Shortest Paths | Houdini 17.5
0:06
5 жыл бұрын
Procedural Modules | Houdini 16.5
28:53
Recursive Voronoi | Houdini16.5
11:36
Parametric Clusters
0:22
6 жыл бұрын
Branching Structures
1:03
6 жыл бұрын
Inverted Attractors
0:26
6 жыл бұрын
Пікірлер
@dumpsterDeity
@dumpsterDeity Жыл бұрын
Hi! I wanted to ask a question - is there a reason you set up your project like this? You skin the entire 177 floor primitives (the "adaptive grid" subnet), and then pick only those boxes that correspond to selected primitives. The rest of the boxes are unused. When you could skin only the primitives that were selected?
@ribponce
@ribponce Жыл бұрын
It's been quite a while and my memory is a bit fuzzy, but I believe this was necessary to allow for click-extruding overhangs from floors higher up. It's a brute force approach. One smarter way of doing would be to do an adaptive grid only on the tiles around the selected tiles, but doing the whole grid is much simpler and there isn't much of a performance cost. Hope it helps!
@dumpsterDeity
@dumpsterDeity Жыл бұрын
@@ribponce oh, I think I got it. Thank you for the answer!
@gabrielepardi5178
@gabrielepardi5178 Жыл бұрын
Honestly the most important things was the shape generation which, unless I am missing something, it has been skipped. Maybe do have I missed something?
@HalitHarun
@HalitHarun Жыл бұрын
Each stage here is a separate lesson topic. I will research each one individually. Thanks.
@tellerture9696
@tellerture9696 2 жыл бұрын
Hi. Any update on your Favela generator?
@christopherkornosky8131
@christopherkornosky8131 3 жыл бұрын
Just found your stuff and it feels like Christmas! Thank you so much!
@СеменЛюбас
@СеменЛюбас 3 жыл бұрын
Когда будут новые уроки?
@nodesofnature603
@nodesofnature603 3 жыл бұрын
While everyone is making explosions, Ricardo makes a Morse Machine! That’s Chops by the way. Keep pushing Houdini to do weird things, always fun to see!
@ribponce
@ribponce 3 жыл бұрын
Thank you! Yes CHOPs, I might have said COPs by mistake. Cheers, Ricardo.
@Starius2
@Starius2 3 жыл бұрын
subbed. this is great man, thank ya man
@ribponce
@ribponce 3 жыл бұрын
Thank you!
@SIgor420
@SIgor420 3 жыл бұрын
Thats really cool man, well done.
@ribponce
@ribponce 3 жыл бұрын
Thanks, I'm glad you like it!
@syntheticperson
@syntheticperson 3 жыл бұрын
cool
@syntheticperson
@syntheticperson 3 жыл бұрын
Very cool
@allied-data
@allied-data 3 жыл бұрын
Hi. Any update on your Favela generator?
@lveronese
@lveronese 3 жыл бұрын
great stuff.. thanks for sharing the file. a video on the favelas gen would be amazing.
@ribponce
@ribponce Жыл бұрын
Thank you, glad you liked it! I might share the favela generation, I would like to revisit this setup eventually. Cheers!
@DeadLineGame
@DeadLineGame 3 жыл бұрын
Hey sorry to bother you, I wanted to ask the settings of both attribtransfer2 and delete from 19:08, because all my points are getting deleted when I use delete, even when selecting curveu
@ribponce
@ribponce 3 жыл бұрын
AttribTransfer you select the curveu attribute on points, distance threshold set to 0.1, and Delete node you set Group to @curveu==0.5, delete non-selected points.
@DeadLineGame
@DeadLineGame 3 жыл бұрын
@@ribponce thanks for the fast reply, you may just have saved my college degree
@Alex-sr7op
@Alex-sr7op 3 жыл бұрын
Thanks so much. How can i use this for a painting like Motion Designer Dimitris Ladopoulos?
@ribponce
@ribponce 3 жыл бұрын
The technique showed in this video is a rather brute force approach, I wouldn't recommend using it on larger scale objects such as the portraits you mentioned. I recommend you taking a look at the Labs Lot Subdivision node. Study its insides to understand the principle, and use the same technique to subdivide geometry according to a attribute after importing the desired image. Labs Lot Subdivision has recently been updated, and the version 2.0 is very efficient at performing this partitioning, however it might be harder to understand since it's much more vex-based. You may switch it to its older definition to study a simpler, more SOP-based approach.
