Practical VEX Techniques for Geometry Manipulation and Particle Control in Houdini

Bounding Box Based Rotation vector bbox_low, bbox_high; getbbox(bbox_low, bbox_high); float spin_limit = 4; matrix3 base_mtx = ident(); float spin_factor = fit(@P.y, bbox_low.y, bbox_high.y, 0, 1); rotate(base_mtx, spin_factor * spin_limit, {0, 1, 0}); @P *= base_mtx; Custom Parameter UI Definition #pragma label oper_mode "Operation" ...

Posted on Wed, 20 May 2026 02:50:15 +0000 by kanika

Material Point Method Implementation Notes in Houdini

Deformation Gradient The deformation gradient F serves as a fundamental tensor in continuum mechanics, capturing the local deformation of material points. It provides a complete description of stretch, shear, and rigid body rotation within an infinitesimal neighborhood around each material point. Mathematical Definition: The mapping relationshi ...

Posted on Sat, 09 May 2026 13:50:33 +0000 by NathanLedet

Advanced VEX Techniques for Dynamics, Geometry Manipulation, and Spline Deformation in Houdini

When simulating projectile impacts, calculating the angle between incoming trajectory and surface orientation determines whether the object adheres to the surface or rebounds. By comparing the normalized dot product against a configurable threshold, we can trigger a reflection sequence. vector trajectory = @v; vector surf_normal = normalize(@hi ...

Posted on Thu, 07 May 2026 12:32:59 +0000 by Ayien