- Видео 620
- Просмотров 7 099 770
Junichiro Horikawa
Япония
Добавлен 28 сен 2013
Mostly videos about Rhino / Grasshopper, Unity and Houdini including my personal projects.
I have recently published a book for Grasshopper "Parametric Design with Grasshopper" (JP).
amzn.to/2hXRGRi
I have recently published a book for Grasshopper "Parametric Design with Grasshopper" (JP).
amzn.to/2hXRGRi
Houdini & UEFN Extended Workshop Final Review @ Kyoto Institute of Technology KYOTO Design Lab
Final review for workshop held at Kyoto Institude of Technology KYOTO Design Lab on 2023/07. This was a workshop to use Houdini & Fortnite (UEFN) to develop a virtual Expo environment.
2023年7月に京都工芸繊維大学のKYOTO Design Labで行った学生向けのワークショップの最終講評の様子を録画したものです。このワークショップはHoudiniとFortnite (UEFN)を使って仮想の万博を作るというテーマのもと行われました。
また本ワークショップの講評者として
木内俊克さん(京都工芸繊維大学)
佐野虎太郎さん(Synflux)
津田和俊さん(京都工芸繊維大学)
に来ていただきました。
00:00:00 イントロ(Introduction)
00:06:06 チームAの発表&講評 (Team A presentation and review)
00:36:24 チームBの発表&講評 (Team B presentation and review)
01:10:35 チームEの発表&講評 (Team E presentation and review)
01:41:29 チームFの発表&講評 (Team F presentation and review)
02:20:16 総括 (Wrapping up)
2023年7月に京都工芸繊維大学のKYOTO Design Labで行った学生向けのワークショップの最終講評の様子を録画したものです。このワークショップはHoudiniとFortnite (UEFN)を使って仮想の万博を作るというテーマのもと行われました。
また本ワークショップの講評者として
木内俊克さん(京都工芸繊維大学)
佐野虎太郎さん(Synflux)
津田和俊さん(京都工芸繊維大学)
に来ていただきました。
00:00:00 イントロ(Introduction)
00:06:06 チームAの発表&講評 (Team A presentation and review)
00:36:24 チームBの発表&講評 (Team B presentation and review)
01:10:35 チームEの発表&講評 (Team E presentation and review)
01:41:29 チームFの発表&講評 (Team F presentation and review)
02:20:16 総括 (Wrapping up)
Просмотров: 4 465
Видео
はじめてのWallacei for Grasshopper (Grasshopper用多目的最適化ソルバー)
Просмотров 7 тыс.Год назад
はじめてのWallacei for Grasshopper (Grasshopper用多目的最適化ソルバー)
はじめてのVisual Scripting for Unity - Script Graph + State Graphの使い方
Просмотров 7 тыс.2 года назад
はじめてのVisual Scripting for Unity - Script Graph State Graphの使い方
Raining Garden with Geometry Nodes in Blender for Beginners
Просмотров 11 тыс.2 года назад
Raining Garden with Geometry Nodes in Blender for Beginners
GrasshopperのMonocerosでWFC (Wave Function Collapse)を使ってみよう
Просмотров 7 тыс.2 года назад
GrasshopperのMonocerosでWFC (Wave Function Collapse)を使ってみよう
Gradient Box Animation with Geometry Nodes in Blender for Beginners
Просмотров 12 тыс.2 года назад
Gradient Box Animation with Geometry Nodes in Blender for Beginners
Spiral Scales Animation with Geometry Nodes in Blender
Просмотров 21 тыс.2 года назад
Spiral Scales Animation with Geometry Nodes in Blender
[Blender] 初心者のためのGeometry Nodes入門 / Intro to Geometry Nodes for Beginners
Просмотров 25 тыс.2 года назад
[Blender] 初心者のためのGeometry Nodes入門 / Intro to Geometry Nodes for Beginners
Getting Started with Geometry Nodes in Blender 3.0 for Beginners
Просмотров 55 тыс.2 года назад
