Houdini Algorithmic Live #058 - Volume Advection

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
okay hello i think it is it's on live right now uh hopefully my sound is on check okay i think it's on live so hello everybody this is horikawa and this is the weekly live tutorial for houdini that i've been doing and this is the 58th episode and the topic for today's tutorial live is volume advection i'm going to use the volume and show you how to do the advection you might have done the point point-based advection before i mean i've done it already for other tutorials i think but i think this is the first time doing for volume so i would like to show you how you could do that and basically it's not that hard to do it thinks pretty simple things first you prepare some volumes then what i'm gonna do is to use a sub solver together with the volume wrangle so that you can procedurally control procedurally affect the volume based on the external or internal vector field a force field so in this case i'm using a coil noise as a vector field to move the volume at each frame and that is what i mean by advection and in this case creating some kind of a fire like cloudy shape pyro like shape without using any dobs so you have more flexibility to implement your own like custom i don't know infection scripts so probably it's it could be more flexible if you know what you're doing so that's what i'm going to show you today and pretty much i think it's going to be really easy to set up doesn't really take much time it's just that the calculation takes a bit of time because at each frame the resolution of the volume increases by extending its uh surface or the volume or voxels so that's downside of it but um i think it's pretty interesting so let me show you how you can do that okay i am going to show you from scratch let me know if you cannot hear me or if you can hear me okay so let's do this hopefully first i'm going to change the background to dark so that i can see the volume clearly i'm going to prepare like any geometry that i'm going to convert it into a volume first so let's try to create the test geometry like a big head i'm going to do with this one okay let me first create a geometry node okay geometry node big head okay so first thing first i'm going to convert it is convert this into a volume now since i am going to use the i would like to use the advection and try not to make it too heavy for the calculations i am going to use the vdv instead of the the legacy volume system from houdini so to do that i am going to first convert this into a bdb using adb from polygon which you can as a default value you can create a sdf but instead i would like to create a fog type volume which which is the one that i'm going to use to calculate the advection so let's change these settings first of all the resolution is right now it's a bit too low so let's increase this a little bit let's say 0.05 yeah we can test out from this and we can raise the um resolution later on hello everybody now next thing i am going to you can directly make a fox type bdv by checking this one but there is a bit of problem on the edge like you see here it's a bit trimmed out right here so instead of using default type directly i'm going to first create a sdf type the surface type then convert this into a a fog type using convert bdb okay and what i'm going to use is abdv from sdf defog okay like this now let's check out the resolution right now it says 40 38 44 which is small enough but later on we're going to extend this one inside the solver so that you it can be extended outside to have more bigger geometry so it's going to be heavier and heavier okay now next thing i'm like i'm going to do is to start creating a sub solver stop creating the advection inside solver but before getting inside of solver i guess i could test that test test it out outside the solver maybe using like a for each feedback loop aesthetically so that you can later on like transfer it to a solver to have the advection dynamically first might be a good idea to test it out without using any solvers without using any frame based values so we're gonna change this to feedback each iterations and then fetch feedback okay now what i'm going to do is to first right now the boundary of the sdf is kind of a limited i don't have any space left to go outside even if i try to move this volume values using coil noise so what i'm going to do is to first extend its boundary using pdb activate okay and for the second input i'm going to input the same values as the region volume then i'm going to make this expand then choose the values you want to how much you want to extend in terms of the voxel in this case okay so currently if i look at this one 10 seems enough maybe 5 is also enough so i'm gonna set this to 5. for now okay now it depends on how much you want to like extend at each frame based on the frame based on the size how you how much you want to move at each frame you should define how much boxes you want to expand i'm gonna set with five for now maybe at this point it might be a good idea to create a well maybe i can just do it later okay so after i have expanded the volume what i'm gonna do is to actually write the code to expand the volume so let's do that using volume triangle doing the advection so volume advection okay and the algorithm itself the method itself that i'm going to try out is pretty simple i'm gonna show you what i'm gonna do here so let's say i have this volume okay and which has this 3d voxel as a grid 3d grid okay now what i'm like to do is to simply use some external vector field something like and let me open up something like okay the pen doesn't open up okay something like let's say i have this kind of a vector field and what i would like to do is to extend the edge of the volume the surface edge of the volume using this vector field okay now if these are points the it's pretty easy to do because consider that each point each grid at each grid points let's say these are the point object then you just you just have to move the point based on the vector field and you continue doing it at each frame sampling the neighbors neighboring vector field now i cannot do that with the volumes because in the volume wrangle you have