written in Houdini with vex

# Tag: houdini

## the grid

## fun with Math / pi

## sphere deformer in openCl and Houdini

simple particle simulation with polar projection node written in Vex / openCL,it runs at 20fps on my MacBook.

using this formula from wiki page: https://en.wikipedia.org/wiki/Stereographic_projection

(Houdini openGL rendering in 4k)

## re-rendering old fractals

## golden ratio relighting

## fractal ice

## fractals with particles

simple particle simulation with polar projection node written in Vex / openCL,it runs at 10fps on my MacBook. feeding multiple particles stream’s.

using this formula from wiki page: en.wikipedia.org/wiki/Stereographic_projection

(Houdini openGL rendering in 4k)

## sun flares simulation

## gravitational wave lines

## realtime shading tools dev 1

## Sierpinski Gasket

playing with the Sierpinski Gasket in houdini, coding exereise. Houdini Vex is very fast and its easy convert it from my c++ code. the fun Part, i get openGL feedback in realtime with need to code in OpenGL.

float resX = 600;

float resY = 600;

float deltaD = 0.5;

int numVert = 3;

float pi = 3.1415922653;

float rotOffset = pi / 6.0;

vector pos= {0,0,0};float cx = (resX/2.0)*cos((2*pi/numVert) + rotOffset) + (resX /2);

float cy = (resY/2.0)*sin((2*pi/numVert) + rotOffset) + (resY /2);int iter = chf(“iteration”);

for(int i=0; i<(iter+15); i++) { int num = int(((rand(i)*32767) % numVert) +1); float xVert = (resX/2) * cos((2*pi*num / numVert) + rotOffset) + (resX/2); float yVert = (resY/2) * sin((2*pi*num / numVert) + rotOffset) + (resY/2); cx += deltaD * (xVert – cx); cy += deltaD * (yVert – cy); if(i>15) {

pos.x = cx;

pos.y = cy;

addpoint( 0, pos );

}

}