Simple grain wrap
Hoping this is what Duke asked for... :D
Scene file: www.bit.ly/ff_grain_cloth_wrap
2018-03-29 11:53:36 +0000 UTC View Post
Hoping this is what Duke asked for... :D
Scene file: www.bit.ly/ff_grain_cloth_wrap
2018-03-29 11:53:36 +0000 UTC View Post
So back in Dec 2 last year I teased I would release this scene file next, and I will admit that was slightly delayed due to me forgetting all about it, but here it is, thanks to Magnus Larsson reminding me about it... :D
Scene file: www.bit.ly/ff_grain_circle_packing
2018-03-28 16:34:09 +0000 UTC View Post
Just wanted to thank all you guys for the support here on Patreon and wanted to say that there's a lot of fun stuff coming under 2018 - and in part to the support I get here there's going to be an "expansion" of the whole idea with my shared files and I'm also going to get going with more breakdowns and alike.
But yeah, just overall, just wanted to say how appreciative I am over your support! T H A N K S ! :D
So I came up with this for the veiny guy setup but just couldn't find a way to incorporate it in a cool way, but it's a fun enough trick to share with you guy's... And it's when you want to rotate the bitangent around the tangent using curve-U that you really get how useful matrices are. :D
Scene file: www.bit.ly/ff_bitangented_spirals
Pretty major update to the veiny guy scene file - looks better, runs smoother, calculates faster, just generally a lot more Farmfieldish. :D
Scene file: www.bit.ly/ff_shortest_path_RnD
2018-03-22 18:06:00 +0000 UTC View Post
Updating an old scene file share I got sucked into playing around with the shortest path SOP and this is the first of two scene's that I'll share from that - I'll drop the the next one in a day or two where I'll do some fun stuff driving point clouds and POPs with the underlying curves... :)
Scene file: www.bit.ly/ff_shortest_path_RnD
2018-03-21 00:25:53 +0000 UTC View Post
So this will be one of the courses I'll release in 2018 - this setup including adding dynamics using both POP grains and bullet faux soft body techniques.
I will also do a course on procedurally modelling this baseball and thread...
Baseball: www.imgur.com/N98uimp
And then I've been asked to do a course on POP grains, so I might try to do that too, as that as well is gonna follow the traditional type of tutorial/course presentation...
As for my Houdini TD course, that ...
Once again "triggered" wildly by the brilliant Dave Whyte aka BeesAndBombs and I just couldn't resist recreating it in Houdini... :)
Scene file: www.bit.ly/ff_sine_rings
2018-03-09 20:58:59 +0000 UTC View Post
Just a quick setup to replicate this thingie from master of cleverness, Bees and Bombs! :D
www.twitter.com/beesandbombs/status/971037350292844545
Scene file: www.bit.ly/ff_spiralling_grids
2018-03-07 12:45:29 +0000 UTC View Post
So there's of course many ways to achieve this and here's one way I came to think of yesterday when someone asked about it in the Houdini Artists group on Facebook.
Scene file: www.bit.ly/ff_brick_stone_mortar
2018-03-04 13:02:17 +0000 UTC View Post
Just a quick setup to replicate the basics of a setup someone posted in the Houdini Artists group on Facebook.