Getting Started with Geometry Nodes in Blender 3.0 for Beginners
GHPythonを使って座標投影を行う方法(緯度経度からUTM座標に変換)
Просмотров 3,8 тыс.2 года назад
GHPythonを使って座標投影を行う方法(緯度経度からUTM座標に変換)
[初心者用] DockerでPythonの実行環境を作ってみる / Create Python Environment with Docker for Beginners
Просмотров 20 тыс.3 года назад
[初心者用] DockerでPythonの実行環境を作ってみる / Create Python Environment with Docker for Beginners
Houdini to UE5 - How to Send Geometries with Attributes - Tutorial
Просмотров 21 тыс.3 года назад
Houdini to UE5 - How to Send Geometries with Attributes - Tutorial
Kangaroo 2のカスタムGoalを作ろう / Create Custom Goals for Kangaroo 2
Просмотров 2 тыс.3 года назад
Kangaroo 2のカスタムGoalを作ろう / Create Custom Goals for Kangaroo 2
Unityでプロシージャルモデリング入門 / Intro to Procedural Modeling with Unity
Просмотров 2,9 тыс.3 года назад
Unityでプロシージャルモデリング入門 / Intro to Procedural Modeling with Unity
[VEX for Algorithmic Design] E26 _ Recursion Basics
Просмотров 16 тыс.3 года назад
[VEX for Algorithmic Design] E26 _ Recursion Basics
[Unity Tutorial] ML-Agents for Unity 入門編
Просмотров 10 тыс.3 года назад
[Unity Tutorial] ML-Agents for Unity 入門編
[VEX for Algorithmic Design] E25 _ Force Extended
Просмотров 8 тыс.3 года назад
[VEX for Algorithmic Design] E25 _ Force Extended
[VEX for Algorithmic Design] E24 _ Force Basics
Просмотров 9 тыс.3 года назад
[VEX for Algorithmic Design] E24 _ Force Basics
[VEX for Algorithmic Design] E23 _ SDF Basics
Просмотров 11 тыс.3 года назад
[VEX for Algorithmic Design] E23 _ SDF Basics
[VEX for Algorithmic Design] E22 _ Remapping Basics
Просмотров 7 тыс.3 года назад
[VEX for Algorithmic Design] E22 _ Remapping Basics
[ハンズオン] Grasshopper C#でマウス+キー入力の自動化
Просмотров 2,2 тыс.3 года назад
[ハンズオン] Grasshopper C#でマウス+キー入力の自動化
[VEX for Algorithmic Design] E21 _ Half-Edge Basics
Просмотров 12 тыс.3 года назад
[VEX for Algorithmic Design] E21 _ Half-Edge Basics
[ハンズオン] Rhino.Insideを使ってUnityアプリでGrasshopperファイルを開く方法
Просмотров 1,7 тыс.3 года назад
[ハンズオン] Rhino.Insideを使ってUnityアプリでGrasshopperファイルを開く方法
[VEX for Algorithmic Design] E20 _ Solver Basics
Просмотров 22 тыс.3 года назад
[VEX for Algorithmic Design] E20 _ Solver Basics
[VEX for Algorithmic Design] E19 _ Noise Basics
Просмотров 19 тыс.3 года назад
[VEX for Algorithmic Design] E19 _ Noise Basics
[VEX for Algorithmic Design] E18 _ Randomness Basics
Просмотров 14 тыс.3 года назад
[VEX for Algorithmic Design] E18 _ Randomness Basics
[Grasshopper/Unity Tutorial] Sending Grasshopper Definition to Unity with Rhino.Inside
Просмотров 7 тыс.3 года назад
[Grasshopper/Unity Tutorial] Sending Grasshopper Definition to Unity with Rhino.Inside
[VEX for Algorithmic Design] E17 _ Intrinsic Attribute
Просмотров 11 тыс.3 года назад
[VEX for Algorithmic Design] E17 _ Intrinsic Attribute
Thank you so much!
Thanks for all your tutorials. It's so clear!!! I started to know Houdini better until I found your tutorials.
