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Houdini vex cgworkshop
Houdini vex cgworkshop









houdini vex cgworkshop
  1. #HOUDINI VEX CGWORKSHOP HOW TO#
  2. #HOUDINI VEX CGWORKSHOP CODE#
  3. #HOUDINI VEX CGWORKSHOP PLUS#
  4. #HOUDINI VEX CGWORKSHOP SERIES#

V colour1 = chv ( 'col1' ) v colour2 = chv ( 'col2' ) v colour3 = chv ( 'col3' ) v colour4 = chv ( 'col4' ) This affects how you might approach certain problems, which I'll come back to later. You don't have to sweat the details (for now), just understand that's what's going on.

houdini vex cgworkshop

#HOUDINI VEX CGWORKSHOP CODE#

When you have lots of points, Vex runs that same code on all the points in parallel, substituting the values for Cd and P for each point automatically. You can think of the code we've done so far as working on a single point, so something = setting the colour of a point based on its position. The answer is that Vex is implicitly working in parallel. If you've used other programming languages, you might be thinking 'Ok, but how does Vex know which point to process? How do I iterate through the geometry? There's too much voodoo here!' I always forget to do this, shout at my wrangles for a bit, then finally remember to stick 'v' in front of my attribute names. BAD Cd = mycolour // This will treat it as a float and only read the first value (ie, just the red channel of // GOOD Cd = v mycolour // Explicitly tells the wrangle that its a vector. You want to define a new point float attribute 'foo'? Just type 3.16 Random dots with overlaps on youtube.3.13 Distort colour with noise and primuv.3.10 Find the median curve from many curves with vertexindex.3.9 Linear vertex or find the starting point on every curve.3.1 xyzdist to get info about the closest prim to a position.2.20 Generate a disk of vectors perpendicular to a vector.2.18 Remove points that don't have normals directly along an axis.2.17 Combine quaternions with qmultiply.2.16 Copies to sit on a surface, with random rotation, with orient.2.15 Convert N and Up to Orient with maketransform.2.13 More on rotation: Orient, Quaternions, Matricies, Offsets, stuff.2.12 optransform to do a motion control style camera.2.11 Get transform of objects with optransform.2.10 Solver and wrangle for branching structures.2.9 Solver sop and wrangles for simulation.2.7 Access group names procedurally in vex.2.6 CamelCase to snake_case with regex and re_replace.2.1.1 That's hard to read, summarise please.1.16 Blurring attributes with vex and point clouds.1.15 Get values from other points, other geo.1.13 Wrangles vs hscript vs vops vs everything else.1.12.6 Rotate prims around an edge, alternate version.1.12.2 Rotate geometry with sin and cos.1.12.1 Rotate a single point with sin and cos.1.9 Example: Random delete points by threshold.1.3 Implicit vs explicit attribute type.There's pros and cons to video tutorials vs text tutorials, the best option is to have video and text, Peter recorded what I never had time to do.

#HOUDINI VEX CGWORKSHOP SERIES#

Peter Arcara of Sidefx has provided an amazing resource, and recorded himself going through the entire Joy of Vex series on his Houdini Hangout stream. Special thanks to Grant Inouye for his incredible eye with proof reading, and endless patience with beta testing. I provide some links to other resources at the end of this series. You won't be a fluent vex master in 20 days, but the lessons cover what I use vex for in 80% of my work, and will allow you to follow along with more complex vex examples you might find elsewhere. Instead, this series aims to be like a phrasebook for learning a foreign language. It's also not a complete coding course for vex, that's way too big a task to deal with in 20 short lessons.

#HOUDINI VEX CGWORKSHOP HOW TO#

It's not for total Houdini beginners the lessons move fast and assume you know about geometry attributes, sops, and have a general understanding of how to get around Houdini. This series of lessons is designed to make it less scary. But the one that can seem the most daunting is learning vex. There's a few stages to learning Houdini getting into nodes and proceduralism is one, dynamics is another, vops is another.

#HOUDINI VEX CGWORKSHOP PLUS#

A 20 day program, each day aiming to be between 5 and 30 minutes plus exercises.











Houdini vex cgworkshop