Plain Weft Knitting - Houdini Tutorial

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  • čas přidán 14. 06. 2023
  • FILE: procegen.konstantinmagnus.de/...
    PATREON: / konstantinmagnus

Komentáře • 31

  • @tizianopalumbo
    @tizianopalumbo Před rokem +4

    No words! The seems cutting part mind blowing

  • @antoniopepe
    @antoniopepe Před 8 dny

    The clipping part by uvdist is Brilliant. I always used labs boolean curve to solve the problem before applying the position. 🙌🙌🙌

    • @KonstantinMagnus
      @KonstantinMagnus  Před 6 dny +1

      Hi Antonio, also look at the new clip SOP. It supports cutting by attributes natively.

    • @antoniopepe
      @antoniopepe Před 6 dny

      thanks in september i switch to 20.5, (for now i have my own clip by attributes)
      thanks again Konstantin .

  • @noc2_art
    @noc2_art Před rokem +2

    Brilliant as always! Thank you Konstantin for sharing your expertise with the community 🙏

  • @ginonave8564
    @ginonave8564 Před 11 měsíci

    This is beyond great! So clear and well done.

  • @banno1992
    @banno1992 Před rokem

    Incredible tutorial, thank you for sharing your knowledge!

  • @affectreflect
    @affectreflect Před rokem

    That's really brilliant..that integration part💯

  • @juampasa
    @juampasa Před rokem

    unique methodology, keep on doing this tutorials!

  • @konovalovau
    @konovalovau Před rokem

    very nice! this is the best way to solve this kind of problem I've ever seen. Thank you so much for sharing!

  • @massimobaita7178
    @massimobaita7178 Před rokem

    Thank You very much, Konstantin!

  • @andrewk7911
    @andrewk7911 Před rokem

    Отличное произношение

  • @joshuamallek1937
    @joshuamallek1937 Před 7 měsíci +1

    thank you, impressive!

  • @skp2394
    @skp2394 Před 4 měsíci

    wowowowowow

  • @troopxl666
    @troopxl666 Před rokem +1

    Thanks!

  • @StephaneSOUBIRAN
    @StephaneSOUBIRAN Před rokem

    Merci !

  • @XLCG
    @XLCG Před 4 měsíci

    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.

  • @alexandersiedlarektarrida9722

    Awesome tutorial! Could this be also used to add stitching along certain curves for a garment say exported from marvelous designer?

    • @KonstantinMagnus
      @KonstantinMagnus  Před 6 měsíci +2

      Hi Alexander, glad you like it. I've recorded a tutorial about stitching voronoi patches that might cover this:
      czcams.com/video/sQMdjzISSUg/video.html

  • @polynightingale3969
    @polynightingale3969 Před rokem +3

    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.

    • @KonstantinMagnus
      @KonstantinMagnus  Před rokem

      Hi Crimson Knight. I am not deep into sims or karma settings atm.

  • @Oyibovictor
    @Oyibovictor Před rokem

    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

    • @KonstantinMagnus
      @KonstantinMagnus  Před rokem

      Hi mztavick371, did you try exporting the curves only (before the sweep)?

    • @Oyibovictor
      @Oyibovictor Před 10 měsíci

      @@KonstantinMagnus thank you i'll try that

  • @user-sl309jd90
    @user-sl309jd90 Před 8 měsíci

    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?

    • @KonstantinMagnus
      @KonstantinMagnus  Před 8 měsíci +2

      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: czcams.com/video/f4s1h2YETNY/video.html

    • @user-sl309jd90
      @user-sl309jd90 Před 8 měsíci

      @@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!

  • @CGguys
    @CGguys Před 10 měsíci

    im using 18.5, how to extract rest?, there is no option extract rest..

  • @magdalenakley1899
    @magdalenakley1899 Před rokem

    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 ? :(

    • @magdalenakley1899
      @magdalenakley1899 Před rokem

      i'm using houdini 18.5 btw

    • @KonstantinMagnus
      @KonstantinMagnus  Před rokem

      @@magdalenakley1899 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);