Houdini Tutorial: Animated Recursive Subdivision in VEX

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  • Опубліковано 18 лис 2024

КОМЕНТАРІ • 25

  • @philippwelsing9108
    @philippwelsing9108 5 місяців тому

    Amazing, thank you! It's still pretty fast moving, any idea how to really control the movement and slow it down? Much appreciated!

  • @dnch
    @dnch 4 роки тому +1

    great stuff, if you want to experiment more (for example using another variable to second pair of polygons to be randomized and not just mirrored the first pair), after creating your points, you can use something like setpointattrib(0,"name",pnt_a,"A","set"); and add visualiser marker for that attribute (in my case its "name")

  • @mahammedkallu5960
    @mahammedkallu5960 2 роки тому +1

    Thank you

  • @BrainInACat
    @BrainInACat 5 років тому +1

    this was awesome to watch thank you for this!

  • @DJMikkilla
    @DJMikkilla 5 років тому

    Thank you so much Matt

  • @aaie_scape
    @aaie_scape 5 років тому

    Amazing, thank you for the tutorial!

  • @VishalBakhaswala
    @VishalBakhaswala 5 років тому

    Cool, thanks for the nice explanation.

  • @sohamdas7314
    @sohamdas7314 5 років тому +4

    Im a noob to vex was wondering how you gave the separate color to each grid

    • @sikliztailbunch
      @sikliztailbunch 3 роки тому

      with a attribute randomize

    • @jhanvikathpalia6239
      @jhanvikathpalia6239 3 роки тому

      @@sikliztailbunch when i use that each square has a gradient to it, how can i solve it?

    • @sikliztailbunch
      @sikliztailbunch 3 роки тому

      @@jhanvikathpalia6239 do not use the Cd attrib on points. It needs to be a prim attrib.

    • @jhanvikathpalia6239
      @jhanvikathpalia6239 3 роки тому

      @@sikliztailbunch so how do i give them colors?

    • @sikliztailbunch
      @sikliztailbunch 3 роки тому +1

      @@jhanvikathpalia6239 attrib randomize in primitive mode or you use the existing point color attrib and promote it to the primitives with a attrib promote SOP

  • @MaxxSkull
    @MaxxSkull 5 років тому

    Nice tutorial, but you think it's good for use it in dynamics system ?

  • @AdrianoZanetti
    @AdrianoZanetti 4 роки тому

    I'm trying to understand the 3 "dislikes" on that tutorial... probably somebody watching this with his display upside down :) ...anyways, i did not understand the logic one bit, mate, won't go to bed any smarter tonight... but i sure copied that script like the donkey i am. Big thanks for this, i was desperately looking for a way to build these kinda patterns for steady non-animated results, and this is just awesome! Cheers.

    • @kir11
      @kir11 Рік тому

      Its 3dsmax users or those who affraid vex.

  • @CharlesPrithviRaj
    @CharlesPrithviRaj 5 років тому +1

    why a primitive wrangle and not a point wrangle ?? Is it because we create primitives in the end ?

  • @mohamedelfatih2337
    @mohamedelfatih2337 5 років тому

    This can be done by cinema 4d??

    • @vladyslavlavrenov9167
      @vladyslavlavrenov9167 5 років тому

      yes, there is a project on behance with this technique done in cinema 4d called "Scaler". Google it

  • @robinmathew9029
    @robinmathew9029 4 роки тому

    This can simply done in maximum 1 min with voroni fracture in c4d. Why we have to go so complicated ? Am I missing something ?

    • @gregorzimmermann2514
      @gregorzimmermann2514 3 роки тому

      Well, it's a lot quicker, when you scale it up. Also, due to how Houdini works, you can use this system in all sorts of ways to drive other dynamic objects or such.
      Of course, the very basic structure is super quick to setup through a Voronoi in C4D, though.

  • @nghtcaptn9461
    @nghtcaptn9461 4 роки тому +1

    Yeah seriously could you have at least showed us how to color it as well?

    • @superpiki2000
      @superpiki2000 6 місяців тому

      no need for him to do every part of it. coloring is easy