to calculate at the current voxels there is no method like move the volumes to every anywhere because you are fixed with these number of voxels and each um when you use the volume wrangle you are you're on at each box zone and only thing you can do in order to like um modify the value is modifying the current voxel values when you're using the volume angle so if you are calculating for this point then you can only change this point or change but this voxels you cannot change the neighbors or any other voxels when you are at this voxel so what you need to do in order to expand the volume like this is to check the volume voxel which are still empty at this point and let's say somewhere around here and what you want to do is to move this point to to the right hand side to come here now but as i said you cannot really move the volume so all you're going to do is to check its current volume right now the current volume which are empty then using this vector value to reverse engineer the direction like in this case if the vector is going this way then you i'm going to move this point i'm going to try to get the point position when it's moved in the other direction the reverse direction of this vector field okay which is going to be somewhere around here now and at this point you have some density here like more than zero i guess and then in this case right here the density is zero let's say in here density is equal to one now as soon as you find a density which is more than zero then you might want what you want to do in order to set this volume as the field one is to transfer this volume which is at the reverse direction of this from this voxel to right here so transfer this density to here so that the volume will will be filled with the value and then as a result you'll be able to expand or you'll be able to fill that voxel with the density which will create a similar advection result like you do in the point geometry so keep that in mind it's not that hard to do okay so let's try to do that first of all i'm going to retrieve the current point position from each box holes using volume wrangle okay then let me see if i can change the thumbnail positions all right somewhere around here because it's a bit annoying to have it right top side okay now once i get the positions i'm also going to calculate some noise related value using this uh positions i'm not going to read the external vector field right now i'm just going to create some vector field at this inside within this volume wrangle for example so what i'm going to use i'm going to use a simple curl noise to create a three-dimensional like turbulence related uh noise value or directional value so curl noise at p or poss okay and you could also multiply it with some scaling value or smoothness value to control the smoothness of the coil noise or coil noise direction like this and as a result this will give you a value between 0 to 1 for all the x y z coordinate i think and then what you could do is to use this and directly as the movement value to move the point and as i said you cannot really move the volume as the geometry because this is just the volume and all the voxel positions fixed so what i'm going to do is to create a referring positions okay by using by creating something like vector ref equals to the current point position subtracted by noise stall and multiply by some moving distance so how much you want to move at each step so i'm going to create some parameter like move okay let me make this a little bit smaller all right then let's promote those parameters one smooths i'm gonna start with one for now and for the movement let's say point one so i'm gonna move uh the geometry by point one at each frame now let's say how much is point one it's around half size of this grid so i think the expansion is big enough okay now now that you have the reference point positions you can now use this one to sample the volume value from the current volume okay so to do that you could get the value using a sum [Music] volume sample from the first input the name of the density is called surface because i've made it from the vdb and then i'm going to use this ref positions to s to sample the volume volume the density okay now that i have got this flop value which should be in between zero to one could be zero could be one if it's if it's more than zero then that's the point which is close enough to the surface and that's the position where you are the way you where the volume should be moved using the vector value this from the crit this curl noise so to apply that value you just need to apply a new surface value which is equal to a density value so mistake surface is equal to this reference value that's it and i'm not sure if you can see the changes if you if i change this movement you see that some part is moving outward based on its movement value and if i change this smoothness as well maybe i should increase this range a little bit from 0 to 5. you can also see that it's changing its point uh volume positions like a wiggled so let's try to keep this 2 and let's try to change the movement value to 0.1 and try to iterate using this feedback loop so currently starting from you can see that slowly it iterates to create the volume advection already like these if i change this to let's say 40 which might take a little bit of time because each time you do the the range of this volume just increases increases now i can see that there are tons of like free spaces out here which is not really necessary because at each time i'm expanding by five which might not be necessary for some iterations so each time i have recalculated this volume going to trim out the unnecessary empty space using the same bdb activate but as a parameter or as an option what i'm gonna do is to use the one called deactivate which will trim out all the unnecessary volume spaces okay to make the whole number of voxels to be small as possible so currently when it was 400 and but then it was it's then trimmed out to 174 and so on because most of the stuff are just empty now let's recalculate this and the calculations got a bit faster and this is kind of a result that you get okay so in terms of the for each loop um it's pretty easy to implement and you what you just need