Brilliant as always! Thank you Konstantin for sharing your expertise with the community 🙏
@juampasa Жыл бұрын
unique methodology, keep on doing this tutorials!
@ginonave8564 Жыл бұрын
This is beyond great! So clear and well done.
@konovalovau Жыл бұрын
very nice! this is the best way to solve this kind of problem I've ever seen. Thank you so much for sharing!
@banno1992 Жыл бұрын
Incredible tutorial, thank you for sharing your knowledge!
@XLCG10 ай бұрын
Thanks for the cool lesson. I have a question, is there any way to make the distance between the threads different? for example, textiles in running shoes can be like this. When at first there is one binding, and then it goes into a larger grid. But at the same time, so that the connection between the threads is preserved.
@polynightingale3969 Жыл бұрын
Hi loved your tutorial !! I know you are busy but if it's possible can you please talk about rendering flip sim using karma xpu render engines? i am struggling to get the volume working in xpu render engines.
@KonstantinMagnus Жыл бұрын
Hi Crimson Knight. I am not deep into sims or karma settings atm.
@antoniopepe5 ай бұрын
The clipping part by uvdist is Brilliant. I always used labs boolean curve to solve the problem before applying the position. 🙌🙌🙌
@KonstantinMagnus5 ай бұрын
Hi Antonio, also look at the new clip SOP. It supports cutting by attributes natively.
@antoniopepe5 ай бұрын
thanks in september i switch to 20.5, (for now i have my own clip by attributes) thanks again Konstantin .
@alexandersiedlarektarrida9722 Жыл бұрын
Awesome tutorial! Could this be also used to add stitching along certain curves for a garment say exported from marvelous designer?
@KonstantinMagnus Жыл бұрын
Hi Alexander, glad you like it. I've recorded a tutorial about stitching voronoi patches that might cover this: kzbin.info/www/bejne/qYKwlZ2wfriGi8k
@massimobaita7178 Жыл бұрын
Thank You very much, Konstantin!
@CGguys Жыл бұрын
im using 18.5, how to extract rest?, there is no option extract rest..
@andrewk7911 Жыл бұрын
Отличное произношение
@joshuamallek1937 Жыл бұрын
thank you, impressive!
@Oyibovictor Жыл бұрын
hi thanks for the tutorial loved I followed your process and go what I was looking I'm grateful but I'm issues exporting it to maya how to export it without the mesh being so heavy
@KonstantinMagnus Жыл бұрын
Hi mztavick371, did you try exporting the curves only (before the sweep)?
@Oyibovictor Жыл бұрын
@@KonstantinMagnus thank you i'll try that
@user-sl309jd90 Жыл бұрын
Thank you very much. I'm having a hard time understanding a beginning part. Where you copy the knitting pattern to the grid, in the wrangle named "integrate", you used "frac(u * c)" for uvw vector. How does it work...? To me it looks like it gives decimal numbers below, which looks quite random. It must be a simple mathematics thinking and I cannot understand it.. How does it make the pattern repeat?
@KonstantinMagnus Жыл бұрын
Hi Taek, exactly, the fraction function only keeps the decimal part. Applied to the relative position U multiplied by the number of copies C, it returns a sawtooth wave ranging from 0.0 to 1.0 which we use to sample curve positions of the other input from start to end. I recommend this video to get more into the shader way of thinking: kzbin.info/www/bejne/nGXWYptojqqHhLs
@user-sl309jd90 Жыл бұрын
@@KonstantinMagnus You're very kind. Thanks a lot. I learnt so much thanks to you. I watched the whole video that you linked me as well. Quite overwhelming as it gets complex, but it was enlightening to know all these amazing tricks. Thank you for your tutorial!
@troopxl666 Жыл бұрын
Thanks!
@MäggiLK Жыл бұрын
hey , i just started with houdini a short time ago but unfortunately it doesn't work for me to intergate the single loops with the grid, the vertexcurveparam shows me an error. do you have any tips ? :(
@MäggiLK Жыл бұрын
i'm using houdini 18.5 btw
@KonstantinMagnus Жыл бұрын
@@MäggiLK Hi marymah, this function came with 19.5. You can use this instead: float u = vertexprimindex(0, i@vtxnum) / (primvertexcount(0, i@primnum) - 1.0);