Hey, learned a lot with this lesson, you deserve way more attention, your stuff is really good. Please dont stop creating these fantastic tutorials. Feliz navidad.
@ezpepz2 күн бұрын
thanks man, really appreciate your comment ^^
@monirul3d11 күн бұрын
Carry one
@monirul3d12 күн бұрын
❤❤❤
@pooh.mi.k12 күн бұрын
I really appreciate you sharing your knowledge. Thank you so much
@OnkAnCa6414 күн бұрын
very nice, thanks
@monirul3d15 күн бұрын
Fantastic
@ezpepz15 күн бұрын
Thanks man ^^
@adriancardenas756319 күн бұрын
Pixels 2?
@OkntoFxs20 күн бұрын
Pretty interesting gonna check out your series
@daggergblue24 күн бұрын
8:41 My point numbers reverse from yours upon entering the loop. Even if I add a reverse, or click the reverse option on the circle, nothing changes the point order inside the loop, They go clockwise, where yours go counter clockwise. I overcame this by multiplying by 1 instead of -1. Confused as to why, and also I hope me changes to the code dont come back to haunt me later down the line.
@ezpepz24 күн бұрын
If you have a reverse point order you might want to flip the circle itself. If you want to reverse the point order after, you need to use a Sort sop set on "points" and "reverse" mode; the Reverse is to flip polygons facing, not to change the points/polygons order. But your workaround is perfectly fine; just keep in mind that it's not rare that inside a For Loop things are not updating right away, when in doubt always click on Reset Cached Pass of the Begin and End of the loop ^^
@daggergblue20 күн бұрын
@@ezpepz Then I realized multiplying by 1 is pretty silly, and its fixed by not multiplying at all.
@syrospourlatifi923227 күн бұрын
Dude\m/\m/ this was just fantastic, I had some dope take aways, loved the "Type attributes from Node" in the HDA, woot woot, amazing, also the habit of deleting unused attributes and groups for house keeping, fantastic , cheers heaps \m/
@daggergblueАй бұрын
How does houdini handle the modulo if the step is set to 0. It doesn't seem to cause any problems, but would a good safety measure be to edit the parameter interface and set the range to be 1 - 10?
@ezpepzАй бұрын
It doesn't cause problems at 0 step because any number divided by 0 is undefined, so I guess Houdini default the value of the operation to 0. But if you want to be extra careful of course, you can lock at least the minimum range at 1 on the parameter interface ^^
@pixelspring2 ай бұрын
Great!
@hightechnician2 ай бұрын
That Ctrl + tip for zooming the vex code probably saved my eyes down the line. On 4k it's all so tiny
@ezpepz2 ай бұрын
There's actually a Global UI scale in the general preferences, but I never used so I'm not sure if it zoom also the vex code
@rshiya50182 ай бұрын
great guy and great content <3
@Ablumz3 ай бұрын
man you are making some incredible quality tutorials. Very underrated channel, thank you so much for what you are doing, you've got my sub keep it up my friend!!!
@MarshinPOLO3 ай бұрын
hey, what if we want to feed the HDA into multiple lines... how can we keep the brick sizes consistent now matter how long are the lines?
@ezpepz3 ай бұрын
Directly feeding in multiple lines into the Hda would require some rethinking of it, right now it would cause trouble in the first Loop where the "skin" of the wall is created. The quickest solution IMHO is to merge the input curves and feed those in a For Loop by primitive (so for each curve) and throw the Hda inside the Loop. BUT first you need to modify the first resample node of the had to be based on Lenght and not Number of Segments, so it will be equal for each curve, no matter the length
@rshiyamohammadi77233 ай бұрын
please , how you make the uv for this 😣😢
@ezpepz3 ай бұрын
For the bricks you could use some loop with a 6 plane uv (but it would involve some orienting stuff with the curved ones), for the grout I would go with a procedural texture.
@Accel-Achai3 ай бұрын
Great tutorial, a tutorial let me learn a lot, thank you!
@rshiya50183 ай бұрын
how do you make the UVs of the bricks and grout?
@digitaltwins953 ай бұрын
Good content keep it up!