@arsensuleymanov7935
@arsensuleymanov7935 3 жыл бұрын
Thank you. Liked and subscribed.)
@arsensuleymanov7935
@arsensuleymanov7935 3 жыл бұрын
How to make this kind of inteface so that the panel with parameters occupies only right top corner?
@ribponce
@ribponce 3 жыл бұрын
If you press P in that context a Parameter interface will pop up.
@arsensuleymanov7935
@arsensuleymanov7935 3 жыл бұрын
@@ribponce thanks!)
@トリビアボックス
@トリビアボックス 3 жыл бұрын
great stuff!! thank you so much;)
@kasali2739
@kasali2739 3 жыл бұрын
super
@pixel.network
@pixel.network 3 жыл бұрын
so many things in such a short time, you opened my eyes! Thank you
@terrythegnome2408
@terrythegnome2408 3 жыл бұрын
Quick tip. If you are going to do a tutorial make sure you click on EVERY node you are using so that we can see what your settings are. It can be quick. We can pause. But if you skip nodes it makes the tutorial far less useful. Great apart from that! I really do think if you did that your tutorial would be perrrrrrfect.
@pavelsamoilenko3556
@pavelsamoilenko3556 4 жыл бұрын
how to make it so that the prompt is displayed constantly??? def SetPrompt(self, kwargs): prompt = ( "1. LMB and drag. Selection will be extruded. " "2. Ctrl+LMB will undo single extrusions. " ) self.scene_viewer.setPromptMessage(prompt)
@dumpsterDeity
@dumpsterDeity Жыл бұрын
You can't. Prompts can only be visible while the Viewer State is active
@chloesun1873
@chloesun1873 4 жыл бұрын
Thanks for your tutorial and look forward to your next video on how you created the favela HDA!
@kylejennings819
@kylejennings819 4 жыл бұрын
ANYONE HAVING ISSUES AT 7:40... Solution: click set_index node, then change 'Max' to 3. It seems he edited that part out by mistake.
@santirb5244
@santirb5244 3 жыл бұрын
thx!
@jaddeeb510
@jaddeeb510 3 жыл бұрын
Real og <3
@abcd35440
@abcd35440 4 жыл бұрын
Are you designer of agne font ?
@ribponce
@ribponce 4 жыл бұрын
Yes, I am. Used to do a lot of graphic design, typography and branding in the past.
@songpeng
@songpeng 4 жыл бұрын
A very smart man! Thanks for this video!
@sstese
@sstese 4 жыл бұрын
thank you so much!. I was searching decent houdini interactive python states samples and your tutorial is very helpful. hope there is more like this. Anyway thank you so much!!
@ribponce
@ribponce 4 жыл бұрын
I’m glad you find it useful, thank you too!
@affectreflect
@affectreflect 4 жыл бұрын
Brilliant stuff..Thanks for this.Been looking into python states and this is of great help.
@ribponce
@ribponce 4 жыл бұрын
I'm glad it was helpful!
@sarahlanca3930
@sarahlanca3930 4 жыл бұрын
Awesome!
@ribponce
@ribponce 4 жыл бұрын
Thanks, really appreciate it!
@es_ina
@es_ina 4 жыл бұрын
im learning python states rn. So your shared files its gold to me.Thank you so much for sharing ! awesome work. did you know if its possible to show a custom menu on mouse/keyboard input in the viewport?
@ribponce
@ribponce 4 жыл бұрын
Thanks, I'm glad you find it useful! Yes, I'm aware it is possible to have a custom menu upon RMB clicking on the viewport, for example, but still haven't had the chance to explore that. This would be the place to start investigating: www.sidefx.com/docs/houdini/hom/state_events.html Cheers!
@hved
@hved 4 жыл бұрын
thank you and +1 for compilable extrude sop
@ribponce
@ribponce 4 жыл бұрын
Thanks! Ah yes, that would be awesome. I made a simple tool called peak_skin_extrude, which kind of simulates the behavior of a PolyExtrude using those nodes, great for some situations where compiling is necessary.
