![Matt Bell](/img/default-banner.jpg)
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Matt Bell
Приєднався 11 вер 2008
Living Ferrofluid
I put together this custom living ferrofluid algorithm in Houdini and then rendered it in Blender using Cycles
Переглядів: 221
Відео
Particle Device
Переглядів 1327 місяців тому
Just a fun little doodle of an imaginary particle emitting device
Virtual Music Machine #4 for the Drive-In Art Show
Переглядів 10110 місяців тому
This was the thing I made for the Boulevard Drive-In Art Show. It was fun seeing my stuff projection on a 100' screen
Virtual Music Machine #4 - Dev Update
Переглядів 6410 місяців тому
Virtual Music Machine #4 - Dev Update
Beginning work on a new Virtual Music Machine
Переглядів 9611 місяців тому
Beginning work on a new Virtual Music Machine
The Spectacle Society's First Portal
Переглядів 15311 місяців тому
This was my raw renderering for the Spectacle Society's inaugural show at Torn Label Brewery
Flying a Paramotor at a Hot Air Balloon Festival
Переглядів 392Рік тому
Flying a Paramotor at a Hot Air Balloon Festival
Matt Fly's a Stretch of Forest in a Paramotor
Переглядів 67Рік тому
Matt Fly's a Stretch of Forest in a Paramotor
Chasing Hot Air Balloons in my Paramotor
Переглядів 55Рік тому
Chasing Hot Air Balloons in my Paramotor
Paramotor Flight from Excelsior Springs, Missouri
Переглядів 131Рік тому
Paramotor Flight from Excelsior Springs, Missouri
Proximity Decimation Technique in Blender 3.3 (Updated!)
Переглядів 6 тис.Рік тому
Proximity Decimation Technique in Blender 3.3 (Updated!)
How to use Poly Haven textures in Houdini with Karma
Переглядів 19 тис.Рік тому
How to use Poly Haven textures in Houdini with Karma
Unity + OpenCV Interactive Webcam Video Tutorial
Переглядів 24 тис.2 роки тому
Unity OpenCV Interactive Webcam Video Tutorial
Kinetic Sculpture: Zero Gravity Wave Mechanism
Переглядів 8622 роки тому
Kinetic Sculpture: Zero Gravity Wave Mechanism
Houdini Blender - Dancing Ropes Tutorial (Vellum sim and Alembic file)
Переглядів 1,9 тис.2 роки тому
Houdini Blender - Dancing Ropes Tutorial (Vellum sim and Alembic file)
Quick tool to undistort images and push to rest api
Переглядів 752 роки тому
Quick tool to undistort images and push to rest api
Super cool explanation.
HOW CAN WE USE mtlx ambientocclusion I TRY TO SERCH BUT NO ONE GIVE ME ANSWER:(
And for the Normal map I think you need to set the Signature to Vector3
i also love arduino and i made bluetooth control car
Amazing tutorial. Fantastically fun! I really like the detailed directions, suitable for early-intermediate users like myself who sometimes forget shortcuts. Also, DECIMAAAAAAATE
minute 13:32 its your cat? 😍
legend
can we use it with Unity engine?
how to change webcam?
can anyone explain what happening there?
This is was a dumb concept from back in the day that had patio umbrellas open in response to a guest walking close to them. Honestly, it probably shouldnt even be a public video because it was so specific to the project at the time
Would love to see more of these types of tutorials!
I think there is not enough video-material on karma - can I study mantra before karma? How manrta is comparable to karma?
Great tutorial, I also liked the sporadic cat noises in the background
And how to use the AO texture?
HI matt! first off, incredible work! Not just this one, took a little deep dive into your other work and instantly subbed! If you don't mind me asking, how did you get it to work inside Houdini and would you be willing to share any papers that have been released on the algorithm of ferrofluid implementation? I've been working on an audio visual project for a while that covers the chladni plate, ruben's tube and probably the most difficult of them all, ferrofluid. most adaptions online are just gimicks and not actual simulations and personally have been stuck on figuring this thing out for a while. either way, thanks for sharing this clip! cheers!
Thank you for the kind words. I am afraid that while I was inspired by the look and movement of ferrofluid this sim also doesn't really have anything to the actual substance. The overall shape is driven by a line expansion style algorithm and the displacements are noise based with modulations from the distance to the closest edge. Sorry to get your hopes up
@@MattBell Not at all! still very creative and awesome! thanks for sharing Matt!
