[VEX for Algorithmic Design] E20 _ Solver Basics

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  • čas přidán 12. 06. 2024
  • This is a new series I've started explaining the basics of VEX for algorithmic design / procedural modeling which I'm using on daily basis.
    In this 20th episode, I'm explaining the basics of SOP Solver what it is and how you can use it together with VEX for many purposes.
    I've also started a Patreon, it would be great if I could get your support to continue creating tutorial contents.
    00:00:00 Intro / What is Solver?
    00:03:34 Basic Translation
    00:08:49 Basic Transformation
    00:12:21 Basic Growth
    00:19:30 Vector Flow on Object
    00:46:49 Vector Flow inside Volume
    00:59:46 Geometrical Modification
    01:14:41 Basic Fractal
    01:31:06 Chained Solver
    02:11:14 Next Topic - Half Edge
    [Project Data Downloads]
    github.com/jhorikawa/VEXForAl...
    [Patreon page]
    / junichirohorikawa
    [Episodes]
    Episode 1 - Attribute Basics: • [VEX for Algorithmic D...
    Episode 2 - Group Basics: • [VEX for Algorithmic D...
    Episode 3 - Parameter Basics: • [VEX for Algorithmic D...
    Episode 4 - Variables and Operations: • [VEX for Algorithmic D...
    Episode 5 - Array: • [VEX for Algorithmic D...
    Episode 6 - Strings: • [VEX for Algorithmic D...
    Episode 7 - Loop: • [VEX for Algorithmic D...
    Episode 8 - Conditional: • [VEX for Algorithmic D...
    Episode 9 - Function: • [VEX for Algorithmic D...
    Episode 10 - Volume Basics: • [VEX for Algorithmic D...
    Episode 11 - Dictionary Basics: • [VEX for Algorithmic D...
    Episode 12 - Vector Basics: • [VEX for Algorithmic D...
    Episode 13 - Trigonometry Basics: • [VEX for Algorithmic D...
    Episode 14 - Quaternion Basics: • [VEX for Algorithmic D...
    Episode 15 - Matrix Basics 1: • [VEX for Algorithmic D...
    Episode 16 - Geometry Functions: • [VEX for Algorithmic D...
    Episode 17 - Intrinsic Attribute: • [VEX for Algorithmic D...
    Episode 18 - Randomness Basics: • [VEX for Algorithmic D...
    Episode 19 - Noise Basics: • [VEX for Algorithmic D...
    Episode 20 - Solver Basics: • [VEX for Algorithmic D...
    Episode 21 - Half-Edge Basics • [VEX for Algorithmic D...
    Episode 22 - Remapping Basics: • [VEX for Algorithmic D...
    Episode 23 - SDF Basics: • [VEX for Algorithmic D...
    Episode 24 - Force Basics: • [VEX for Algorithmic D...
    Episode 25 - Force Extended: • [VEX for Algorithmic D...
    Episode 26 - Recursion Basics: • [VEX for Algorithmic D...
    [Houdini Related Playlists]
    VEX for Algorithmic Design: • VEX for Algorithmic De...
    Houdini Tutorial: • Houdini Tutorials
    Houdini Algorithmic Live: • Houdini Algorithmic Live
    Houdini Snippets: • Houdini Snippets
    Houdini Tips: • Playlist
    [Portal Page]
    Facebook Page: / parametricproceduralho...
    [Books]
    Algorithmic Design Workbook with Houdini: gum.co/GOZFw
    Tiling Pattern with Houdini: gumroad.com/l/OVDgY
    Algorithmic Design with Houdini: www.bnn.co.jp/books/9788/
    Books on BOOTH: orangejellies.booth.pm/
    [Contact]
    Twitter: / jhorikawa_err
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Komentáře • 35

  • @marvelouswalrus949
    @marvelouswalrus949 Před 3 lety +16

    You, sir, are on fire! Keep up the good work. You are an excellent teacher.

  • @c.e.l.l.z
    @c.e.l.l.z Před rokem

    Man, your solution at 56:24 is next level, took me a while to understand why it works.

  • @BonganiNdlovu
    @BonganiNdlovu Před 3 lety +2

    Thanks for sharing your knowledge man! Much appreciated!!!

  • @kitma5747
    @kitma5747 Před 3 lety

    CZcams should add funding per clip, this is pure gold! Thank you Juni.