Scene file: www.bit.ly/ff_viscous_FLIP_net
2018-03-03 13:23:44 +0000 UTC View Post
Funny enough I don't think I posted one of these setups before - I might have something similar in some setup I posted earlier, but I've been kinda busy and had some time now and just wanted to post something and this is what came to mind. :)
Scene file: www.bit.ly/ff_simple_solver_growth
Just a variant of this one... Scene file added in the original post. :)
Scene file: www.patreon.com/posts/differential-16906415
So, discussion the subject with David Kahl (Life Effects) I had to give it a shot and this was as simple as I got it. :)
Scene file: www.bit.ly/ff_flip_clock_numbers
Scene file: www.bit.ly/ff_flip_clock_letters
2018-02-12 23:26:40 +0000 UTC View Post
Setup for this thread on Facebook:
www.facebook.com/groups/HoudiniArtists/permalink/1544457435670055/
Scene file: www.bit.ly/ff_differential_curve_avoid_1
Variant: www.bit.ly/ff_differential_curve_avoid_2
2018-02-09 21:34:46 +0000 UTC View Post
So I thought of doing abnormal curves but then I thought, no I'll go for normal ones. :)
So yeah, displacing a curve by the source point normals interpolated (automatically) from resampling. And this i just part of a more complex setup that I will post as soon as I get time to finish it, using these curves from some uin morphing setups. :)
Scene file: www.bit.ly/ff_perpendicular_connecting_line
2018-02-06 19:12:13 +0000 UTC View Post
Simple setup, just a proof of concept on an idea I got using float_to_integer on the offset on noise together with CHOPs for some boingoingoinginess. To simple to do a Vimeo post on this one. :)
Scene file: www.bit.ly/ff_integer_noise_CHOPs
2018-02-02 15:16:02 +0000 UTC View Post
Same file/link: www.patreon.com/posts/quick-grain-sail-16683393
Note: As it's already broken, no returns! :D
Created these to answer questions posed in the Houdini Artist group today, so thought I share them here so no one misses them. :)
Boolean seams with aligned polywire:
https://drive.google.com/open?id=1rP8bvBXYcxzbqT5GRSIHTH4mRm1i-rwR
FB thread:
www.facebook.com/photo.php?fbid=10211039766812215&set=pcb.1535415969907535F
Simplest grains soft body possibl...
Scene file: www.bit.ly/ff_grain_cloth_sail
2018-01-30 00:49:06 +0000 UTC View Post
So, another tip in regard to my last post, doing a cross between the curvature gradient and the mesh normals gives this result, moving particles along edges and creating cool stuff like swirls in flatter areas... :)
2018-01-20 20:04:39 +0000 UTC View Post
As simple as I could possible come up with. :)
Scene file: https://goo.gl/1DgvLu
Playing around with new ideas yesterday I came up with this thing. :)
Scene file: www.bit.ly/ff_sphere_packing_VDB_growth
2018-01-19 15:25:39 +0000 UTC View Post
And there's some really useful stuff in it... Tomorrow, at best, but more likely the day after tomorrow - if nothing comes in between... And after that I'll go back to my octopus crawl, see if I can finish that and get that posted. :)
2018-01-17 22:40:57 +0000 UTC View Post
Pretty basic setup based on my winding yarn ball using a basic grain sim just to get some simple interactions and/or remove any wire intersections.
Scene file: www.bit.ly/ff_wire_bundle
Super quick setup just to give an example on how to set up this kinda thing in #Houdini - too simple to post on Vimeo, though... I was also asked about doing this in VEX so also sharing a VEX based setup. :D
Scene file: www.bit.ly/ff_dormammu_effect_SOPs
Scene file: www.bit.ly/ff_dormammu_effect_VEX
2018-01-10 20:24:17 +0000 UTC View Post
Doing the tentacle setup I played around a bit with different ways to constraint grain (point) positions and I got some interesting results which was the basis for the continued RnD that lead to this setup.
Scene file: www.bit.ly/ff_bullet_soft_VEX_constraints
Alembic: www. www.bit.ly/dancers_alembic
2018-01-03 16:02:54 +0000 UTC View PostSo, I managed to get my library of Houdini scene files migrated from Vimeo to Youtube making it a tad more accessible! :D
www.youtube.com/Farmfield
And happy New Years! :D
2017-12-31 13:41:40 +0000 UTC View Post
Just playing around with the grain solver. :)
Scene file: www.bit.ly/ff_grain_tentacles
Alembic: www.bit.ly/dancers_alembic
A setup I've thought about for some time and got started a couple of times but not come to a point where I liked the setup, but this is kinda ok... I'll probably gonna do something with grains (like of course I am) and see how that works, I'd like some tightning when wounding it - and I did fake that, but it it was kinda jerky, so I stripped it out of the file.
Scene file: www.bit.ly/ff_yarn_ball_wind
2017-12-28 00:28:16 +0000 UTC View Post