Plain Weft Knitting - Houdini Tutorial

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  • Опубліковано 3 січ 2025

КОМЕНТАРІ •

  • @tizianopalumbo
    @tizianopalumbo Рік тому +5

    No words! The seems cutting part mind blowing

  • @noc2_art
    @noc2_art Рік тому +3

    Brilliant as always! Thank you Konstantin for sharing your expertise with the community 🙏

  • @juampasa
    @juampasa Рік тому +1

    unique methodology, keep on doing this tutorials!

  • @ginonave8564
    @ginonave8564 Рік тому +1

    This is beyond great! So clear and well done.

  • @antoniopepe
    @antoniopepe 5 місяців тому

    The clipping part by uvdist is Brilliant. I always used labs boolean curve to solve the problem before applying the position. 🙌🙌🙌

    • @KonstantinMagnus
      @KonstantinMagnus  5 місяців тому +1

      Hi Antonio, also look at the new clip SOP. It supports cutting by attributes natively.

    • @antoniopepe
      @antoniopepe 5 місяців тому

      thanks in september i switch to 20.5, (for now i have my own clip by attributes)
      thanks again Konstantin .

  • @banno1992
    @banno1992 Рік тому +1

    Incredible tutorial, thank you for sharing your knowledge!

  • @joshuamallek1937
    @joshuamallek1937 Рік тому +1

    thank you, impressive!

  • @konovalovau
    @konovalovau Рік тому

    very nice! this is the best way to solve this kind of problem I've ever seen. Thank you so much for sharing!

  • @massimobaita7178
    @massimobaita7178 Рік тому

    Thank You very much, Konstantin!

  • @andrewk7911
    @andrewk7911 Рік тому

    Отличное произношение

  • @troopxl666
    @troopxl666 Рік тому +1

    Thanks!

  • @XLCG
    @XLCG 9 місяців тому

    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.

  • @alexandersiedlarektarrida9722
    @alexandersiedlarektarrida9722 11 місяців тому

    Awesome tutorial! Could this be also used to add stitching along certain curves for a garment say exported from marvelous designer?

    • @KonstantinMagnus
      @KonstantinMagnus  11 місяців тому +2

      Hi Alexander, glad you like it. I've recorded a tutorial about stitching voronoi patches that might cover this:
      ua-cam.com/video/sQMdjzISSUg/v-deo.html

  • @polynightingale3969
    @polynightingale3969 Рік тому +3

    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
      @KonstantinMagnus  Рік тому

      Hi Crimson Knight. I am not deep into sims or karma settings atm.

  • @StephaneSOUBIRAN
    @StephaneSOUBIRAN Рік тому

    Merci !

  • @Oyibovictor
    @Oyibovictor Рік тому

    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
      @KonstantinMagnus  Рік тому

      Hi mztavick371, did you try exporting the curves only (before the sweep)?

    • @Oyibovictor
      @Oyibovictor Рік тому

      @@KonstantinMagnus thank you i'll try that

  • @user-sl309jd90
    @user-sl309jd90 Рік тому

    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
      @KonstantinMagnus  Рік тому +2

      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: ua-cam.com/video/f4s1h2YETNY/v-deo.html

    • @user-sl309jd90
      @user-sl309jd90 Рік тому

      @@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!

  • @CGguys
    @CGguys Рік тому

    im using 18.5, how to extract rest?, there is no option extract rest..

  • @MäggiLK
    @MäggiLK Рік тому

    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
      @MäggiLK Рік тому

      i'm using houdini 18.5 btw

    • @KonstantinMagnus
      @KonstantinMagnus  Рік тому

      @@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);

  • @tjdrud1205
    @tjdrud1205 9 місяців тому

    wowowowowow

  • @affectreflect
    @affectreflect Рік тому

    That's really brilliant..that integration part💯