[VEX for Algorithmic Design] E24 _ Force Basics

Sdílet
Vložit
  • 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 24th episode, I'm explaining the basics of forces to show how you can implement it with several different forces.
    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 Force?
    00:06:57 Gravity Force
    00:14:00 Bouncing
    00:21:29 Initial Velocity
    00:26:09 Force for Multiple Objects
    00:30:36 Force with Mass
    00:38:56 Air Friction
    00:46:09 Water Friction
    00:53:53 Wind Force
    00:57:22 Turbulence Force
    01:07:34 Next Topic - Extended Forces
    [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
  • Věda a technologie

Komentáře • 20

  • @kummer45
    @kummer45 Před 3 lety

    The brain of this individual is outstanding. I made a large portion of his tutorial with full success. However the conception of list managing, data trees, lists, ranges and domains in his head is simply perplexing. He understands the mechanics of the program. Keep the outstanding work.
    Grasshopper MUST be a thing. It must be the basic education of an architect.

  • @simo299
    @simo299 Před 3 lety +2

    As a relative Houdini apprentice, I’ve found VEX quite daunting but your video was really easy to follow and useful.
    Great idea to sketch out the tasks first and then, step by step, work through how to build the code to solve the problem.
    Also good that you start simple and then scale-up the whole system by adding further controls.
    That’s a simple but great approach when it comes to de-bugging.

  • @paoloricaldone6273
    @paoloricaldone6273 Před 3 lety +1

    Please continue this beautiful series of VEX (also for a fee, which seems right to me)

  • @FaitelTech
    @FaitelTech Před 3 lety +4

    I assume that we should calculate Force and not Acceleration in Force with masses chapter. Newton's second law states that force is directly proportional to the mass of an object and its acceleration. F = m * g. That's mean heavier objects should fall faster as obvious as feather versus piano dropping example. Gravity can be called acceleration because used as constant change vector of object motion. F or force is special vector that modifies velocity at each moment of time because it's represents acceleration of influence of both values (mass and gravity) on object by proportional increasing of its vector length.
    According to wiki: In physics, a force is any interaction that, when unopposed, will change the motion of an object. A force can cause an object with mass to change its velocity (which includes to begin moving from a state of rest), i.e., to accelerate. Force can also be described intuitively as a push or a pull. A force has both magnitude and direction, making it a vector quantity.
    en.wikipedia.org/wiki/Force

  • @artswikipedia
    @artswikipedia Před 3 lety +5

    I thought drooping two objects with different masses will reach the floor at the same time, this contradict the f=ma.
    Because Earth gives everything the exact same acceleration, objects with different masses will still hit the ground at the same time if they are dropped from the same height
    people think that gravity acts more on a heavier object thus pulling it down faster. In fact, gravity works independently of mass. This means that all objects should fall at the same rate. ... If there is no air resistance, or the same amount of air resistance, then objects of the same mass will fall at the same rate.

  • @lionlee19hk
    @lionlee19hk Před 3 lety

    Thank you for the series!! Learned a lot from it.
    Would like to learn more about UV .

  • @neill162
    @neill162 Před 3 lety

    Pure gold ! as usual.

  • @klopimindero3842
    @klopimindero3842 Před 2 lety

    Lovely tutorial!

  • @thomashsiao4304
    @thomashsiao4304 Před 3 lety

    Really appreciate, thank you so much!!!

  • @kitma5747
    @kitma5747 Před 3 lety

    Thank you

  • @kasali2739
    @kasali2739 Před 3 lety +1

    Thank you for your tutorials! How about creating own NURBS system with parameter controlled beziers with VEX?

  • @paoloricaldone6273
    @paoloricaldone6273 Před 3 lety

    I have followed the series with a lot of interest and I give you both compliments and thanks.
    In an early lesson you mentioned the idea of doing a lesson on Expressions Functions ... do you still think you want to do it?

  • @radekheil2947
    @radekheil2947 Před 3 lety

    Thanks for the tutorial, but one thing. Gravity acceleration is independent from mass. "all bodies accelerate in vacuum at the same rate, regardless of the masses or compositions of the bodies"

  • @secretsurvivors5021
    @secretsurvivors5021 Před rokem

    Can you please create a video for buoyancy force as well. Or if you have some documentation regarding that to understand that as well

  • @HexGrimm
    @HexGrimm Před 3 lety +1

    Just found that friction equation isn't correct too. It should depend on speed, but in the video on 43:24 I see vector's normalisation. there is a mistake I guess.

    • @the_shizon3322
      @the_shizon3322 Před 3 lety

      hmm, but wouldn't you want the friction to be constant? If you don't normalize it, it will be like an opposite acceleration. Maybe?

    • @red-x-studio
      @red-x-studio Před rokem

      @@the_shizon3322 air friction is not constant. it is speed dependent. basically it acts as deacceleration. at speed 0 you have no air friction. at high speeds you have high air friction

  • @ruiwang7895
    @ruiwang7895 Před 3 lety +1

    UV please!

  • @bando3789
    @bando3789 Před 3 lety

    RBD please.

  • @riff-00-00
    @riff-00-00 Před rokem

    I think you have to update the position of the point in the video is wrong, I think you should write it like this,
    vector force=set(0,-9.8,0);
    @v+=force;
    V @ DIS force = 0.5 * force* pow (@ Time, 2);
    @P+=@DIS;