to finish: I come from a programming background although in recent years i did a stop on working and decided to go back to school and take exclusively art classes, from anatomy, to drawing, modeling in 3d etc. how much workload would this workshop take? because i might combine it with the houdini course i told you and this spans all over august, ( also this would be the first cgsociety workshop i d take so kind of lost here regarding this subject) if you decide to repeat the course next year do you know when would it be most probably? summer as well? (that would be great for me!) is it necessary to have some knowledge on houdini interface etc prior in order to follow correctly your workshop? Your workshop on VEX programming would be a perfect complement i think so my questions are: I'm thinking these days what to do next year and i have the possibility to do this summer a course on Houdini. Im the guy that connected to you in linkedin to ask you a few questions about the cgworkshop you re about to give. The core programming concepts and the core math behind CG doesn't change. Learn this once and you can apply it everywhere. If it ever becomes too slow, transition to libcinder which is the sports car edition: So try Processing as a dedicated environment to learn and play. All that is on top of SOPs/SHOPs/DOPs/*OPs and at some point the artist's head explodes sending chunks of brain and nodes against the wall You have vops, wrangles, inline vex in vops, vex otls, external vex. The difficulty in Houdini is actually understanding the contexts and how everything fits together. What you learn there can easily be translated into VEX when you're ready. It was built at the nexus of art and programming with teaching specifically in mind.Īnd as far as books go, Nature of Code is great and it's pay-what-you-want: It's a very visual, friendly environment and the community rocks (just like Houdini!). I love the point replicate procedural, but it just hands you the points to get this question a lot and I might be biased but I think Processing is by far the easiest way to start. Wouldn't it be great to loose that step? And I'd love to have the ability to create geo at rendertime, connect polylines and polygons, as you do in SOPs CVEX. I'm hoping they extend it to allow us to create more types of geometry- for example, after connecting points as polylines you have to drop down a convert node to go to nurbs. > Half my networks are full of vops doing custom things, so it is so crucial for new artists to have a solid understanding of vops/vex. And for spherical coordinates, scattering points uniformly in a sphere comes up at least once. For polar coordinates I've got a great one-wrangle node example of a tron disk (something I would have done in a completely different way pre-13), was thinking about doing something cool with phyllotaxis (sunflower spiral). > Potentially mixing in different coordinate systems (spherical, cylindrical) might be nice too.įor sure we'll talk about other coordinate systems. For quats, we can at least build them and slerp between them, talk about their advantages over Euler angles. We'll definitely be instancing and orienting tons of boids. > Apart from that, mix in cross product, orient quaternions and building orientation matrices.Ĭheck, check, check. If I had TA's, he would be nominated to answer all math questions in the class forums. I've already spoke with a delightful artist in the class who has a physics background so some will clearly be more than qualified. I hope I get a lot of feedback after the class is over as to what I need to cover more in-depth or, conversely, back off on. Most of the papers we're implementing are not too math heavy- minimal linear algebra/trig/calc (basic integration- several students will be doing it without realizing it's from calculus). I feel your pain! As I'm just starting to record lectures I have the freedom to cover as much additional math content as I want, but at the same time I don't want to overwhelm any students. This will save me from explaining it to new artists. Please teach some vector and matrix math too.
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