Hi! Thanks for watching! I watched your video on Create box with collision and Physics with Houdini Engine, that is a super cool trick! Love your content!
@@testvideo305 That is very close to what it really is. It's the distance between each point (up, down, left, right) having the point separation distance. Adjacent distance, but not cris cross. For example, the result is always cubes. So, I believe the particles that are say top left of another particle, may not be exactly the point separation distance. But if the particle is above it, it will have the point separation distance. This is a little harder to describe in text. It's sort of like a tic tac toe board, if the particle is located in the middle position, then let's say the particles above it has 0.2 distance, then the particle in the upper left corner may not have the same 0.2 distance. I really hope that makes sense, but it's really hard to describe it in text.
that's a very good question. But not what you think. A volume primitive is just a type of volume and it describes how the volume stores data. What's a volume? How do can you use math to describe a volume? Say I want a cloud volume that increases the density from left to right. Where is the density information stored? Density is a number that is stored in each voxel of the volume, that's how we know the density of the my cloud volume is increasing density from left to right. But What is a volume primitive then? To answer that question, I'm going to use VDB volume. VDB volumes can store more than one data in each voxel, so if I wanted to store velocity instead of density, because I'm building a volume of velocity, then well each voxel would just store a velocity vector value right? But not for volume primitives, which is the old Houdini volumes. Because vector actually has 3 numbers! X, Y, and Z. BUt in volume primitives, the old Houdini volume format, it can only store 1 number. So how would I store soemthing like velocity vector in Houdini volumes? You'll need 3 volume primitives to store the entire velocity vector. Hope that makes sense!
I like to explain the core knowledge points clearly, and teach them patiently step by step from scratch. I really learned a lot, thank you
Thanks! I'm really happy that you enjoy my videos!
thanks for the video! there can not be enough videos teaching the fundamentals as houdini is such a beast to learn :)
Hi! Thanks for watching! I watched your video on Create box with collision and Physics with Houdini Engine, that is a super cool trick! Love your content!
@@bubblepins Thank you! For me, my channel is like a notebook as I forget stuff quickly. And Houdini is so complex, it's easy to forget stuff often :D
Very detailed, thanks for your hard work
Thanks!
Thank you for taking time to give so much information.
Thanks for the support!
Great one
Thanks!
Thanks bro it really help the gaps 👌
Thanks for watching!
Thank you
Thanks for watching!
Thank you so much
Welcome! Thanks for watching!
"Each volume primitive only holds a single number per voxel cell" does that mean Each volume primitive only holds a single voxel per voxel cell
hi, how do you understand Point Separation in Points from Volume? is it smallest distance between any point? distance is sqrt(x^2+y^2+z^2)?
@@testvideo305 That is very close to what it really is. It's the distance between each point (up, down, left, right) having the point separation distance. Adjacent distance, but not cris cross. For example, the result is always cubes. So, I believe the particles that are say top left of another particle, may not be exactly the point separation distance. But if the particle is above it, it will have the point separation distance. This is a little harder to describe in text. It's sort of like a tic tac toe board, if the particle is located in the middle position, then let's say the particles above it has 0.2 distance, then the particle in the upper left corner may not have the same 0.2 distance.
I really hope that makes sense, but it's really hard to describe it in text.
that's a very good question. But not what you think. A volume primitive is just a type of volume and it describes how the volume stores data. What's a volume? How do can you use math to describe a volume? Say I want a cloud volume that increases the density from left to right. Where is the density information stored? Density is a number that is stored in each voxel of the volume, that's how we know the density of the my cloud volume is increasing density from left to right. But What is a volume primitive then? To answer that question, I'm going to use VDB volume. VDB volumes can store more than one data in each voxel, so if I wanted to store velocity instead of density, because I'm building a volume of velocity, then well each voxel would just store a velocity vector value right? But not for volume primitives, which is the old Houdini volumes. Because vector actually has 3 numbers! X, Y, and Z. BUt in volume primitives, the old Houdini volume format, it can only store 1 number. So how would I store soemthing like velocity vector in Houdini volumes? You'll need 3 volume primitives to store the entire velocity vector.
Hope that makes sense!
@@bubblepins so volume primitive is a little deprecated
@@bubblepins I think I sort of get it. separation distance only happened when it are between two points which are Adjacent in the cube.
Volumes are sexy