to do in order to move this into a solver you just need to copy all these paste it inside of a solver and that's pretty much it now the the reason why i use this for each loop is to check the shape the final shape what could be the best shape so i'm gonna set the total frame to be 50 for now and i'm also going to set the iterations to be 50 or maybe link this to a frame using at frame okay so when it's one it's just the first frame it's 25 25 frames and so on which will create a similar effect you should be able to get inside a solver but instead uh the good things about this setup is that you can just go to any frames to calculate the result without re-simulating stuff though the one-time simulations i mean one-time calculation might be expensive than the solver but if you just want to check the final shape this is good to go okay now looks interesting enough but to make these shapes a bit more cusped i can raise up some of the resolutions like these voxel size let's say if i change this to 0.02 let's see what i'm gonna get now it's going to take a little bit of time now but i see more edges coming to happen and looks pretty nice already okay now uh you can use the i guess you can use the volume for whatever usage you want i guess and um but in my case most of the time what i'm interesting is creating more of a physical object so let's try to make it as a geometry instead of just uh rendered volume as it is i mean if you use the volume shader like a cloud shader i think you could render it pretty in a pretty you could create a pretty renderings already but um let's try to create it as a geometry by converting back to a bdb sdf i mean convert vdb to a fog to sdf i might need to change this fog iso surface to be a bit smaller looks nice looks nice already let's say point one all right now i would like to also like to make it a little bit of smoothing out a little bit so let's also use the vdb smooth sdf for this one maybe not too much just one or two maybe just one all right now if you want if you want to show more of a exteriors you could always make this value smaller 0.05 you could expand it a little bit more i'm gonna leave it with the point one for this one now finally convert this into a vdb i mean a polygon using another convert vdp and see what it looks like okay looks i like the shape already it's really nice that's a sculptural shape okay if i may move this back to a little bit before the duration also seems really interesting all right okay so let's move this to a solver as well to see if i can make it as an animation so i'm going to copy this one paste it right here and see if there's anything i should change i don't think so yeah let's try with these the setup that i did here for the for a feedback loop is pretty much the same as i did for the solver so maybe i should also connect this one here okay now let's see in this case you're creating the animation just referring to the previous frames but pretty much do the same things that i did for the for each loop all right a king great okay now let me try to make so i as you can see the more frames you go the the area or the total number of the box of wearing will increase as you can see here started from [Music] started from around 100 but then it tripled the number at the 45 45 frames so based on how much you move at each iterations uh you are getting more high res at each frame i get getting higher and higher at each frame but if you want to keep the resolutions to be at the same values then you might want to resample it every time do you expand it but in order to retrieve the high res geometry later on then i still need to make it high-res enters the volume it's gonna so i'm gonna keep it as it is okay now let me try to cash it so that i could try to play it as an animation 50 frames is okay for now i'm going to check this load i'm going to name this cache and name this volume save okay so where is my all right okay and i'm still seeing some cash here okay really looks like a frame like movement doesn't it and i think i'm seeing some unnecessary cash here i'm not sure why well looks really great looks good all right now having these value i am also going to let's make this as a switch and then connect it like these and i am going to switch this to a first frame i mean if the second input i would like to also uh cache the this geometry as well okay which is just a simple conversions converting the volume the fog type to asdf then smooth it out then convert it back to a a polygon okay now i would also like to okay so starting from it starting from the first frame it already like changes its shape so let's try to avoid that let's try to start changing its shape from the second frame so going back to the solver i'm going to say i'm just going to create some simple conditions here if the current frame is less than less than or equal to one then return meaning just leave the code when it's equaled or less than one okay which should reset we should start from this uh value here at the volume here so let me retake the volume and i also would like to modify this cold noise a little bit as well to to see what kind of like modification for the advection i can do i can try out to show you how flexible you can change its movement okay which might not which might be really hard to do using like pyro silver or something like that okay now i think it has been created let me try to get the cash out of these as a rendered mesh or i mean the not the rendered but meshed geometry so i'm gonna call this mesh save it now it might take a little bit of time because it's converting into a geometry now i might i might want to escape it because i forgot to do one thing in order to make the number of geometry lower now i don't know if that's possible to exit okay now if currently the number of points already really huge at the first frame like it says like for the thousand but if i change this adaptivity a little bit up to 0.01 then you could drastically decrease the number of points like if i change this to 0.1 the resolution the total resolution might suffer but you can reduce the number of points a lot if you look at it at the edge of the mesh it looks like these if when it's zero it's uniformly remeshed but if i even set this to 0.01 you can