Houdini Stuff
Showing posts with label
matrix
.
Show all posts
Showing posts with label
matrix
.
Show all posts
Tuesday, 27 August 2024
creating orient and rotating points around vector
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I think Toadstorm posted this somewhere on odforce... but it's a useful little vex snippet vector fwd = v@N; vector up = {0,1,0}; // i...
Thursday, 9 March 2023
creating orient for objects
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Simon Verstraete - Houdini blog #42 Orient (artstation.com) SUPER useful to make orient from your Normal and Up vectors (you will of course ...
Wednesday, 26 October 2022
using a transform that relies on $CEX $CEY $CEZ with a differently shaped/sized object
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Use the julian matrix - (point wrangle) matrix M=detail(1,"xform"); @P=@P*M; plug the transform you want to "copy" into ...
Monday, 9 March 2020
orient point attribute
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I always seem to forget/ignore the orient attribute, and it always bites me in the ass.. (think instancing objects onto points with random...
Rotation in vex
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Rotation round an arbitrary axis, in vex nicked from Rich Lord's handy notes and scenes - https://www.richlord.com/tools/ Placed he...
Tuesday, 3 September 2019
rotating point normals, with vops
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To rotate a point's normals (or any vector for that matter) you need to multiply it with a matrix and an angle (usually in radians) and ...
Wednesday, 19 June 2019
rotate packed primitives/ WALTER ROTATE
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how to rotate a/bunch of packed primitive/s - Use a WALTER ROTATE. in a primitive wrangle: float randomFactor=rand(@primnum+2323)*chf(...
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