@TheMagic-les-Bean
@TheMagic-les-Bean 4 жыл бұрын
@19:20, can someone explain to me how to do the attribute transfer correctly? I can't seem to figure out how to do it
@ShubhamGupta-lu6gf
@ShubhamGupta-lu6gf 4 жыл бұрын
Hey can you please help me from where to start this procedural modeling, I'm not new in houdini, I do grooming and rendering in houdini, but I love to model and I do in maya, in houdini I always wanted to but due to its complexity and my tight schedule I wouldn't able to do that, but now I Wana get my hands into houdini vex and procedural modeling. I Wana learn from scratch, please help suggest me tutorials for that paid un paid doesn't matter...
@TheNetwork
@TheNetwork 5 жыл бұрын
how were you able to create the interior walls? will you be doing another tutorial?
@massimobaita7178
@massimobaita7178 5 жыл бұрын
Thank You very much, Ricardo!
@mikelambert6304
@mikelambert6304 5 жыл бұрын
In the connect_dots wrangle, isn't "pt >= @ptnum && pt != @ptnum" the same as just saying "pt > @ptnum"?
@sams_3d_stuff
@sams_3d_stuff 5 жыл бұрын
Thank you Ricardo.
@AlecChalmers
@AlecChalmers 5 жыл бұрын
Like someone mentioned below, I too and running into trouble with the VEX expression used to set the normals of the floor (in the "set_n" attribute wrangle)?
@ribponce
@ribponce 5 жыл бұрын
Hey! Yes, so it's just a simple line to set the normal to a up vector. It goes @N=set(0,1,0); Cheers!
@AlecChalmers
@AlecChalmers 5 жыл бұрын
@@ribponce Thank you for the reply. I have learned so much about Houdini by just powering through this tut.
@ribponce
@ribponce 5 жыл бұрын
Really appreciate the kind words, I’m glad you could learn something from it. Cheers!
@Lynndarro
@Lynndarro 5 жыл бұрын
Hi~ First of all thanks a lot for sharing this video, that's awesome~! I'm fresh new to Houdini. At the 07:35 of the video you typed "point(-1,0,"index",0)", but I checked the doc and found something like this :"point(surface_node, point_number, attribute, index)". So I was confused what does your "-1" stand for. Could you pls enlight me a bit? I know it must be a very stupid question though...
@ribponce
@ribponce 5 жыл бұрын
Hi, yes so the -1 refers to a spare input. If you click the small gearbox on the top of a parameter window, there is an option to add a spare input. Essentially, it creates a string parameter on a node which can be "accessed" from within a function on that node by typing -1, instead of referencing the path to that node manually (which would be something like "/obj/geo1/foreach_begin1/", or similar). So when the function runs and encounters -1, it understands you mean the spare input, and uses that string instead. It's just good practice to organize things this way, but also a matter of preference. Hope that helps, cheers!
@Lynndarro
@Lynndarro 5 жыл бұрын
@@ribponce Ahhhh... Understood. That's pretty cool! THANK YOU so much for this tip and everything you shared, all my best best wishes~ <3
@mikelambert6304
@mikelambert6304 5 жыл бұрын
What is the VEX expression used to set the normals of the floor (in the "set_n" attribute wrangle)? Great tutorial overall!
@mikelambert6304
@mikelambert6304 5 жыл бұрын
would you consider making this part of your scene file available for download? I'm running into a few issues that I can't seem to resolve. Thank you!
@AlecChalmers
@AlecChalmers 5 жыл бұрын
@N=set(0,1,0);
@ribponce
@ribponce 5 жыл бұрын
Hey, yes I’ll make this shape generator available soon. Thank you for your interest. Cheers!
@mikelambert6304
@mikelambert6304 5 жыл бұрын
@@ribponce Thanks again, Ricardo - Looking forward to digging in
@goldkatt2685
@goldkatt2685 5 жыл бұрын
As you probably have it saved, could you share the save file as a link? I`d like to know what I did wrong...
@ribponce
@ribponce 5 жыл бұрын
Hey, the link in the description was outdated. thanks for the heads up. Here it is: particula.org/unconventional-k-d-tree/
@mdsanima
@mdsanima 5 жыл бұрын
Very nice stuff here!
@hawnter99
@hawnter99 5 жыл бұрын
This is a great video, thanks for sharing!