How do you do this , this is so smooth
That was actually the biggest challenge with this. I had a number of spots in the graph to smooth shapes and blend between frames
Amzing , I hope you publish more tutorials & lectures
我的RawImage的宽高是3860*2160的,太大了,怎么设置WebCamTexture的Input的视频流宽高呢?而且显示的画面是静态的
Oh, that's clever! Thanks for sharing.
Thanks for the tips! Can you please tell me how to connect up a triplanar node to avoid having to do UVs??
Have you tried combining ARFoundation + OpenCV plus Unity on an Android phone? I tried but got a white background, that is, the AR camera works, but the OpenCV (RawImage) overlay does not, just a white background and that’s it. Is there a way to combine them?
I also suffer from the same problem, have you reached a solution?
Amazing!
Don't feed magnets to your slime mold.
I dunno. Seems kind of fun
@@MattBell It's all fun and games until they get into your computer.
I fixed the ToVector2 function so that you dont have to change the rotation, size and position of your collider to line it up, This way it also works with diferent resolutions of camera and screen. private Vector2[] toVector2(Point[] points, int width, int height) { float Mx = (float)Screen.width / (float)width; float My = (float)Screen.height / (float)height; int _x = 0; int _y = 0; vectorList = new Vector2[points.Length]; for (int i = 0; i < points.Length; i++) { _x = Convert.ToInt32(points[i].X * Mx); _y = Convert.ToInt32((height - points[i].Y) * My); Vector3 p = new Vector3(_x, _y, 0); p = Camera.main.ScreenToWorldPoint(p); vectorList[i] = new Vector2(p.x, p.y); } return vectorList; } the wisth and height parameters are the width and height of the processimage. Width = processImage.Width; Height = processImage.Height;
Beautiful!
Thank you!
beautiful
Does anyone know why my HDRI background doesn't show like in this video? All I get is the default viewport gradient background and grid.
Can you please share details on the batteries you are using
love it
Thanks, man
wow that was really cool
thats amazing, a childs dream bringing real objects into a gameworld, seeing the end result is really tripping me out ^^ thanks for the tutorial
nice video, thanks for your help
Your displacement is stretching around hard/high curvature edges. If you create a second N attribute (name it Nn or Nb or something unique), blur that and then use THAT as your displacement direction, your textures will no longer stretch around edges.
That sounds handy. Could you elaborate on how/where exactly to put that? 🙏
As always, Houdini makes simple things hard and hard things simple 😄 Nice to know we have this kind of control! Don't even know if it's even possible in other DCCs.
really helpful brother, thanks a lot. love from bharat
Thank you for sharing!
I really appreciate the effort that you make in order to share your skills with us, I'm impressed with the quality of your content.
Thank you! Thats very kind of you to say
insanely good buddy!
Great tutorial and fascinating project! I'm trying to use OpenCV to see if it's possible to "track" an object in a video (not the webcam) and finding this difficult to achieve. There is a demo scene that uses a TrackerScript which inherits from Webcam and it achieves this perfectly on a webcam view. I figured it would be straight-forward to do this on a video surface instead but man it's giving me trouble. Your tutorial doesn't cover this but it does give me a much better understanding of how to work with OpenCV. If you have any tips on achieving this effect I'd love your insight!
Any luck? I'm trying to find the same thing
3D Hohol tutorial
i want to install in my phone, but the screen size turn wrong, and if i change size look like detect can't collider with the ball =口=
can teach how to do this? it's fun!!!QQ
Which part are you interested in?
how to touch(point) the wall and play music with cool visual and sound volume are match? use with steam or Quest? @@MattBell
@@whitelee9630the interaction with the wall is done by raycasting from the users head location through the midpoint between the thumb and pointer finger. The visual effects are done using a relatively simple particle system in the vFX system. The music is handled in a software synth that ends up handling OSC message. Developed in Unity 3d for the Quest 2
Gorgeous
Hey Matt, great tutorial! Your introduction worked perfectly for me on Windows. Now, I'm trying to implement this Unity + OpenCV setup on an Android smartphone, but I'm having some issues. Do you have any experience with that and might have some tips? Thanks in advance and keep up the good work!
I am afraid I havent used the OpenCV library on Android.
Far out dude! It's like a digital steel drum.
this looks like it would be an awesome interactive museum piece!
Thanks, it went over well at the art show
THANKS for that video. This content is priceless and really awesome, thanks, thanks and thanks!!
Welcome to Steam Edition
Thor 303 foot launched?
I'm on a moster 185. Not sure what the other guy was flying
I loved this tutorial.
At 2:25 in video were are u