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Prikvačeni tweet
I have been working on a new personal project for quite a while now and the time has come to put it out in the world. Say hello to http://particula.org ! My annotations and scene files being steadily compiled. There's a lot more to come, spread the knowledge! .
#houdini@sidefxpic.twitter.com/YgjVqt6SHE
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By the way, I'm starting to look for new opportunities work-wise in the near future, if anyone knows about something hit me up! Really appreciate all the support!
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This is what I have been working on lately; still bare bones in terms of module variation, but I like where it's headed! Highly customizable as always. It's honestly hard to imagine a future where procedural-ism isn't essential! .
#houdini#procedural@sidefxpic.twitter.com/6SuaJoQ8tJPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Have been working on a tool for generating procedural medieval modules. A modified Lot Subdivision SOP from
@sidefxlabs is used for layout under the hood; here it also supports skewed angles. Works with any input, regardless of size or shape. .#houdini#procedural@sidefxpic.twitter.com/SkbF5dcV0JHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Okay, I think I just found a solution using only the HF tools. I'm actually mad I didn't think of this before. Just use a Layer with the Maximum between them, then Subtract the background, mask it by height and Add it back!pic.twitter.com/BEVhFvX6ju
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Looping in
@Dralex789 and@ambrosiussen_p, is there a better way to achieve this? Otherwise, I think it's worth of a RFE.pic.twitter.com/DWJY8ReSAnPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Attempting to find the best method for blending distinct terrains in
#Houdini. There should be an easier way to mask a heightfield with another heightfield. The current workflow involves converting one of them to geometry and masking by object; not optimal. .#procedural@sidefxpic.twitter.com/Sh6j2bnGGVPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Terrain doodling, mostly studying some new workflows. Simple gradient mapping generated in COPs using the heightfield data. .
#houdini#procedural@sidefx#indiedev#gamedevpic.twitter.com/x2WWl3xUqwHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Remember that noise setup I shared a while ago? That's what is basically driving the motion here, which is why it loops nicely. Same deal as before, created in houdini and rendered with eevee. .
#houdini#blender3dpic.twitter.com/QH9muoYoqnHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Testing out Eevee's animation rendering; this took around 3s per frame, plus a bit of post in Fusion (first time using it too). Far from complex or final quality, but a viable option for lookdev. All created in houdini though, then reconstructed in blender. .
#houdini#blender3dpic.twitter.com/u0OecUaeGwHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Followed a blender Animation Nodes tutorial; it honestly still feels a bit clunky. Created the geometry in Houdini instead, and tested Cycles for rendering after exporting. Eevee for lookdev is also pretty nice. .
#houdini#Blender3Dpic.twitter.com/SI2FAoFYsD
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Yet another boulder generator: A scatter tool that is aware of possible candidates on disk and adapts accordingly, as well as efficiently batch exporting multiple geometry pieces as a sequence. . https://particula.org/procedural-scatter/ … .
#houdini#procedural#tutorial@sidefxpic.twitter.com/2P9nQAURmHHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Wrapping up those looping noise experiments, updated to the website; small write-up and example file available. . https://particula.org/vops/#Looping-Noise … .
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Been trying some different settings, but overall it seems to look best with a Perlin Flow noise type on a Unified Noise VOP. Also tried replicating it in vex but I feel like the functions lack VOP's versatility. .
#houdini#procedural#loop@sidefxpic.twitter.com/pktZED1AGLHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Exploring 4D noises and learning how to loop them seamlessly. Special thanks to
@thecgwiki for the inspiring links shared on his legendary@beesandbombs odforce forum thread! .#houdini#procedural@sidefxpic.twitter.com/3XE06ByK26Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
I remember watching an older, relatively unknown tutorial, that showed a VOPs solution to this, but I can't find it anymore. I'd like to figure out how to compensate the tangent so that Peak has the same result as a Polyexpand2d. Any ideas? .
#houdini@sidefxpic.twitter.com/UiNTwP8aXGHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Been working on a tool for scattering any amount of geometry from a pool on disk procedurally (more on that soon), and parallel to that I wanted to create a few generators for populating terrains. Still needs some work but it's a good start! .
#houdini#procedural@sidefxpic.twitter.com/tObxPQuKgkHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Playing around with a few ideas. This currently uses that same polycut trick, although inside a loop and with varying values for each named primitive. Been thinking if there's a better way of achieving this? .
#houdini#procedural@sidefxpic.twitter.com/MNONGjwbWQHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Concluding these experiments for now, with a final turntable gif to celebrate it! I wrote a little bit about it on the blog. There you can download the scene file as well as grab your new 4k desktop background. https://particula.org/shortest-paths/ .
#houdini#procedural@sidefxpic.twitter.com/tEli1EiB6fHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Things are getting out of hand. .
#houdini#procedural@sidefxpic.twitter.com/hmuDZNmzlC
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I really like how organic and almost fractal-like it becomes by only increasing the target point count and varying density. .
#houdini#procedural@sidefxpic.twitter.com/9vQHtCxOu7Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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