@michaelansah3 ай бұрын
Thanks for sharing. Great resource.
@rshiya50183 ай бұрын
i have a question ,if you draw a lot of curves in illustrator , and you want to make them as walls with this hda for a PC-game...but some of the curves in illustrator are bezier curves or splines , but the spline will turn into small lines , for example they don't behave like your circular input(they are not closed curves)...when i import my curves i get a bad result, can you help? im trying to find out how to make a game in unity...
@ezpepz3 ай бұрын
I guess it depends on how the curve are drawn in Illustrator. How do you import the curve into Houdini?
@rshiya50183 ай бұрын
@@ezpepz i save as SVG , then i bring it to blender and export it as OBJ... , but they will be converted into segments instead of a curve with handle and perfect shape...
@ezpepz3 ай бұрын
@@rshiya5018 Probably it has to do with the Houdini import of the file. I'm doing some test without blender, importing directly the .ai file into Houdini (you can read .ai files if you save them without compression from Illustrator) and I do see a correct behaviour on the straight lines, but whenever there's a bezier, it bypass that point
@ezpepz3 ай бұрын
@@rshiya5018 I did some other tests, if you save your file as .ai, without compression and compatible with Illustrator 8, when you import it into Houdini, you get all the correct curves (the only problem is it close all the open curves), and you can do a for loop to resample those.
@rshiya50183 ай бұрын
@@ezpepz yes it will close the curves , but if you add an Ends node and set the start to "open" it will be fine , but still it doesnt come as perfect circle , i had to bump up the resolution of the curve to achieve a better curve , thanks for your amazing video and your help <3
@mapaduboo4 ай бұрын
I learn a lot because you explain in detail the important things I wanted to know.👍
@ezpepz4 ай бұрын
Thanks ^^
@rshiya50184 ай бұрын
hey i watched your procedural wall generator video and wanted to say thank you man, but the comments are turned off and at the end of the video you said lat me know in the comments .., Comments may be turned off across KZbin because: The channel or video’s audience is set as "made for kids."
@ezpepz4 ай бұрын
I was wondering this thing for a bit man, thanks a lot XD
@ezpepz4 ай бұрын
Just checked, wasn't set as "made for kids", but I checked the "off" in the comment thinking it was "turn off comment moderation", actually I turned off all the comments... thanks a lot again XD
@alexseleniar5 ай бұрын
This is awesome!
@petermohlmann51576 ай бұрын
slow speed version and .hip file please
@yunusemreklnc53216 ай бұрын
Thanks for the tut
@Emonemx6 ай бұрын
Looks amazing! Thanks for the video!
@antonio4740x6 ай бұрын
amazing, thank you!
@pyxeltiger93886 ай бұрын
very nice!!!
@philippwelsing91086 ай бұрын
I added another PopDrag that applies additional drag to the explosions by their distance from the surface, so they are more contained, keep their shape better and move back down to the surface in a nice way, which is even more "sun like". Let me know if you want to have that. Best regards.
@ezpepz5 ай бұрын
Thanks, I actually had also something like that in the original scene, but every time the video seems to long so I didn't added in the video ^^
@philippwelsing91086 ай бұрын
Huge fan of your work. Thank you!
@philippwelsing91086 ай бұрын
Fun fact: I believe a Popnet automatically generates an invisible attribute named @nage . It comes for free and it's the normalized age.
@ezpepz5 ай бұрын
It does??? Need to check that, I'm used to calculate it manually from Houdini 16 XD
@philippwelsing91085 ай бұрын
@@ezpepz It does. :) Check the Pop Color node, it's even activated by default there, and if particles actually die, it makes life so much easier. :)
@philippwelsing91086 ай бұрын
SO cool.Thank you!
@dreamforgemediaec6 ай бұрын
Very cool, adding smoke and fire ambers will be awesome.
@dnch6 ай бұрын
cool!, clever way to pick new direction
@ezpepz5 ай бұрын
Thanks!
@robesantoro6 ай бұрын
Nice tut broh!
