[VEX for Algorithmic Design] E14 _ Quaternion Basics

  Рет қаралды 23,276

Junichiro Horikawa

Junichiro Horikawa

Күн бұрын

Пікірлер: 26
@apo6199
@apo6199 3 жыл бұрын
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 Жыл бұрын
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 4 жыл бұрын
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!
@fazlgumus9421
@fazlgumus9421 4 жыл бұрын
Thank u Mr Horikawa
@Alain21312131
@Alain21312131 4 жыл бұрын
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 жыл бұрын
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.
@jw4412
@jw4412 Жыл бұрын
Thanks you sir!
@maurypb
@maurypb 2 жыл бұрын
Great lesson, Professor Horikawa. Thank-you!
@wensenliang1019
@wensenliang1019 4 жыл бұрын
can't wait for the matrix selections.
@gtrzdaddy
@gtrzdaddy 3 жыл бұрын
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!
@kitma5747
@kitma5747 3 жыл бұрын
Thank so much for the detailed explanation.
@peterprickarz3135
@peterprickarz3135 3 жыл бұрын
Awesome, thanks a lot for all the dope content!
@ularrarte
@ularrarte 3 жыл бұрын
Came here after doing yout tutotial. Its dope!
@peterprickarz3135
@peterprickarz3135 3 жыл бұрын
@@ularrarte Damn, the world is small. Thanks!
@sams_3d_stuff
@sams_3d_stuff 3 жыл бұрын
Thank you Master.
@srinavin
@srinavin 4 жыл бұрын
Thank you
@Ooorient
@Ooorient 2 жыл бұрын
thank you for these treatures!!!!!!!
@avi4fxonly
@avi4fxonly 3 жыл бұрын
thank u so much for such a nice explanation
@sheenaboone2054
@sheenaboone2054 25 күн бұрын
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?
@graphic-nations
@graphic-nations 3 жыл бұрын
Amazing thank you
@para0675
@para0675 Жыл бұрын
i love these 3D courses where the grab guizmo is barely used in 15 hours of training
@MONEYVAL9
@MONEYVAL9 3 жыл бұрын
Class in session.
@bass_journey
@bass_journey 2 жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@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
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