@luisgurico
@luisgurico 5 жыл бұрын
Amazing stuff! Any tips on how I could learn to do something similar?
@ribponce
@ribponce 5 жыл бұрын
Hey, thank you! Take a look at space colonization algorithms. There is great a tutorial from Entagma on the subject. Cgwiki also has entries on growth solvers. I would also highly recommend studying the growth setups from Richard Lord, available on his website. That should get you started. Cheers!
@luisgurico
@luisgurico 5 жыл бұрын
@@ribponce Thanks!!!
@fr8kouthead
@fr8kouthead 5 жыл бұрын
Hi, im new to Houdini, I would like to know about your procedures with mapping the seed to your timeframe slider. Thanks
@ribponce
@ribponce 5 жыл бұрын
Hello, you can achieve that by simply adding the global variable $F to any rand() channel expressions. If it's inside a vex snippet, however, you have to use @Frame. Both will refer to the current frame number, and is very useful for quickly changing random seeds during development. Cheers!
@fr8kouthead
@fr8kouthead 5 жыл бұрын
@@ribponce $F worked! thank you so much :D
@anarkijex
@anarkijex 5 жыл бұрын
first rule of tutorials, what are we trying to achieve?
@ribponce
@ribponce 5 жыл бұрын
Hey, maybe I wasn't very clear in the beginning of the video. It's about a very handy technique for copying random unique primitives to points, but thanks for the feedback. Cheers!
@anarkijex
@anarkijex 5 жыл бұрын
@@ribponce I mean, at least you can show the result before diving in the hows and whys.
@labrospnevmatikos2402
@labrospnevmatikos2402 5 жыл бұрын
i was wondering if by using this method can you import a bitmap picture to houdini and have the algorithm treemap the tones?
@ribponce
@ribponce 5 жыл бұрын
Hello Labros, currently that’s not possible; the algorithm is purely based on randomness, but that’s an interesting idea. I’ll see if I can come up with something. Thank you!
@stevensilcock
@stevensilcock 5 жыл бұрын
Hi Ricardo, excellent video. I'm using H17.0.459 and when I insert opinputs("../switch1/") in the "Max" parameter, I get errors on all the nodes below, including the set_index attribwrangle node (foreach_begin & end, copytopoints plus the switch nodes. The message is the same for all & reads: " Error Invalid source /obj/geo1/set_index/attribvop1 Error: Unable to evaluate expression (Unknown function in expression (/obj/geo1/set_index/max)).. ". I'm relatively new to VEX & for some reason really good at getting errors, even though I follow along as closely as I can. Indie-Pixel can vouch for me on that one....lol. You wouldn't know why this is happening, would you?
@stevensilcock
@stevensilcock 5 жыл бұрын
Ah ha, I should have gone to specsavers! It helps if you use "opninputs" instead of "opinputs". I had to go to 1080 HD to see that sneaking little "n". Working now! Now I can watch the rest feeling a lot more content;-) Cheers.
@stevensilcock
@stevensilcock 5 жыл бұрын
Pretty dam cool. That's all I got to say. Thanks Ricardo.
@ribponce
@ribponce 5 жыл бұрын
Hey, I’m glad you worked it out. I just double checked and it works in H17 the same. Exactly, opninputs! Alternatively, you can also download the example scene file, link on the description. Cheers!
@4Neron
@4Neron 5 жыл бұрын
Great job there!
@ribponce
@ribponce 5 жыл бұрын
Thank you very much!
@christopher8116
@christopher8116 5 жыл бұрын
Up to this point kzbin.info/www/bejne/g6ipcoWXlrl_jZY I can't get the multiple platonic to display, rather only one platonic; everything is done exactly ?
@ribponce
@ribponce 5 жыл бұрын
Hey, have you tried taking a look at the scene file, see if you maybe missed something? Remember to set the 'id' attributes beforehand, and to properly use the point function on the Switch node. Hope you can sort it out, if not let me know. Cheers!
@christopher8116
@christopher8116 5 жыл бұрын
@@ribponce Have you considered a tutorial on creating buildings; or how did you learn how to create ?
@christopher8116
@christopher8116 5 жыл бұрын
@@ribponce Where is the scene file, it appears hidden ?