  • @ablae1234
    @ablae1234 Před 3 lety +5

    best out there i watched every episode

  • @coccosoids
    @coccosoids Před 3 lety

    *this is too good not give back somehow. Going for one of the memberships on Patreon right now. Thank you.

  • @antoninterrancle6623
    @antoninterrancle6623 Před 3 lety

    Your broadcast help really to understand !

  • @shamshadhussainfx5326
    @shamshadhussainfx5326 Před 3 lety +2

    Great sir... you'r a great teacher...

  • @mrmaxim77726
    @mrmaxim77726 Před 3 lety +1

    outstanding, bro! Thnx!

  • @massimobaita7178
    @massimobaita7178 Před 3 lety

    Thank You very much, Junichiro!

  • @klopimindero3842
    @klopimindero3842 Před 2 lety

    Great video

  • @user-jz4wn5qr9c
    @user-jz4wn5qr9c Před 3 lety

    You're the best!

  • @Floydianification
    @Floydianification Před rokem

    incredible

  • @tylerstrasser2073
    @tylerstrasser2073 Před rokem +2

    Cool tutorial so far. Super cool seeing the vector field formation. Didn't know you could do that with a 2d curl noise. Little bit of feedback: 31:09 not sure why the ray is there. Scatter automatically interprets these attributes for you. No need to ray.

  • @shamshadhussainfx5326
    @shamshadhussainfx5326 Před 3 lety +2

    ❤❤❤❤❤❤

  • @izvarzone
    @izvarzone Před 3 lety

    1:44:32 - substeps on solver seems to be giving more accurate results, but then need to @P += @N/number_of_substeps in first line.

  • @SuperDahalo
    @SuperDahalo Před 2 lety

    Thank you for providing these great tutorials for free Junichiro. Is there a way to support you in your work? I've looked on your website for a patreon or a paypal but couldn't find any

  • @ili76767
    @ili76767 Před 3 lety +1

    Just a quick question: Why do you use primuv() instead of prim primattrib() in chained solver part here? Thanks

  • @NFSDieHard
    @NFSDieHard Před rokem

    😘😘

  • @paoloricaldone6273
    @paoloricaldone6273 Před 3 lety

    top

  • @axe_fx
    @axe_fx Před 2 lety

    45:52 how did he set the new particles to get the @Cd value from the original points?
    he told them to get the @Cd value FROM THEMSELVES, yet it worked???

  • @apo6199
    @apo6199 Před 3 lety

    1:43:59 Hi Junichiro, there is a reflect() function in vex you can use to calculate the reflected vector easily using the original vector and the surface normal vector.

  • @Kumodot
    @Kumodot Před rokem

    I guess in 19.5 you once you do the fields and scatter, the vector field is copied over if i am not wrong. :)

    • @lucianosantoro7849
      @lucianosantoro7849 Před 2 měsíci

      yes but the ray method is faster, imagine having an animated v field on 100000 points. It is better to make the vectors on a lowpoly geo and then ray onto the high point count one

  • @nictanghe98
    @nictanghe98 Před 3 lety

    I have a weird bug where at frame 0 a point is at 0 and all the deathpoints also span in 0 and stay there.
    code is
    ```
    @P += @N * chf("speed");
    i@life--;
    if(i@life < 0) {
    vector ruv = rand(@P);
    vector pos = uvsample(1, "p", "uv", ruv);
    int pt = addpoint(0, pos);
    int life =floor(rand(@P + chf("seed")) * chf("maxlife"));
    setpointattrib(0, "life", pt, life);
    removepoint(0,@ptnum);
    }
    ```

    • @nictanghe98
      @nictanghe98 Před 3 lety

      If i refollow and retype all the code i get the exact same error ?
      Is`nt there a problem becouse you`re getting data from vertexes but looping over points ?

    • @biiiiioshock
      @biiiiioshock Před 3 lety

      Lowercase « p » in uvsample function should be uppercase « P »

    • @nictanghe98
      @nictanghe98 Před 3 lety +2

      @@biiiiioshock Oh My God
      I have been depressed all week not knowing why.
      you are my hero.
      Also what does the P refer to ?
      is it Pos ?

  • @wushuangji5200
    @wushuangji5200 Před 2 lety

    剃完胡子好青涩哈哈😂🤣

  • @DommageCollateral
    @DommageCollateral Před rokem +1

    bro i can feel that you throat is dry as fk. same goes for me. your def spending to much time in front of computer and forget to breath