As a software developer trying to get into 3D art and animation, I really enjoyed this as a beginner. Didn’t know such things were possible, but it makes sense. Thanks~
In my opinion, this is the clearest, most informative and inspiring tutorial on storing geometry data in Houdini (for beginners) I've ever seen. Thanks!
Thank you so much ! All tutorials on this channel is amazing, but this one is simply breathtaking !! This is such a low level that it should be mandatory first lesson in learning Houdini. My only suggestion is to use "continue" in condition to control loop. So it would be cleaner and allow more complex conditions in the future.
Great tutorial, but there is one great optimization that you missed (maybe on purpose, since it's probably a bit more complicated to solve in VEX). If you get neighbors for point A, there will be a certain point B in those neighbors with which you make the AB line. But when you look for neighbors of B, there will also be point A in it, so you now also have line BA, which is double geometry in the same place. For each line you have exactly one additional copy, which is wasted memory. I solved this by simply adding the "clean" operator, and ticked "Fix Overlaps" and unchecked "Delete Overlap Pairs", and it reduces my geometry by 50%.
Hi Paolo, thanks so much for pointing that out - indeed an optimization would be to simply check if point B's point number is bigger than A's point number and only create a polyline when that's the case. :)
Hmm curious! Point 1 finds point 2 and creates a line, dosent point 2 find point 1 and create a second line making duplicate polygons? If so what would be a workaround?
not a perfect solution but you can add another "if statement". if(pnt < @numpt/2){ do the stuff} the attrrib @numpt is the number of processed points, so you just have to focus on the first half @numpt/2
thanks for sharing. I learned quite a bit. the level was perfect for me! I wish though you would haved used only vex since thats what I am currently trying to learn ( and its in the title :p) Also it would have been nice to bring this a few level further, colorizing by length of prims, animating through infection etc. anyway, great tutorial thanks again!
why does this video not have 84M views but a jake paul video has that....blows my mind... anyway this is perfect merger of computer science, geometry and art and I love it!! thank you
Hello, i am new at houdini, and it is hard to figure out errors. I am using Houdini 18 and this code is not working. I am left with scattered geo without any lines. Maybe someone came accros this issue and knows a way out?
Late response, but if anyone else has this issue, have you got to the part where he adds the search radius slider? Because increasing that value fixed this for me :)
I enjoyed watching the video and would like to know more about VEX scripting. I'm getting lost trying to understand the referencing of items and how they link together. For example why do we use certain keywords when constructing our expressions and how do we reference these parameters? I hope my question is somewhat understandable.
Look no further than here: www.sidefx.com/docs/houdini/vex/functions/index.html This is the help page that's almost constantly open on our second screen. Most other language properties in VEX are very close to C, so if you've got experience in any C-style language (C, C++, C#, Java, Arduino, Processing to name a few), that definitely helps too. Cheers, Mo
@@Entagma I love your tutorials. You guys are so amazing and I have two questions: how did you get points on the inside and how can I apply thickness to the lines?
Hi! Really great information, thank you! Im using houdini 20.5, and when i input the code, there arent any lines between the points on the imported model, would anyone know why? Thank you!
This whole series is incredible, best Houdini resource out there by miles!
Who is Miles?
As a software developer trying to get into 3D art and animation, I really enjoyed this as a beginner. Didn’t know such things were possible, but it makes sense. Thanks~
In my opinion, this is the clearest, most informative and inspiring tutorial on storing geometry data in Houdini (for beginners) I've ever seen. Thanks!
This is absolutely FUNDAMENTAl.This is an essential of 3d graphics!
you guy's are such amazing teachers....this is how everyone should be teaching houdini....🙌
Wow, one of the best tutorials on Houdini with VEX ever. Seriously need to dive into your paid courses if they are half this good. Thank you! ❤
Very useful tutorial! One of those fundamental ones that get the creative juices flowing! Thank you.
Awesome tut. Still works in Houdini 20 in 2024. Thanks! :)
Thank you so much !
All tutorials on this channel is amazing, but this one is simply breathtaking !! This is such a low level that it should be mandatory first lesson in learning Houdini.
My only suggestion is to use "continue" in condition to control loop. So it would be cleaner and allow more complex conditions in the future.
Love your tutorials. You guys are so amazing. Thank you so much for these insights in VEX at an easy way.
EXCELLENT explanation, for a first timer, like me !
Really one step by step for the really beginner. Big thanks!!!!