Junichiro is the best :-)
Thanks for you work.
Thanks a lot for your work - i needed only the 1st part, how to make text, and used your code. Then i renewed the old parts, and then it worked. Is there a way to bend the letters or adjust the space inbetween. So that its half round and not straightn in one line? Also is there a way to extrude the text? when ever i do it, it caps the wrong parts of letters. I dont know what to do then to make it manually in rhino. Cant imagine there is no way to do it in grashopper. Would love if you can help.
Is there any way to do the sphere parametrization without using code/cmd application?
This is so f cool! Thanks for sharing!
Do you not have sound for these videos?
The math is a bit challenging for a grade 10 student.
INCREIBLE !!!!
miss you so much Welcome back
this is really cool! it's almost like a merge or radix sort algorithm, swapping indices in clusters
Welcome back
I was watching 75th ranger reg when i went to bed, did a full 8 hour day of work got home now im confused and feel like im behind 2 hours in the lecture
cool stuff Junichiro.
Welcome back love your stuff
hello,which version crane are you using ? I dont have cmesh preview.Do you suggest me something else instead of cmesh preview command.?
Thank you so much for your tutorial.
Hello, do you know if there is a tutorial available on how to import a 2D FOLD file into crane and then afterwards adjust it using the solver?
Pure awesomeness, U r a next level genius man.
Hi! Do you know how to also transform point normals? I have a bunch of points that I'm deforming using this method, but the normals/vector attributes do not get rotated correctly along with the geometry. I tried using the rotation method you used and tried finding the dihedral, but I can not get them to be angled the correct way
Nevermind, I figured it out! You can parse the tangent, up, and a side vector from the curve you want to map to into a matrix3, put that into a quaternion, then rotate any vector attributes you have based off that quaternion. Thanks so much for your amazing tutorials!!
This is really amazing, Junichiro. I really like the thought-process. Thank you for the share and hats down!
どのワールドも示唆に富んでいて、とても面白かったです。 唯一無二の素晴らしい企画をありがとうございました。お陰様で意義深い時間を過ごせました。 3回、4回目も楽しみにしております。
Guariscimi tutti noi i ragazzi della 3e
thanks ! Blessings
garbage
garbage
좋은 내용 감사합니다.
Thanks for the info.
file seems to be corrupted. Or can't be opened in H20?
int a = chi('a'); int b = chi('b'); int ab = a / b; i@ab = ab; float afb = (float)a / b; f@afb = afb; This way works too, instead of writing float af = a;
How can I modify the exposure on each camera in Renderman? “Shutter speed” and “Fstop” only affect the depth of field and motion blur, but do not modify the lighting. I need to have each camera with its own exposure settings
Will algorithmic live streaming continue?
You are very cool!
звук пропал
Посмотримс
This is amazing, thank you Junichiro! One question: how can we animate those lines to radiate from the center?
You certainly know your way around that software watching you do that was kind of like an orchestra but you were writing it. I watched the whole thing about minutes I kind of skimmed here and there I just wanted the general idea just to see what all that math can accomplish. Very cool.
this is very cool. I crochet such surfaces around plastic wire. My stuff looks quite similar. Do you think your models can be 3d printed?
i have never seen a youtube video that teaches like this, you teach us the why? so we know how the nodes or parameter works. thanks Junchiro Horikawa
#####D###
FML twice now RUclips has led me to this fkn video after falling asleep. Only sociopaths think this is the way forward for humanity. Hug a fkn tree ffs.
Danke!
its been a while since you dont post something, is everything ok?
I would like to see a dynamic remeshing in that algorithm. how would you go about setting that up?
Thanks for the great video. I noticed that for some reason the circle grows much faster in the region around the point number 0 - at least in Houdini 20. Weird.
Thank you so much!
great video, thanks for sharing!
tutorials without bifocals or sunglasses is kind a useless tbh
hello! Thanks for the video, based on what you did at minute 3:25, could you tell me how I can put tangential planes to the edges of an icosahedron? thank you so much