


Blender 2.8 – Shortcuts Keys

New in Houdini 18
Un travail exceptionnel a encore été accompli par les deux mentors Manuel and Moritz qui nous ont gratifié d’une liste de mini tutoriaux concernant les nouveautés d’Houdini 18.
Très enrichissant comme d’habitude.
Merci à eux.
Liked it? Take a second to support Moritz on Patreon!
Support Morris on Patreon
Script de conversion de shader
Voici un script développe par Arvid Schneider pour convertir les materiaux phong en matériaux Arnold.
Il suffit de sélectionner les shaders phong et de lancer le script.
Merci à lui 🙂

Photogrammetrie
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.
(sources : site unity)

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

Set Lego Stranger Things

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

INSPIRATION VFX

Houdini VEX Attributes
Popular Built-in VEX Attributes (Global Variables)
General | ||
---|---|---|
type | name | description |
int | @ptnum | Point Number |
int | @numpt | Total number of points |
float | @Time | Current time, in seconds |
float | @TimeInc | Time increment per frame in seconds |
float | @Frame | Current frame |
int | @primnum | Primitive Number |
int | @numprim | Total number of primitives |
int | @vtxnum | Vertex number |
int | @numvtx | Total number of vertices |
Geometry | ||
---|---|---|
type | name | description |
vec3 | @P | Point/Primitive Position |
vec3 | @N | Point/Primitive/Vertex Normal |
vec3 | @v | Velocity (ex: motion blur in particle systems) |
float | @pscale | Uniform scale. Used in copy-SOP or particle systems |
vec3 | @scale | Non-Uniform scale. For use see pscale |
vec3 | @up | Up-Vector. Used together with @N to orient point/particle/instance |
vec4 | @orient | Quaternion defining the rotation of a point/particle/instance |
vec3 | @rot | Quaternion definig additional rotation |
vec3 | @trans | Translation of instance |
matrix | @transform | Transformation matrix (used for example in Copy-Sop) |
vec3 | @pivot | Local pivot point for instance |
float | @lod | Detail/Primitive level of detail |
vec3 | @rest | Rest position |
vec3 | @force | Force (acting on particle) |
float | @age | Particle Age |
float | @life | Max. Particle Life |
Volumes | ||
---|---|---|
type | name | description |
float | @density | Density of voxel |
int | @ix, @iy, @iz | Voxel indices along each axis. Ranging from 0 to resolution -1 |
vec3 | @center | Center of current Volume |
vec3 | @orig | Bottom left corner of current Volume |
vec3 | @size | Size of current Volume |
vec3 | @dPdx | Change in position to get from one voxel to the next in x direction |
vec3 | @dPdy | Change in position to get from one voxel to the next in y direction |
vec3 | @dPdz | Change in position to get from one voxel to the next in z direction |
vec3 | @BB | relative position inside bounding box. Ranging from {0,0,0} to {1,1,1} |
Shading | ||
---|---|---|
Type | Name | Description |
vec3 | @Cd | Diffuse Color |
float | @Alpha | Alpha Transparency |
vec3 | @uv | Point/Vertex/ UV coordinates |
vec3 | @Cs | Specular Color |
vec3 | @Cr | Reflective Color |
vec3 | @Ct | Transmissive Color |
vec3 | @Ce | Emissive Color |
float | @rough | Roughness |
float | @fresnel | Fresnel Coefficient |
float | @shadow | Shadow intensity |
float | @sbias | Shadow bias |
type | name | description |
---|---|---|
vec3 | @P | Instance Position |
float | @pscale | Uniform Scale |
vec3 | @scale | Non Uniform Scale |
vec3 | @N | Normal (+Z axis of the copy, if no orient) |
vec3 | @up | Up-Vector. Used together with @N to orient instance (+Y axis of the copy, if no orient) |
vec4 | @orient | Quaternion defining the rotation of a point/particle/instance |
vec4 | @rot | Quaternion defining additional rotation (applied after @orient) |
vec3 | @v | Velocity (motion blur, also used as +Z axis of the copy if no orient or N is present |
vec3 | @trans | Translation of instance |
matrix | @transform | Transformation matrix (used for example in Copy-SOP |
vec3 | @pivot | Local pivot point for instance |