Guys, first of all, incredible high quality content as always. I just want to mention a little addition I made to the code: in the third point wrangle (expand_tree), when we check if the myassociates array is empty, if it's so, it's possible to remove the current node (ptnum) from the nodes group, since it basically means it will never find any attractors from that frame on. By doing this the algorithm complexity is a bit more stable, otherwise the nodes group starts to grow up really quick after couple frames. Did I mention already that I love this channel?
Hello, thanks so much for the tutorial! I was wondering how to get the particles to render smaller? When I render mine they look very big! (Although this was not the case before.. not sure what I changed?)
Hello there, great video and amazing knowledge that you are sharing here. Jet I have a question. It looks like there are no errors, yet after finishing all vex and pressing play, nothing happens at all. An I can't figure out why. Indeed I am pretty new at vex and Houdini, but maybe someone could help me out to understand what is the issue. I am using H18.5, maybe there is some differences between different H vetions?
hey, thank you for the video! im really new to all this and i wanted to know how to put the algorithm in Touchdesigner, does anyone know? please let me know if so
Thank you for a great video! Maybe I missed this from the video but I have problem with remaining attractors after a tree is fully generated. Maybe you had the same problem too. The attractors stand opposite each other, and a new node can't be made towards them, because there are two vectors related to a node with opposite direction. So a new node is created on the same place every time. Does anybody know how to solve it? Thank you!
thank you for your tutorial. quick noob question. can this be converted to not be reliant on animation? I'm making a tree(like) model and I just need the end result.
Guys, first of all, incredible high quality content as always. I just want to mention a little addition I made to the code: in the third point wrangle (expand_tree), when we check if the myassociates array is empty, if it's so, it's possible to remove the current node (ptnum) from the nodes group, since it basically means it will never find any attractors from that frame on. By doing this the algorithm complexity is a bit more stable, otherwise the nodes group starts to grow up really quick after couple frames.
Did I mention already that I love this channel?
hi, how would i...do that? i'm extremely new to VEX. thanks!
this is so cool ! thank you for your tutorial!
Thank you!
Hello, thanks so much for the tutorial! I was wondering how to get the particles to render smaller? When I render mine they look very big! (Although this was not the case before.. not sure what I changed?)
Great explanation. Any chance to make tutorial like this for Bifrost for Maya?
Is there a way to work this in 2d? I'm interested in applying this in 2d but I'm worried about blocking off path searching.
Hello there, great video and amazing knowledge that you are sharing here. Jet I have a question. It looks like there are no errors, yet after finishing all vex and pressing play, nothing happens at all. An I can't figure out why. Indeed I am pretty new at vex and Houdini, but maybe someone could help me out to understand what is the issue. I am using H18.5, maybe there is some differences between different H vetions?
Heyhey, I just fixed the link to the project file - please have a look at it and see if that helps in figuring out what's going wrong :) Cheers, Mo
hey, thank you for the video! im really new to all this and i wanted to know how to put the algorithm in Touchdesigner, does anyone know? please let me know if so
Thank you for a great video! Maybe I missed this from the video but I have problem with remaining attractors after a tree is fully generated. Maybe you had the same problem too. The attractors stand opposite each other, and a new node can't be made towards them, because there are two vectors related to a node with opposite direction. So a new node is created on the same place every time. Does anybody know how to solve it? Thank you!
is there a way to do this in blender?
thank you for your tutorial. quick noob question. can this be converted to not be reliant on animation? I'm making a tree(like) model and I just need the end result.
You can always just time shift to freeze state you like.