Check out the fully updated playlist of tutorials here: ua-cam.com/play/PLwiP9Y2SCvQgZoTaY0e3DjR0CzltC3yUB.html Optional assets and scene files available for this workshop: gumroad.com/l/UJrDN Hey, I just met you, and this is crazy, but here's my twitter, so follow maybe? twitter.com/oossoonngg or instagram for that matter instagram.com/oossoonngg/
When adding the polyextrude you mention "shift+tab" suppoesedly to add the node and connect it to the already selected node(?). The "shift+tab" part doesn't seem to work for me, am I doing something wrong?
Great tutorial, but how would I know without watching you , that noise can be inputted into another noises frequency? Like what exactly is that doing? Just creating extra randomness in the frequency?
Each noise has it's own "look". Putting the noise output into frequency or position of another noise would be forcing the other noise node into that look. That's why the result became even more geometrically looking. More or less if we speak about visual representation. The input for position can take in any vector data, actual position or just noise based on it. Hopefully this clears it out.
@@AriseWorks It mostly does, I think it's just going to take me a bit to really interpret and retain information well, some of the procedures and jargon are a bit foreign to me. Thank you for your great and fast response, I appreciate it.
Value is already there, you can see it since the geo is colorized. And as mentioned in episode 1, you can already see those attribute values in the geometry spreadsheet. All we do is just tell the group node to select everything that has Cd attribute (that just happens to be color) larger than "x". We "create" attribute and value in the VOP. We skip a manual attribute creation just by connecting our noise output to color input. This may be more clear as we progress through the workshop and create our own arbitrary attributes, and promote/rename them at our will.
@@AriseWorks Looks and sounds very interesting, i get this part. And just for example, it would be the same outcome with the Cd thing if we didn't do the vop and just put an attribute create and give it Cd and also afterwards drop the attribute randomize and it will randomize the color just similarly right ?
More or less. Obviously it will lack any sort of control. It's a quick dirty attribute randomizer, I don't use it personally, not worth saving 2 seconds with it.
Best channel for Houdini beginers !!! Thank you!
Those are some nice tips and tricks you're showing here. Thanks
I really liked your tutorial on the cool expression of Cd> the groups is really cool, and the VOPs worleynoise frequency is excellent, thanks : )
Thanks for these tutorials, they are really beneficial. They are to the point and easy to follow.
Cheers Mate
this video is very good. how didn't i know you. thanks - just subscribed
Another god tutorial.
Check out the fully updated playlist of tutorials here: ua-cam.com/play/PLwiP9Y2SCvQgZoTaY0e3DjR0CzltC3yUB.html
Optional assets and scene files available for this workshop: gumroad.com/l/UJrDN
Hey, I just met you, and this is crazy, but here's my twitter, so follow maybe? twitter.com/oossoonngg
or instagram for that matter instagram.com/oossoonngg/
You can use OpenSubdiv Bilinear instead of Catmull-Clark. This way you don't need to bother with the crease weight.
Thanks!
Very cool. Borg cube generator.
RESISTENCE IS FUTILE!!!!!!!!
Thanks!
nice
When adding the polyextrude you mention "shift+tab" suppoesedly to add the node and connect it to the already selected node(?). The "shift+tab" part doesn't seem to work for me, am I doing something wrong?
Never mind, seemed to be "Shift+Enter", assuming this was just an error.
Shift enter, you are correct
Great tutorial, but how would I know without watching you , that noise can be inputted into another noises frequency? Like what exactly is that doing? Just creating extra randomness in the frequency?
Each noise has it's own "look". Putting the noise output into frequency or position of another noise would be forcing the other noise node into that look. That's why the result became even more geometrically looking. More or less if we speak about visual representation. The input for position can take in any vector data, actual position or just noise based on it. Hopefully this clears it out.
@@AriseWorks It mostly does, I think it's just going to take me a bit to really interpret and retain information well, some of the procedures and jargon are a bit foreign to me. Thank you for your great and fast response, I appreciate it.
So, @Cd>"x" promotes those values in the Cd attribute which are higher than the "x", is this right? 🙂
Value is already there, you can see it since the geo is colorized. And as mentioned in episode 1, you can already see those attribute values in the geometry spreadsheet. All we do is just tell the group node to select everything that has Cd attribute (that just happens to be color) larger than "x".
We "create" attribute and value in the VOP. We skip a manual attribute creation just by connecting our noise output to color input. This may be more clear as we progress through the workshop and create our own arbitrary attributes, and promote/rename them at our will.
@@AriseWorks Looks and sounds very interesting, i get this part. And just for example, it would be the same outcome with the Cd thing if we didn't do the vop and just put an attribute create and give it Cd and also afterwards drop the attribute randomize and it will randomize the color just similarly right ?
More or less. Obviously it will lack any sort of control. It's a quick dirty attribute randomizer, I don't use it personally, not worth saving 2 seconds with it.
@@AriseWorks oh i understand, right, thanks