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Photogrammetrie

Photogrammetrie

Guide du flux de production photogrammétrique

Un guide pratique étape par étape qui vous apprend à capturer les objets et matériaux du monde réel pour vous aider à améliorer vos projets Unity.

ici

(sources : site unity)

 

SigFox connect 2019

SigFox connect 2019

POW a été chargé de réaliser l’habillage graphique du dernier keynote de SigFox à Singapour.

SigFox = The world’s leading service provider for Internet of Things (IoT).

KEYNOTE 2019 à Singapour

https://www.sigfox.com/en

 

Angers deviendra la première #smartcity de France.
Sigfox a été choisi pour accompagner cet ambitieux projet.

Wiggle, rubber, bounce, throw, inertia expressions

Wiggle, rubber, bounce, throw, inertia expressions

WIGGLE, RUBBER, BOUNCE, THROW

 

WIGGLE01

 

// Jumpy Wiggle 1 (moves at a random FPS)
v=wiggle(5,50);
if(v < 50)v=0;
if(v > 50)v=100;
v

WIGGLE02

fps=5; //frequency
amount=50; //amplitude
wiggle(fps,amount,octaves = 1, amp_mult = 0.5,(Math.round(time*fps))/fps);
Inertial Bounce is like making your moves « rubbery. » Layers will overextend, then settle into place on position and rotation keyframes.
// Inertial Bounce (moves settle into place after bouncing around a little)
n = 0;
if (numKeys > 0){
n = nearestKey(time).index;
if (key(n).time > time){
n–;
}
}
if (n == 0){
t = 0;
}else{
t = time – key(n).time;
}

if (n > 0){
v = velocityAtTime(key(n).time – thisComp.frameDuration/10);
amp = .05;
freq = 4.0;
decay = 2.0;
value + v*amp*Math.sin(freq*t*2*Math.PI)/Math.exp(decay*t);
}else{
value;
}

THROW

veloc = -10; //horizontal velocity (pixels per second)
x = position[0] + (time – inPoint) *veloc;
y = position[1];
[x,y]
Same as throw, but for rotation.// Spin (rotate at a constant speed without keyframes)
veloc = 360; //rotational velocity (degrees per second)
r = rotation + (time – inPoint) *veloc;
[r]

 

Auteur : Chris Wright site motion graphics exchange

Houdini VEX Attributes

Houdini VEX Attributes

Popular Built-in VEX Attributes (Global Variables)

General  
typenamedescription
int@ptnumPoint Number
int@numptTotal number of points
float@TimeCurrent time, in seconds
float@TimeIncTime increment per frame in seconds
float@FrameCurrent frame
int@primnumPrimitive Number
int@numprimTotal number of primitives
int@vtxnumVertex number
int@numvtxTotal number of vertices
Geometry
typenamedescription
vec3@PPoint/Primitive Position
vec3@NPoint/Primitive/Vertex Normal
vec3@vVelocity (ex: motion blur in particle systems)
float@pscaleUniform scale. Used in copy-SOP or particle systems
vec3@scaleNon-Uniform scale. For use see pscale
vec3@upUp-Vector. Used together with @N to orient point/particle/instance
vec4@orientQuaternion defining the rotation of a point/particle/instance
vec3@rotQuaternion definig additional rotation
vec3@transTranslation of instance
matrix@transformTransformation matrix (used for example in Copy-Sop)
vec3@pivotLocal pivot point for instance
float@lodDetail/Primitive level of detail
vec3@restRest position
vec3@forceForce (acting on particle)
float@ageParticle Age
float@lifeMax. Particle Life
Volumes  
typenamedescription
float@densityDensity of voxel
int@ix, @iy, @izVoxel indices along each axis. Ranging from 0 to resolution -1
vec3@centerCenter of current Volume
vec3@origBottom left corner of current Volume
vec3@sizeSize of current Volume
vec3@dPdxChange in position to get from one voxel to the next in x direction
vec3@dPdyChange in position to get from one voxel to the next in y direction
vec3@dPdzChange in position to get from one voxel to the next in z direction
vec3@BBrelative position inside bounding box. Ranging from {0,0,0} to {1,1,1}
Shading  
TypeNameDescription
vec3@CdDiffuse Color
float@AlphaAlpha Transparency
vec3@uvPoint/Vertex/ UV coordinates
vec3@CsSpecular Color
vec3@CrReflective Color
vec3@CtTransmissive Color
vec3@CeEmissive Color
float@roughRoughness
float@fresnelFresnel Coefficient
float@shadowShadow intensity
float@sbiasShadow bias
typenamedescription
vec3@PInstance Position
float@pscaleUniform Scale
vec3@scaleNon Uniform Scale
vec3@NNormal (+Z axis of the copy, if no orient)
vec3@upUp-Vector. Used together with @N to orient instance (+Y axis of the copy, if no orient)
vec4@orientQuaternion defining the rotation of a point/particle/instance
vec4@rotQuaternion defining additional rotation (applied after @orient)
vec3@vVelocity (motion blur, also used as +Z axis of the copy if no orient or N is present
vec3@transTranslation of instance
matrix@transformTransformation matrix (used for example in Copy-SOP
vec3@pivotLocal pivot point for instance