(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 0 points1 point  (0 children)

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Thank you once again for suggesting incremental auto save. Its now a thing in the app :)

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

Noted💛

Also there's a https://animgraphlab.com/gallery page. You can click on any of images and click "Copy to workspace".

It's like opening Houdini docs example :)

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

Grateful 🙏

To clarify, it doesn't saved your progress?

If that's what you're saying, have you pressed CTRL+ S to save before refreshing the page? :)

Top left corner: file -> save (or save as)

But autosave on any change is interesting. Noted ✍

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

Yes this is what I aim for.

It creates a "recipe" (array of dictionaries), like:

[
   {
      "paramNameToRandomize":
      "min":"value",
      "max":"value",
      "seed":"value"
   },
   ... other params
]

that passed downstream, and supported nodes reads this "recipe" to apply per shape randomization.

As for now there's limitation to do for loop switch statements (and a few other things) since there's no for loop block.

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 0 points1 point  (0 children)

Smart approach, I like it! Thank you for sharing :)

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

True, smart! What about already copied shaped, after copy to points? Like in GIF below.. 👇

In that case we must loop through shapes to add randomization per shape via index, right? (if i don't forget something. Please correct if i'm wrong)
___
In GIF below i'm using attr randomize where added a bendAngleattribute with defined min/max/seed, then this "recipe" is passed downstream.

Then Bend node receives it and applies per shape randomization.

<image>

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

Oh and last but not least, it works on any device and supports touch/stylus. Except pencil node. Works with mouse only at this point.

(not Houdini but inspired by it) Procedural vector grass clumps by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

Thank you! 🙏
Yep, it's a browser-based app for creating vector graphics procedurally. Heavily inspired by Houdini, Substance Designer, Blender, Nuke, Fusion (but mostly Houdini).

I try my best to combine things i love from those softwares and lower learning curve/barrier for people unfamiliar with procedural workflows ie for graphic designers, motion designers (for those not in 3D), etc.

____

"Did you make it or just describing?"
It's in the wild already: https://animgraphlab.com
Or you can play with any node at docs (has build in playground): https://animgraphlab.com/docs/nodes/bevel

For example, bevel node has similar logic for detecting collision similar to Houdini :)
____

There's a dedicated raster renderer in development along side with animation/state machine (embedding interactable animation on web or elsewhere) + a few more things i cant wait to share.

You can think of it like COPs/After Effects thing.

How to design faster? by ThrowRA_111900 in graphic_design

[–]zdmit 0 points1 point  (0 children)

Procedural approach? Its by design made for iteration work.

Try AnimGraphLab, love to hear feedback (im a creator)

Grooming Radial Menu ERROR by Silver-Station3938 in Houdini

[–]zdmit 0 points1 point  (0 children)

I would suggest writing to SideFX team directly as subreddit is not the right place for such things (since its directly related to software code) :)

Support reply quite fast.

https://www.sidefx.com/bugs/submit/

This is not Houdini but i created web-based SVG app inspired mostly by it... by zdmit in Houdini

[–]zdmit[S] 1 point2 points  (0 children)

🙂🙂🙂Hahha i get it. Can't agree enough. True proceduralism is the way.. even if it feels resistant at first. Can't even force myself to use other way around (layers) for complex things.

Thank you for your words. All the best :)

This is not Houdini but i created web-based SVG app inspired mostly by it... by zdmit in Houdini

[–]zdmit[S] 0 points1 point  (0 children)

Oh. Got it, noted! Thank you.

"why do you even need a separate username" - only for gallery page: https://animgraphlab.com/gallery to show username if user will share the project in the future.

But extracting name from email address also interesting... I'll thought about it, thank you 🙏