drastically decrease the number of edges so let's try to say 0.025 which makes it less than half so might be a good idea with these i'm going to cache the mesh and would like to see the animation as a mesh geometry which should be interesting i think i made high-res enough but if you make it more high-resident you'll be able to see more details from the noise value from the vector field value so if you have more time to calculate then making it high-res will give you a more interesting shape i think okay almost there all right almost there okay let's see so if i load this up let's hide the edges and see what happens all right now i am seeing a little bit of trimming right here i think it's due to some smoothness or maybe the iso value as well so in order to in order not to have this kind of a trims i might need to uh set some iso values as well or a smoothness control the smoothness as well probably go back going back to right here decreasing this value a little bit like set it to 0.05 might do a good job just like this or going back to this here with the 0.02 um make it lower value might also do some job anyway the animation looks itself looks pretty interesting i really like the result it's more like um it's pretty the the outlook really looked like a differential growth but the the idea is totally different it's just affecting the volume and that's it that's just simple stuff okay so let's try to change some noise value for the advection and see what kind of stuff we can get i'm going to try what the for each loop to test out the customization for the advection so what i'm gonna do is to make another switch switch for this attraction i'm gonna copy this one here try to do some other stuff let's change the switch to one and see what i can do here okay so this is pretty simple right now i'm just using the coil no noise as it is right now right here okay and what i could do um what i could try out first of all i could try to currently the coil noise is kind of fixed based on its position so it doesn't really change the vector field doesn't really change based on the time or anything so let's try to also animate the scroll noise itself and see what we could get so we can control the animation for the curl noises as well okay so to do that i am going to input the seed for this coil noise as a vector four including the xyz coordinate one positions plus time value okay so first of all let's create some time value which is a division between the current frame and the frame end which is in currently 50 and the frame is the current frame value is currently one now i might need to make it as a float if it's an integer then i'm what i would get is zero so let's make it float so that i can get a volume between zero to one but depending on the current frame value okay all right yeah you can also use time but i think the time was in second and the value that i wanted to have is the value between zero to one which is a bit easier to use so uh if you're okay with using the second based value i think you can also use time all right so uh let's do this so the first of all let's try to create this a vector4 value so vector four i'm gonna name it as pause or i don't know pause for and i'm also going to update the point positions scale somewhere before creating the vector4 so i'm going to copy this one right here and paste it right here okay i have a question uh display why do i press template button why when i press display button not much of a meaning it's just my custom because sometimes if you have this like template button be on uh both the one both the node which is the display node and template button will be calculated simultaneously so sometimes i don't i just want to calculate the one that i'm selecting so to make sure that i have only one node that i want to calculate i'm always making these as a set but not much of meaning i think i can just turn it off as well it's just my custom okay where was i so i was multiplying this position okay and when i create the position 4 i mean the vector 4 value i'm going to first for the x y z value i'm going to just say position x position y and position c and for the fourth value i'm going to use this f related value probably i could multiply it by speed how much i would like to move this vector field okay now now that i have created this vector4 value i can input inside as a parameter for the call noise okay let's see what it does so everything looks good i'm going to promote this parameter for the speed let's say two start with the two and see what happens okay i'm going to check that the switch is equal to one so that i'm going to use this one that i've just implemented and see what it does okay if i slide this out it's a bit hard to see with the static image so let's try to render this so i'm going to also copy these to a solver right here same as what i did inside for each loop nope that's not where i want to put okay all right should do the job let's reset the simulations and also let's go back to the file cache and let's name this cache 2 and just save it to the disk okay let's see it's there all right let's see if i play it now the movement becomes more dynamic i think now i'm also seeing some caches here i think all right yeah i think the movement becomes a bit more interesting more like a fire frame okay let's compare with the the cache one so i'm gonna load back the value from cash one and okay why am i having this error here okay i uh i don't seem to have let me check my folder if i have the right name [Music] let's see let's see i have too many folders okay [Music] so i have this cache here ah yeah i do need to change the file uh node name okay i was using this node name here so i'm gonna copy this one no not really this one but uh i was using the volume so file cache one that's the name that i should use okay all right now let's try to move this a little bit to the right and see uh compare it with the one that i have created with the custom time value okay let's move this a little bit more to the right okay so this one is the one without the time for the coil noise this one is with the time for the coil noise and see what it looks like now you might be able to see that the the one without the time is uh the the total like shape doesn't