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.
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
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.
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
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?
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
@@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!
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 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);
No words! The seems cutting part mind blowing
Brilliant as always! Thank you Konstantin for sharing your expertise with the community 🙏
unique methodology, keep on doing this tutorials!
This is beyond great! So clear and well done.
The clipping part by uvdist is Brilliant. I always used labs boolean curve to solve the problem before applying the position. 🙌🙌🙌
Hi Antonio, also look at the new clip SOP. It supports cutting by attributes natively.
thanks in september i switch to 20.5, (for now i have my own clip by attributes)
thanks again Konstantin .
Incredible tutorial, thank you for sharing your knowledge!
thank you, impressive!
very nice! this is the best way to solve this kind of problem I've ever seen. Thank you so much for sharing!
Thank You very much, Konstantin!
Отличное произношение
Thanks!
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.
Awesome tutorial! Could this be also used to add stitching along certain curves for a garment say exported from marvelous designer?
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
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.
Hi Crimson Knight. I am not deep into sims or karma settings atm.
Merci !
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
Hi mztavick371, did you try exporting the curves only (before the sweep)?
@@KonstantinMagnus thank you i'll try that
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?
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
@@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!
im using 18.5, how to extract rest?, there is no option extract rest..
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 ? :(
i'm using houdini 18.5 btw
@@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);
wowowowowow
That's really brilliant..that integration part💯