@ojisan42206 ай бұрын
Thank you EzPepz! Cool idea and realization, reminds me of early Entagma. Also thanks for Solaris / karma! But pls use Ctrl Plus in wrangles (may be Alt + E sometimes) so it is easier to watch
@ezpepz6 ай бұрын
Thanks for pointing that out. I thought the code was more visible. Gonna zoom it or use an external editor in the next one (maybe also crank up the bitrate on the video) ^^
@marcoantelmi19816 ай бұрын
pretty good job so far, nice tutorial! You made me want to play D&D!
@27_fps9 ай бұрын
you're a legend! helped me a lot
@timothybridge8662 Жыл бұрын
This is so cool! Showing how to save it as a node was awesome- it is now in my Houdini library full time :D
@DJWeekly Жыл бұрын
Thanks! This is super awesome and helpful. Very easy to follow!
@skadbone Жыл бұрын
Hi, great tutorial I did it!!-up until I tried to create a subnet ;(((, I followed your direction, I selected all, and pressed shift and C, my round connectors disappear? can you please tell what i did wrong? I'd love to use this tool; I am on version 19.5.718-can I send to you a file?, please let me know, and thank you
@ezpepz Жыл бұрын
Hi, thanks. I'm not sure about what you mean with "round connectors disappear". Can you explain a little bit more? Yeah you can send me the scene file, maybe I'll get what the error was. You can find my mail on the About page ^^
@skadbone Жыл бұрын
when I press shift-c, all I get is a rectangle, no round connectors, it would mean a lot if u be so kind as to correct my file, I'm a newbie, where do i send it to?@@ezpepz
@skadbone3 ай бұрын
@@ezpepz hi sorry for delay; when I go from object to geo editor, the "tubes" disappear, Im on V20
@ezpepz3 ай бұрын
@@skadbone if the "top studs" disappears at obj level, make sure that inside the subnet, the final output node has all the meshes merged in. Sounds something like that.
@skadbone3 ай бұрын
thank you !-any chance I can send to you a scene file please?
@ToniPirogov Жыл бұрын
fantastic! thx man!
@ivanraimi5524 Жыл бұрын
good vex exercise, going to try this one
@zhz6641 Жыл бұрын
Thanks! very helpful!
@inspirationalgoosebumps60062 жыл бұрын
Oh man, plz don't use timelapse. Let us watch and learn !!!!
@ezpepz2 жыл бұрын
I'll keep it in mind for future videos. Anyway, I made a tutorial about the core concept of this technique ^^ kzbin.info/www/bejne/eWSwh32Le96gd7M
@inspirationalgoosebumps60062 жыл бұрын
@@ezpepz thanks a lot 🤜🤛🙏
@savagliani2 жыл бұрын
Is it possible to export the alembic file from the trail with the ramp color I choose? To C4D so it can read the colors? Loved the tutorial, thank you!
@ezpepz2 жыл бұрын
Thanks man ^^. As far as I know, you can export the alembic with the Color attribute stored and I'm pretty sure C4D has no problem reading Alembic. But I'm not sure if you can read that attribute, cause Point datas are quite peculiar in Houdini, but you could try to promote the color to Primitive or Vertex.
@marcoantelmi19812 жыл бұрын
if I were a woman I would have already asked you to marry me!
@neilallen24552 жыл бұрын
I wonder how much of the Lego library could be modelled procedurally? how would you approach elements like 2420, and the recess under elements like 3069, the rules on some of the plates seem to be a little bit random. For instance the recess appears to so that you can break apart tiles as they don't have a stud to grip on to. However 65509 has 2 studs but also the recess. Can you also handle technic bricks? I assume elements like half beams (11478 and 32017 for example) would have to be a separate definition?
@ezpepz2 жыл бұрын
at first look, a piece like 2420 or 3069 shouldn't represent a problem. Actually, I started some time ago a Brick Generator with multiple pieces (I basically started following the Iron Man helmet instruction). It's of course a slow process, cause almost for every different brick you have to think and come up with a solution to get a procedural version. As for the technic bricks, it should be fine (of course they would have to have more polygons). I recall I modelled a technic car years ago but in a non-procedural way XD