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Designer | TD | 3D Artist #Houdini | #C4D | #Zbrush | #Substance #Redshift Enquiries: hello@fifty-50.uk | Available for freelance.

Oct 11, 2022, 7 tweets

#Houdini Quick breakdown of just a simplified faked dynamic web part.

Thread...

So this is an overview of the visual controls and basic code to control the web. Complete control over the shape and also the decay over time. Let's look at each section of code...

// @u 0.0 ---- 0.5 ---1.0
f@ramp = chramp("shape",@u);

Here we are creating a u attribute typically @curveu but all it does is create a value starting at 0 peaks to 1 in the middle then goes back to 0 at the end. This is how we control the bend later...

/ A remapped time value counting down from 1.0
f@decay = fit(@TIME,1,5,1,0);

Here we are creating a decay attribute that controls that wobble falloff over time

// Ramp the decay for falloff curve at the end
@Decay = chramp("Fade_Off",@Decay);

Once we have that falloff we can visually control it with a ramp curve, so getting remapped again here.

//move points speed shape decay
@p.y = @p.y + sin(@TIME*10)*@ramp*@decay;

This is the math bit where we are using everything we created above. P.y is just the y movement of the points. Sin(with time) drives this. *10 speeds it up we couple add extra controls for this

Because everything is normalized, meaning mapped from 0-1 then everything else like shape and falloff can be * by this to then control those things that shape it over time.

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