Monday, December 6, 2010

Day 56: CHOPS Introduction


CHOPS (Channel operator) mainly use for Motion and audio network.

In object view is created a sphere. which able to animate using the audio wave
so go to Chopes and add the wave one is an sin wave then add another wave is called cosine wave
use the math operator to merge the both wave
Which create a new wave as shown in the image below


then use export to export the wave to the sphere object so the object able to stimulate on the "y" axis as shown in the animation below.

Friday, December 3, 2010

Day 55: Creating a procedural briedge

Staterd  houdini with an line curve in the scene. This curve able to modify and gove shape as shown in the image below .later add the "refine" node to make curve more points.


In the scene add another curve and create a half shape of the briedge polugone. us emirror to reflect on the another side of the shpe use "sort" node to make points in one line.

finally merge the road profile and road path to a sweep node.
add the poly cap to cover the end of the briedge.

Thursday, December 2, 2010

Day 54: Using L-system (Plant growth)

Today, I started working on a small palnt with flowers, buds and leafs.
I created a different approch, when I was started working on the plant.
I stated with a blank L-system and premise X.
Rule 1: X=F/(137.5)[&A]X
Rule 2: A=FT(-10)[&M]FT(-10)[^M]F/(90)[+A][-A][C]
Rule 3: C=FJ

Rule 4: J=K
where F - angeled, &M- first leaf, ^m- 2ND leaf,  90- roatation angle
+A -A – two branches, C- 3RD branch, J – is the bud, K – is the flower
A- current segment to produce C.


later add the "sphere" in to "J" input, "Flower" in to "K" input and "leaf" in to "L" input of the L-system. on the tube tag in geometry to give some thickness to the plant.

By using the generation tab 0 to 7 we able to geenrate the animation of the plant.

Wednesday, December 1, 2010

Day 53: Using L-system

What is L-system?
Its' a structer of imformation followed by premises and rules.
which helps to create or generate structers like plants. or organic shapes.
So it always start with a base system in houdini. the rules will be followed as below:

F is the base tree (premise)
X is the growth of the tree.
The rule1 growth is define
+F is the growth on right, -F is the growth on left

These rules will be writen in a sequence folloed by the generating the growth.
the basic object can be plug in as a referance to the plants as leaf (circle) or buds(sphere).

the tree will make shape after generating the poits and also by affing the thickness to the steam.. it's actually generating a ramdom numbers. so no two trees are look alike.

A plant generated using L-system

Tuesday, November 30, 2010

Day 52: Creating a VEX operator

VEX-(Vector Expression) It's the shading

Modifying the particle attributes. VEX does not create data.. it modify data
Two types:
VEX is the code and VOP- Visual operators
Propose to define new SOP operator.

Getting started with VEX in the network view. press tab and type "SOP type" to add the SOP operator. right click and create new to "SOP" operater in th eproperties tab type "deformer" as the name of the operater.
Dig in to the node, press tab and type "multiply" to add the vop operator.
press tab and type "parameter" to add the vop operator.
language it extended to other objects like Geometric points, particles, pixels etc.

Open one more network view to add the "geometry" node. dig in to the "geometry" node. delete the "file1" node and add the " grid1" node.
at the output of the "grid1" node press tab and type "deformer" to add the "sop" node we created. from the properties we able to change the size of the grid using the "defromer " VEX operater.

Monday, November 29, 2010

Day 51: Using the fur

Open the file fur_start.hip, it's nothing but an human head.
make sure that in object level of individual items the geometry file is liked to the object.

later from the fur tool, select add fur to object it gives an a brush , it add's fur to whole object. then use paint density tool to adjusting the proper size of the brush we able to paint the fur on the area we would like to add or remove the fur. we also able to use "paint length tool" to incrise and devrise the length of the fur.

Final touches are be given by using comb th hair, add the color to the hair in required direction then use the "Depth of shadow" map to make rendering more faster..add camera and render the sequence..

Friday, November 26, 2010

Day 50: Animate mouse and render the sequence.

Houdini has a good procedural animation tecnique which able to multiply and animate the mouse.

Create a simple encloser using the box and extreude it also create a grid as a base. from the base grid, add  and null as a emitter of particles.
Number of particles emits at frame One is 25 and frame Two is 0, we control the numbers using the animation key frames.

later use the instance and attached the mouse to the particle. so mouse follow the particle path. some of the mouse are colliding each other so add the collision node, and incrise the collision tolerance to 0.5. so before they collide they move away. then also add interact nod eso it affect the individual interaction with the mouse. lastly add the speed limit node to control /reduce the speed of the mose running around.

lastly, add lights and camera in to animation to add some realastic effects of material and lights.This exercise is very good if people would like to explere the procedural work flow of houdini.