
      Next, he maps t to a value between zero and one. % means modulus. @Frame % range gives how far into that iteration's range the current frame is. E.g., frame 35 % 20 would be 15. He then divides by range (20) to get 0.75, indicating that on frame 35, the t value is 0.75 or 75% of the way through that iteration.
      The only thing left is to determine which iteration. He does this by dividing the @Frame by the range and flooring it. So, on frame 35, we'd have 35/20 = 1.75, but floor(1.75) is 1, so this indicates it's on iteration 1 (iteration 0 is the first iteration).
      He then uses % num to ensure that, once the iteration gets up to 5, it is zero instead. Instead of 0, 1, 2, 3, 4, 5, it would be 0, 1, 2, 3, 4 ,0.

    • @bass_journey
      @bass_journey Год назад

      @@AnsonSavagethanks for the time to write this down. I will take some time this weekend to go through this again and check your explanation . I still have the exercises saved. Never managed to understand this last part fully, although could see how it worked. Cheers