"Transform Vector" and "Transform Position" both have a source and a destination option, where we can choose between several coordinate spaces. When working with 3D graphics, shaders, and simulations, coordinate spaces define where things live, how they are oriented, and how they transform between different stages of the rendering or physics pipeline. Watch the full Transform nodes video: https://lnkd.in/dCVxr5Vf Read the blog post about the CGI coordinate spaces: https://lnkd.in/dTEC-RG4
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🌸 Streamlit has a "space" function that creates an empty space the size of a label/widget This enables a way to align elements inside a row, by putting a space beforehand to moving them the size of other Streamlit elements (but really, this post is an excuse to see if I can create readable vertical motion graphics explainers in an hour...so is it readable?)
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17-year-old self-taught 3D artist Kevin Lim Wanasili, also known as CG-Man, continues exploring advanced fluid and water simulations. This time, the creator shared underwater bubbles created using JangaFX EmberGen and Blender, rather than LiquiGen. btw JangaFX is set to release EmberGen 2.0 this year, a complete rebuild of the tool. The update will introduce a next-generation GPU particle system, scrubbable simulations with volume caching, improved mesh rendering, a new combustion model, and more. Learn more: https://lnkd.in/g2jRFt2Z
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This image highlights the importance of the coordinate system used for your 3D engine and the systems currently in use. In my 3D engine, I prefer to use a left-handed system with the y-axis pointing up. I also use the same system in my 2D engine, while canvas and GUI drawing is done with the y-axis pointing down, to be compatible with digital image computing, vector graphics, SVG format and the window positioning used by the operating system. For not breaking vector graphics shapes in a 2D or 3D environment, the y coordinates are inverted by the engine. note: the original image from https://lnkd.in/dZAsMUNS
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Some of the most impactful presentations in graphics for me over the years were these two from Mikkel Gjoel. The Rendering of INSIDE: Low Complexity High Fidelity https://lnkd.in/gNyzcsS8 Banding in Games: https://lnkd.in/gmhmnaFR Another big influence was "Blue-noise dithered sampling" by Iliyan Georgiev and Marcos Fajardo. https://lnkd.in/gcsMEkzx These works were a big part of the inspiration that went into the research I've done in more recent years, allowing us to make great strides in rendering the highest quality graphics at the lowest of sample counts with tool time created static noise textures. An approachable introduction to the digestion of these topics into where our begins is in this 50 minute youtube video "Beyond White Noise For Real Time Rendering". The first half talks about basic concepts, the second half applies them to rendering. https://lnkd.in/ggNF3r4M Beyond that there is our FAST paper for state of the art spatiotemporal noise textures: https://lnkd.in/gid4q-zx And this paper which shows how to put importance sampled vectors into the textures: https://lnkd.in/gjUeNduS There is more work to do, some of which may show up in the comments to this post as "yeah but what about ...". Surprisingly, there hasn't been a whole lot of competition in this line of work either, so if you have an idea, you aren't likely to be scooped! :)
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#LiveDemo Zero Density’s latest virtual studio demo breaks down how high-fidelity graphics are delivered with Reality 5’s keying, rendering, and compositing pipeline. From image-based keying to real-time ray tracing and data-driven graphics, everything runs in one seamless workflow. Check out our latest features, such as Keep Media Colors and Enlarge Your Crane in action. Other technology at work from ZD: EVO II Engine Hardware, Traxis Talent Tracking and Traxis Camera Tracking. We thank all our booth partners; check them on YouTube or our website. Watch in 4K here: https://lnkd.in/gQdHD67F #VirtualStudio #Reality5 #UnrealEngine5
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“VEX is not scary” – until it starts powering your ideas. This Houdini test uses VEX to: Replace and stabilize geometry Replicate a single object into five synchronized spheres Animate orbital motion and reset back to a clean base state All logic lives in code, turning a simple box into a small system with rules and behavior. Pushing further into procedural workflows to bring more control and flexibility into motion graphics. 1 source Ask a follow-up
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Tired of choosing between raster's natural brushwork and vector's infinite scalability? I'm building vec2k, a free-form vector paint app where you can sketch, zoom infinitely, and never lose quality. Been diving deep into Rust graphics programming lately, combining wgpu for GPU acceleration with lyon's vector rendering capabilities. The goal? Create a painting experience that feels as natural as working with pixels, but with all the benefits of vectors. The infinite canvas aspect has been particularly fun to implement. You can paint a massive mural, zoom into a tiny corner to add intricate details, then pull back out without any loss in quality. No more deciding on canvas size before you start creating. Currently working through some interesting challenges around brush dynamics and performance optimization when dealing with thousands of vector paths. The switch from my original Electron prototype to pure Rust has made a huge difference in responsiveness. What creative tools do you wish existed but haven't found yet? #rustlang #graphicsprogramming #creativecoding #vectorgraphics #wgpu #lyon
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Who wants to learn Houdini with us in 2026? 😶🌫️ Houdini's procedural workflows are showing up everywhere in motion design and for good reason! Change one value, your entire scene updates. Add details without committing to anything. Iterate endlessly. If you want to know what all the noise is about, be sure to check out this awesome tutorial from Nicolas Donatelli on what makes proceduralism so powerful: https://lnkd.in/gyDWDWKX #motiongraphics #houdini #procedural #motiondesign
🛠️ NEW TUTORIAL!🛠️ Discover the power of procedural workflows in Houdini with Nick Donatelli, and learn how they can transform your motion graphics process! Watch the full tutorial here ➡️ https://som.bz/4sqQ3wY
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Great job explaining how 3D object transformations work!👍