really change much once it has been created but this one tries to change its shape over time because the vector field is changing over time so it's the shape is not really constant all right okay um i'm having a question are you using vdb effect no not really i'm not using a vdv effect but instead i'm just using a volume wrangle to do the advection okay and i'm going to connect it right here change this switch to see what it looks like now in terms of the static shape doesn't really make any difference so what it what it's interesting about this uh changing the noise value might be the animation itself the still image doesn't really look different does it right so that's uh one of the things you could do other thing you could do you could add additional vector field or you can refer to the external vector field as well instead of just creating the vector field outside although although the problem is that the volume is like growing each frame so it's a bit hard to estimate where what kind what size of vector field you should create initially so probably creating together with the growth to get uh creating the vector field inside volume wrangle right here make more sense in terms of the efficiency as well okay let's say i would want to also add like a rotational like values to have some rotational like effect rotation effect to this like movement what you could do is by going back to somewhere around here so this is the vector vector in order to sample the geometry where the point is going to move and if it's a point now here's the volume it's the negative i'm subtracting because i have to uh reverse engineer how the volume would move so instead of just using this directional value i can add some additional movement to it to create some custom movement so i'm going to copy these paste it right here oops paste it right here make this as a direction now let's try to create some custom directional value let's say um rotation direction and i'm gonna start by first of all creating a vector values going from each of the box holes to the center and make the y value to be 0 so that it always go to the center at 2d plane so that will be negative current point positions and then set the y value to be zero then i could also normalize it okay now i might also want to consider the balance between the rotational direction and the noise related directional value okay so let's create some ratio here rod direction or maybe multiply right here multiply by chf a rot weight starting from one and then add it right here all right rot now i forgot to rotate this one it's just going to the center so i in order to have more like a rotational or turbulence like force i'm going to rotate it rotate this direction by 90 degrees using y-axis so matrix mat is equal to ident rotate that pi multiplied by 0.5 set 0 1 0. okay then rotate this direction going to the center by this matrix so that'll be rotated 90 degrees okay it should do the job now it might be a good idea to make the weight non-constant but make it a bit more random-ish so that the movement becomes more organic so instead of just using the wrought weight i am going to also multiply with some noise value noise at p and you might want to also scale this but i'm just going to leave it as it is for now maybe multiply by two okay so how does this look like let's see let me check so i have this rotational direction right here now i might want to increase this rotation weight a little bit more so that i can see the effect clearly okay now let me try going back to this one and see what it does save it now you can see that it is starting to rotate and i i guess the rotation speed is a bit too fast now i i ca i also realized that the boundary size of this pdb might not be enough with this five values so let's make it 10 because i can see that some of some part is trimmed out during the simulations so i've just increased the boundary okay looks like uh tobacco's smoke and hopefully i get something interesting here okay let me also cache this one so i'm going to copy these i'm going to delete these one make a cache three save it okay you can see that together with the curl noise the rotational like field has a rotational like force has been added to move the volume like it's rotating clockwise currently you can see so the customization for the field is pretty easy like i showed you so using your imagination you can just do like you can just use any kind of field vector field if you want to use the external you can also do that maybe connecting to the second input of soft solver and coming from here you can also connect it to the second input of the volume defection here then use a function like volume sample or av sample or any functions you want you can use depending on the the type of the geometry input here okay let's connect this to here and change this to three and see what the shape really looks like so this is more this pretty sh this one shows a kind of a rotational effect here looks interesting i can see some rotational like movement here it's like um well melting its base geometry like a liquid or smoke right okay i think i like it okay so that's pretty much what i wanted to show you today that was pretty fast for today and i think it's pretty and easy to set up so the main stuff that i did here is this one for the volume infection if you just if you want more controls over it then like i did on the right hand side you can try to modify the the directional value to change its movement or you can also change the parameter like move and so on to see how it looks like if we change the movement bigger then that will cause you to have more effect on the movement for each movement which might also be really interesting more you will be able to have more dynamic changes maybe if it's moving too fast and it's going shallower and shallower since i'm just transferring the volume from the previous to the current and the previous frame and i mean the one transferring from is doesn't have much density then you get this kind of a foggy or not too dense density but you could so yeah it's getting the density is becoming lower and lower i can see that from the color so if you want to avoid that probably what you could do first of all you got to make sure that uh the