The clipping part by uvdist is Brilliant. I always used labs boolean curve to solve the problem before applying the position. 🙌🙌🙌
@KonstantinMagnus
3 күн бұрын
Hi Antonio, also look at the new clip SOP. It supports cutting by attributes natively.
@antoniopepe
3 күн бұрын
thanks in september i switch to 20.5, (for now i have my own clip by attributes) thanks again Konstantin .
@tizianopalumbo Жыл бұрын
No words! The seems cutting part mind blowing
@ginonave856411 ай бұрын
This is beyond great! So clear and well done.
@noc2_art Жыл бұрын
Brilliant as always! Thank you Konstantin for sharing your expertise with the community 🙏
@banno1992 Жыл бұрын
Incredible tutorial, thank you for sharing your knowledge!
@affectreflect Жыл бұрын
That's really brilliant..that integration part💯
@konovalovau Жыл бұрын
very nice! this is the best way to solve this kind of problem I've ever seen. Thank you so much for sharing!
@juampasa Жыл бұрын
unique methodology, keep on doing this tutorials!
@massimobaita7178 Жыл бұрын
Thank You very much, Konstantin!
@andrewk7911 Жыл бұрын
Отличное произношение
@joshuamallek19377 ай бұрын
thank you, impressive!
@troopxl666 Жыл бұрын
Thanks!
@StephaneSOUBIRAN Жыл бұрын
Merci !
@skp23943 ай бұрын
wowowowowow
@XLCG4 ай бұрын
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.
@polynightingale3969 Жыл бұрын
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
Жыл бұрын
Hi Crimson Knight. I am not deep into sims or karma settings atm.
@alexandersiedlarektarrida97226 ай бұрын
Awesome tutorial! Could this be also used to add stitching along certain curves for a garment say exported from marvelous designer?
@KonstantinMagnus
6 ай бұрын
Hi Alexander, glad you like it. I've recorded a tutorial about stitching voronoi patches that might cover this: kzread.info/dash/bejne/pYWBxsyzeba5hco.html
@CGguys10 ай бұрын
im using 18.5, how to extract rest?, there is no option extract rest..
@Oyibovictor Жыл бұрын
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
Жыл бұрын
Hi mztavick371, did you try exporting the curves only (before the sweep)?
@Oyibovictor
10 ай бұрын
@@KonstantinMagnus thank you i'll try that
@user-sl309jd908 ай бұрын
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
8 ай бұрын
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: kzread.info/dash/bejne/mGink8priai6frw.html
@user-sl309jd90
8 ай бұрын
@@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!
@magdalenakley1899 Жыл бұрын
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
Жыл бұрын
i'm using houdini 18.5 btw
@KonstantinMagnus
Жыл бұрын
@@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);
Пікірлер: 31
The clipping part by uvdist is Brilliant. I always used labs boolean curve to solve the problem before applying the position. 🙌🙌🙌
@KonstantinMagnus
3 күн бұрын
Hi Antonio, also look at the new clip SOP. It supports cutting by attributes natively.
@antoniopepe
3 күн бұрын
thanks in september i switch to 20.5, (for now i have my own clip by attributes) thanks again Konstantin .
No words! The seems cutting part mind blowing
This is beyond great! So clear and well done.
Brilliant as always! Thank you Konstantin for sharing your expertise with the community 🙏
Incredible tutorial, thank you for sharing your knowledge!
That's really brilliant..that integration part💯
very nice! this is the best way to solve this kind of problem I've ever seen. Thank you so much for sharing!
unique methodology, keep on doing this tutorials!
Thank You very much, Konstantin!
Отличное произношение
thank you, impressive!
Thanks!
Merci !
wowowowowow
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.
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
Жыл бұрын
Hi Crimson Knight. I am not deep into sims or karma settings atm.
Awesome tutorial! Could this be also used to add stitching along certain curves for a garment say exported from marvelous designer?
@KonstantinMagnus
6 ай бұрын
Hi Alexander, glad you like it. I've recorded a tutorial about stitching voronoi patches that might cover this: kzread.info/dash/bejne/pYWBxsyzeba5hco.html
im using 18.5, how to extract rest?, there is no option extract rest..
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
Жыл бұрын
Hi mztavick371, did you try exporting the curves only (before the sweep)?
@Oyibovictor
10 ай бұрын
@@KonstantinMagnus thank you i'll try that
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
8 ай бұрын
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: kzread.info/dash/bejne/mGink8priai6frw.html
@user-sl309jd90
8 ай бұрын
@@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!
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
Жыл бұрын
i'm using houdini 18.5 btw
@KonstantinMagnus
Жыл бұрын
@@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);