Creating Procedural Welding Seams In Houdini

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  • Опубліковано 25 жов 2024

КОМЕНТАРІ • 32

  • @abhayrajeev7216
    @abhayrajeev7216 3 роки тому +2

    This channel is pure gold

  • @OscarChabrand
    @OscarChabrand 2 роки тому +2

    Never seen this quaternion stuff explained so well! thanks! It's really great how you break down the theory before you type the VEX code.

  • @NameInsertPlease
    @NameInsertPlease 3 роки тому

    This is THE BEST welding tutorial / resource on the whole internet. THANK YOU!!!!!!

    • @Entagma
      @Entagma  3 роки тому +2

      Thanks so much! Does that mean Chris is now the better this old Tony?

  • @atanekoatan
    @atanekoatan Рік тому

    Awesome tutorial, thanks!

  • @Al1987ac
    @Al1987ac 4 роки тому +1

    So cool! Making a project with metal structures right now, and that's exactly what I need.

  • @sima_jk
    @sima_jk 4 роки тому

    What a lifesaver. Just what I've been stuck on! Thanks!

  • @jimjimjim5995
    @jimjimjim5995 4 роки тому +1

    Cool as always

  • @massimobaita7178
    @massimobaita7178 4 роки тому

    Thank You very much, Chris!

  • @esbenoxholm
    @esbenoxholm 4 роки тому +2

    Very neat! I tried this myself a few months back but failed miserably.
    Thanks a sharing this great technique.

  • @andersonbrandaosudario3425
    @andersonbrandaosudario3425 3 роки тому

    Thanks for this tutorial! Understanding quaternions is necessary, but what about the "orient along curve" node, connected before copytopoints?

  • @pumpkinscantfly2893
    @pumpkinscantfly2893 3 роки тому

    Thank You very much!

  • @nicksushkevich
    @nicksushkevich Рік тому

    looks like Boolean node has been changed since, because there are no seams as output geometry parameter, now it's Extract Curves

  • @skynet24x7
    @skynet24x7 4 роки тому

    Happy Diwali Entagma. from india

  • @dimitrishimanovskiy8041
    @dimitrishimanovskiy8041 Рік тому

    Why do you use orient which you generate from vectors that you turn into a matrix? Do you get any benefit out of that? Copy to X nodes can just use vectors (N and up) for orientation.

  • @CoolioMartinson
    @CoolioMartinson 2 роки тому

    way to go.

  • @Kmankeg
    @Kmankeg 2 роки тому

    I've been struggling with "double cross products" for quaternions etc. This is video is the most helpful video I've seen!! Thanks so much =D

  • @vicengsua
    @vicengsua 4 роки тому +4

    Wouldn't it be easier to just use the tangent as the v@Up vector? That's the way how I have been doing my orient without math together with the normal 😅

    • @kanaljarka
      @kanaljarka 3 роки тому +3

      Orientation along curve node comes helpful as well

  • @xl000
    @xl000 3 роки тому

    Any idea how you could add a the stick of a stick welder to this and animate it.. with sparks and stuf.. It doesn't look too hard to do.. With the welding sounds...

    • @Entagma
      @Entagma  3 роки тому +1

      Heyhey,
      for adding sparks, this tutorial might serve as an inspiration: ua-cam.com/video/igZdpSCNH4c/v-deo.html
      Cheers, Mo

  • @GHOST_001_Bravo
    @GHOST_001_Bravo 3 роки тому

    Whattttttttttt how did you promoted that parameters on 12:36
    By right clicking it's not showing..🤯🤯🤯

  • @atomboi2028
    @atomboi2028 3 роки тому

    Why not just use a MOPs copy to spline, adjust the orientation, and avoid all that VEX?

  • @HapaxArt
    @HapaxArt 3 роки тому

    This is voodoo!
    *grabs a torch*

  • @skynet24x7
    @skynet24x7 4 роки тому

    wow...

  • @richard_robert
    @richard_robert 3 роки тому

    😮

  • @seethe639
    @seethe639 4 роки тому +13

    Resample has tangent? i was making one manually... *facepalm*

    • @baldoski
      @baldoski 4 роки тому

      hahaha

    • @neilcross5844
      @neilcross5844 3 роки тому

      @@baldoski hah, welcome to houdini :P

    • @baldoski
      @baldoski 3 роки тому +1

      @@neilcross5844 I know, I'm just laughing cause it's so natural in Houdini's world :D

  • @affectreflect
    @affectreflect 4 роки тому

    Nice stuff!!Doesnt the eulertoquaternion vex function create a quaternion from euler angles?