boundary is big enough first i'm gonna make it 20 to see if if it changes the result if it doesn't if it doesn't then i need to modify the code a little bit in order to preserve the density the whole density now in order to do that let's see i could go back here so this is the part which is doing which is replacing the current density like the previous one so what i could do i could for example let's see just multiply by two makes it thicker and thicker at each frame might not be a good idea because it's gonna be too high at some point so might not be a good idea you could also get the average from from the previous and the current frame surface value so that in that case f at surface plus ref value and divided by two let's see what it does i haven't tried it out like gives you a bit more ghost-like density it tries to preserve the current density as well as getting the one from the the referencing might preserve the density a little bit more but the result you get is more like ghost-like shape which could also be interesting see what it looks like what does it looks like in terms of the shape okay not bad but not that good as well okay what if uh is it not live on right now i'm not sure if this is on live and hopefully it is okay now if i change the this value what if i increment the current surface with the reference value that might also be interesting wouldn't it which might make the density too high yeah it's just tracing all the possible fogs maybe not a good idea so currently replacing the whole value might be a good idea after all now what i could do in order to keep the minimum and the maximum of the density to the same like percentage or the same values i could probably i could go to first check the geometry spreadsheet check the geometry spreadsheet and check the intrinsic values for the primitive and there are there are some volume related intrinsic values based on the vdb and let's see i have pdb creator local space volume visual density virtual okay this box will count active measured area okay it seems like maybe the vault vdb doesn't really have what i really want if i look at the detail okay i have to group attribute i think i so at some point i saw a minimum and maximum value for the volume using this intrinsic or maybe there is a function for that let me check okay so for the volume maybe not volume index fee no there's no [Music] stuff like that what if i change to the normal volume like let's say if i have like a normal sphere change this to polygon can put this into a volume using a legacy volume let's see if i have that information that i wanted checking the primitive intrinsic volume border type over text nope uh intrinsic not really i think i saw it somewhere if you if anybody know uh how i can get the intrinsic value for the volume i think there were some voxel value related intrinsic values which i don't really see what's this voxel data intrinsic voxel data look so date wait a minute where is that let me turn off all and just show this one okay okay this might be the one that's looking for but it doesn't really show the the the boundary size wait a minute there is volume max volume mean value so yeah this is the one that i wanted to use let me show this up okay so this one shows the the density the maximum and the minimum of the density value for this volume which is currently zero to one and i am not sure if you can show this for a bdb as well let's see am i just missing okay so the bdb doesn't really really seems to have that kind of value so that's unfortunate yeah that i don't really have that even though this is a fog type volume and not be i'm not able to retrieve that informations all right so that's that yeah i don't want that yeah i don't see it let me also check again the volume related value the volume index plot the resolution sample sample v okay that's pretty much it i guess there was a volume analysis i'm not sure if i can use this for vdv now this one doesn't really have okay so let's just forget about it i'm not sure if i can recreate volume like these nope okay what i wanted to do is just to make the density as constant as possible but um i guess what i could do to make this multiply by some more than one value and make it less than one in any case so it tries to increase the value per frame but it doesn't go over 1.0 so let's see yeah might be better better than before maybe i'm seeing a little bit of trail here though it looks interesting it's more like a turbulence related value okay looks good okay so that's pretty much it that i wanted to show you today if you have any questions please let me know if it's on live if not i would like to end the stream right here um i am going to uh share the file as always i'm going to upload the files to the same github page and paste the url to that download page inside the video description page so and you can see it back uh download that later then see how it how this works i am also going to archive this video so that anyone can see it later on for reference okay in case people might want to watch it okay all right so um that's pretty much it i'm also doing say patreon page myself so if you are interested in or kind enough to support me um i'll be really appreciated okay so see you again next week probably i'm some of my deadline has ended so i should be ha i should be able to have more time to work on some other tutorials as well so hopefully if you are interested in if you could be interested in that that'll be great okay thank you for watching and good night
Info
Channel: Junichiro Horikawa
Views: 2,818
Rating: 5 out of 5
Keywords: houdini, sidefx, live, tutorial, procedural, procedural modeling, parametric modeling, parametric design, parametric, fabrication, digital design, computational design, 3d, design, isosurface, lattice, structure, 3d modeling, modeling, computational, generative, line drawing, drawing, illustration, fractal, reaction diffusion, celullar automata, simulation, trail, particle, vfx, mitosis, magnetic field, magnet, field, volume, rendering, computer graphics, visualization, algorithm, motion graphics, graphics, voxel
Id: Rn_8iN7lyjI
Channel Id: undefined
Length: 76min 58sec (4618 seconds)
Published: Wed Apr 28 2021
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.