That's crazy Cool! Did you render using Mantra? if so, can you make a video about how to optimize it? Because it's really slow unless you render a noisy image.
Hey Mohammed, this was done using Redshift, and I believe each frame only took about 3 minutes. With redshift, instancing, and a simple light set-up, things go pretty quickly :)
Thanks for the reply! Redshift uses the GPU, which I don't have 😭 I'm stuck with the CPU at the moment. There's RenderMan but still waiting for v22 😞
5 ปีที่แล้ว
Would it be possible to have pscale value to control which type of object is render on that point? For instance, let's say the range of our value is from 0.01 to 1. Now, if that value is between 0.01 and 0.5 object A is rendered on that point. If the value is between 0.51 and 1 then object B is rendered on that point. Or maybe even our value controls the stage of that object's animation. Let's say our object is an opening flower. So, depending on the pscale value that flower would be more open if the value is higher and less open if the value is lower.
Hey Jure, you can most definitely do this. One of the easiest ways to do this is through an if-statement in vex. You can say something like: if(@pscale=0.5){ @objectB = 1; @objectA = 0; } Or something of that sort. You're basically just making an attribute based off the value of another attribute
would you explain to me, how I can convert the examples from "The algorhythmic beauty of plants" into something that Houdini can process? I bought your L-Systems course, but I struggle to apply what I learned to other Species than an Aspen. The formulas from Lindenmeyer are more conventional formulas and I lack the knowledge to convert them into something that Houdini accepts. Can also go through another channel, like email, instagram..
Hey SphereSquared, I would recommend reading "The algorhythmic beauty of plants" as a way of understanding the language that Linenmeyer made for his L-systems. You don't need to fully understand the mathematical algorithms to use the language effectively. As I mentioned in the course, break down whatever it is you see visually into manageable sections. Start with the trunk, observe the branches, define the next set of branches (and so on) visually in photoshop/gimp/whatever. From there you can make rules which address each section and you can control where those rules apply either by instancing via scattered points or by creating an elaborate conditional system based on the number of generations. For further discussion, feel free to contact me through the contact sections on cgforge.com. Cheers!
Love that blossoming effect, never would have thought to define their growth through a VDB collision! Thanks for the tutorial!
Love the quality of you tuts Tyler! You’re an amazing teacher. What you need is a million subscribers!
Edit: I clicked so you need 999.999 😄
wow I had no idea of what to do with attribute from volume, thanks a lot for this quick tip, it's awesome
Thanks for all the great content, learning a lot from that!
just discovered your channel. and i love it. thanks alot
Nice and clear, thank you 🙏
mind blown with the vdb scale effect
Yeah, vdbs are super-heady
Didn't get it all and dunno if ill need this but I loved your way of teaching.. subbed.
That's crazy Cool! Did you render using Mantra? if so, can you make a video about how to optimize it? Because it's really slow unless you render a noisy image.
Hey Mohammed, this was done using Redshift, and I believe each frame only took about 3 minutes. With redshift, instancing, and a simple light set-up, things go pretty quickly :)
Thanks for the reply! Redshift uses the GPU, which I don't have 😭 I'm stuck with the CPU at the moment. There's RenderMan but still waiting for v22 😞
Would it be possible to have pscale value to control which type of object is render on that point? For instance, let's say the range of our value is from 0.01 to 1. Now, if that value is between 0.01 and 0.5 object A is rendered on that point. If the value is between 0.51 and 1 then object B is rendered on that point.
Or maybe even our value controls the stage of that object's animation. Let's say our object is an opening flower. So, depending on the pscale value that flower would be more open if the value is higher and less open if the value is lower.
Hey Jure, you can most definitely do this. One of the easiest ways to do this is through an if-statement in vex. You can say something like:
if(@pscale=0.5){
@objectB = 1;
@objectA = 0;
}
Or something of that sort. You're basically just making an attribute based off the value of another attribute
Damn that's a nice effect!
would you explain to me, how I can convert the examples from "The algorhythmic beauty of plants" into something that Houdini can process?
I bought your L-Systems course, but I struggle to apply what I learned to other Species than an Aspen. The formulas from Lindenmeyer are more conventional formulas and I lack the knowledge to convert them into something that Houdini accepts.
Can also go through another channel, like email, instagram..
Hey SphereSquared, I would recommend reading "The algorhythmic beauty of plants" as a way of understanding the language that Linenmeyer made for his L-systems. You don't need to fully understand the mathematical algorithms to use the language effectively. As I mentioned in the course, break down whatever it is you see visually into manageable sections. Start with the trunk, observe the branches, define the next set of branches (and so on) visually in photoshop/gimp/whatever. From there you can make rules which address each section and you can control where those rules apply either by instancing via scattered points or by creating an elaborate conditional system based on the number of generations. For further discussion, feel free to contact me through the contact sections on cgforge.com. Cheers!
Thank you! I'm the first!