Finally I've understood how those codes created. Thank you sir!
Great tutorial, but there is one great optimization that you missed (maybe on purpose, since it's probably a bit more complicated to solve in VEX).
If you get neighbors for point A, there will be a certain point B in those neighbors with which you make the AB line. But when you look for neighbors of B, there will also be point A in it, so you now also have line BA, which is double geometry in the same place. For each line you have exactly one additional copy, which is wasted memory.
I solved this by simply adding the "clean" operator, and ticked "Fix Overlaps" and unchecked "Delete Overlap Pairs", and it reduces my geometry by 50%.
Hi Paolo, thanks so much for pointing that out - indeed an optimization would be to simply check if point B's point number is bigger than A's point number and only create a polyline when that's the case. :)
@@Entagma yeah! I've just realized that and wanted to go back and edit the comment, but you already figure that out haha
Such a great video ! Thank you !
when I go to render this it just is a bunch of blocks. looks fine until I start trying to render, any tips????!
hello Entagma, for the rendered version on the intro, how did you get points on the inside?
probably converted it to volume then scattered points in it then merge the results
Enlightening content man 😌
Very good example and impressive technique, thank you for sharing your thoughts.
, 🙂 awesome
Thx! Very good tutorial with all basics!
Fantastic tutorial! Thank you!
Terrific !!⚡🔥
Hmm curious! Point 1 finds point 2 and creates a line, dosent point 2 find point 1 and create a second line making duplicate polygons? If so what would be a workaround?
not a perfect solution but you can add another "if statement". if(pnt < @numpt/2){ do the stuff} the attrrib @numpt is the number of processed points, so you just have to focus on the first half @numpt/2
Very clear and inspiration! Thank you so much!
thanks for sharing. I learned quite a bit. the level was perfect for me! I wish though you would haved used only vex since thats what I am currently trying to learn ( and its in the title :p)
Also it would have been nice to bring this a few level further, colorizing by length of prims, animating through infection etc.
anyway, great tutorial thanks again!
Thank you!
Beautiful tutorial! But how do you then polywire (loft) the whole network of those connecting links without waiting for it to calculate forever?
Quick question. What hotkeys did you use to toggle the expansion of the expression pane at 12:24?
Problem solved. For anyone looking to expand the expression editor click on the editor box and toggle *Alt + E* .
I would like to see circle packing example u showed in C4DAPT please...
Incredible!
why does this video not have 84M views but a jake paul video has that....blows my mind...
anyway this is perfect merger of computer science, geometry and art and I love it!! thank you
amazing content
Hello, i am new at houdini, and it is hard to figure out errors. I am using Houdini 18 and this code is not working. I am left with scattered geo without any lines. Maybe someone came accros this issue and knows a way out?
Late response, but if anyone else has this issue, have you got to the part where he adds the search radius slider? Because increasing that value fixed this for me :)
Is there a way to add several points instead of just one with addpoint function?
Hi Miguel,
onyl one point at a time: www.sidefx.com/docs/houdini/vex/functions/addpoint.html
Cheers, Mo
How can I apply thickness to the lines?
Heyhey,
Just a few techniques:
- Wireframe SOP
- Polywire SOP
- Sweep SOP
- Set a @width attribute and use a hair shader
Cheers,
Mo
Cheers mate!
for anyone blinded by the whiteboard part ... the guide starts at 9:00
I enjoyed watching the video and would like to know more about VEX scripting. I'm getting lost trying to understand the referencing of items and how they link together. For example why do we use certain keywords when constructing our expressions and how do we reference these parameters? I hope my question is somewhat understandable.
Look no further than here: www.sidefx.com/docs/houdini/vex/functions/index.html
This is the help page that's almost constantly open on our second screen. Most other language properties in VEX are very close to C, so if you've got experience in any C-style language (C, C++, C#, Java, Arduino, Processing to name a few), that definitely helps too.
Cheers, Mo
Does Houdini REALLY use clockwise polys?
Yes :)
Cheers, Mo
Thanks man
cool
you sound like hans zimmer
Lol, thx for mentioning that. Now I hear it too. Gonna let Manu know :) cheers, Mo
@@Entagma haha nice
@@Entagma I love your tutorials. You guys are so amazing and I have two questions:
how did you get points on the inside and how can I apply thickness to the lines?
Hi! Really great information, thank you! Im using houdini 20.5, and when i input the code, there arent any lines between the points on the imported model, would anyone know why? Thank you!