HS-231: Loops
At the end of this course, you should walk away with a more clear understanding of which loops to use for your build task needs, as well as how to set up the nodes properly to keep your workflow efficient and functional.
Files
Session 1 Outline
Session 1 Full Video
1-1 - Introduction- David Torno Intro
1-2 - Introduction- Resources
1-3 - Introduction- Teaser
1-4 - Introduction- References
2-1 - Basics of Loops- Using Loops
2-2 - Basics of Loops- Project File Explanation
3-1 - For Each Fetch Input- Assets and Troubleshooting
3-2 - For Each Fetch Input- Block Node
3-3 - For Each Fetch Input- Block Begin
3-4 - For Each Fetch Input- Feedback Iteration
3-5 - For Each Fetch Input- Method Function
3-6 - For Each Fetch Input- Q- Flattening
3-7 - For Each Fetch Input- Note on Evolutions
3-8 - For Each Fetch Input- Q- Separated Iterations
3-9 - For Each Fetch Input- Q- Project File Parameters
3-10 - For Each Fetch Input- Q- Fetch Feedback and Merge Each Iteration?
3-11 - For Each Fetch Input- Extract Piece or Point
4-1 - Metadata- Metadata Iterations
4-2 - Metadata- Value and iValue
5-1 - Block End - Parameters
5-2 - Block End - Single Pass and Stop Condition
5-3 - Block End - Q- Single Pass Preview?
6-1 - Swiss Cheese- SDFs and Pieces
6-2 - Swiss Cheese- Manipulating Points
6-3 - Swiss Cheese- w-o For Loop Set Up
6-4 - Swiss Cheese- Q- Block Begin & End?
6-5 - Swiss Cheese- Q- Input Limit?
6-6 - Swiss Cheese- Why Useless Button
7-1 - SOPs- More Extrusions with Loops
7-2 - SOPs- Q- Retrieve Metadata?
7-3 - SOPs- Final Results
8-1 - Smoke Simulation- Converting Attributes to Volume
8-2 - Smoke Simulation- Pyrosolver and Creating Trails
8-3 - Smoke Simulation- POPnet
8-4 - Smoke Simulation- Speed Float Variable
8-5 - Smoke Simulation- Adding Resolution w/ TOPnet
8-6 - Smoke Simulation- Iterations & For Loops
8-7 - Smoke Simulation- Q- Naming Conventionality?
8-8 - Smoke Simulation- Q- TOPnet Attributes?
8-9 - Smoke Simulation- Q-Not connected to the File Node?
8-10 - Smoke Simulation- Q-Block Begin?
8-11 - Smoke Simulation- Q-Iterations on Iterations?
8-12 - Smoke Simulation- Q-Velocity after POPnet?
8-13 - Smoke Simulation- Visualization and LOPnet
9-1 - Random Extrusions- Grabbing Lengths
9-2 - Random Extrusions- Fetching in Loops
9-3 - Random Extrusions- Q-Loops vs Solvers?
9-4 - Random Extrusions- Q-Single Pass Solver not showing previous iterations?
9-5 - Random Extrusions- Q-Disabling Measurements and Inputs?
Session 2 Outline
Session 2 Full Video
1-1 - Note- Note on Last Session
2-1 - Nested Loops - Slicing Geo Example
2-2 - Nested Loops - Nested Loops - First Loop
2-3 - Nested Loops - Begin Second Loop
2-4 - Nested Loops - Q- Does _Floor_ Round Down-
2-5 - Nested Loops - Q- _chi_ Means Chanel Integer-
2-6 - Nested Loops - Second Loop - Vex Breakdown
2-7 - Nested Loops - Q- 'bbox' variables feed into 'if' statements
2-8 - Nested Loops - Second Loop
2-9 - Nested Loops - Packed into DOPnet
2-10 - Nested Loops - Q-Polyfill data
2-11 - Nested Loops - Finishing the DOP
2-12 - Nested Loops - Q- Using relative paths to Attribute Wrangle as opposed to ‘Spare Inputs’
3-1 - SciFi Vector Graphics - Example 6A Overview and POPnet
3-2 - SciFi Vector Graphics - Creating Mask and Adjusting Attributes
3-3 - SciFi Vector Graphics - Begin Loop - Poly Extrude
3-4 - SciFi Vector Graphics - Using Primitive and Adding Compile
3-5 - SciFi Vector Graphics - Example 6B
3-6 - SciFi Vector Graphics - Q-Compile Node Pros Cons
4-1 - Using For Loops for UVs- Node Structure Example 7
5-1 - RBD Destruction With Loops- Using Loops to Fracture Initial Setup
5-2 - RBD Destruction With Loops- piece_ Attribute Naming
5-3 - RBD Destruction With Loops- Note on Naming Attributes and Bypass
5-4 - RBD Destruction With Loops- Q-Does using a subpiece prefix give you duplicate names
5-5 - RBD Destruction With Loops- Q-Drive with the name of the piece being fractured
6-1 - Using Loops for Time Remapping- Alembic File Remapping
6-2 - Using Loops for Time Remapping- Time Shift with Custom Animation
6-3 - Using Loops for Time Remapping- Alternative and Limitations of Time Shift
6-4 - Using Loops for Time Remapping- Q- Copying vs Instancing
7-1 - Using Stop Action- Packing Subdivisions
7-2 - Using Stop Action- Packing for Multiple Geometries
7-3 - Using Stop Action- Production Setup for Batch Geometry
8-1 - SOPS Thread Art- Setting Up Base Geometry
8-2 - SOPS Thread Art- Particle Sim Vex Explanation
8-3 - SOPS Thread Art- Fields
9-1 - Ending Notes Working w Vex and Future Sessions
9-2 - Ending Notes- Q-Loops possibilities
9-3 - Ending Notes- Q-Shading with Loops
9-4 - Ending Notes- Q-Clarify For and For Each
Session 3 Outline
Session 3 Full Video
1-1 - Session 3 Introduction- Resources
1-2 - Session 3 Introduction- Note on Last Session
2-1 - Loops Input Types in VOPs- Geo Parameters For Setup
2-2 - Loops Input Types- VOPs Parameters
2-3 - Loops Input Types- Variable Inputs
2-4 - Loops Input Types- Q- Why are the colors black and white
2-5 - Loops Input Types- For Loop Until
2-6 - Loops Input Types- For Each Loop Arrays
2-7 - Loops Input Types- Q- Is connecting nodes to the geometry needed
2-8 - Loops Input Types- For Each Loop Until
2-9 - Loops Input Types- While Loop
2-10 - Loops Input Types- Do While Loop
2-11 - Loops Input Types- Notes on Loop Types
3-1 - Abstract Dots Using For Each- Dots UV Set Up
3-2 - Abstract Dots Using For Each- For Each VOPs Variables
3-3 - Abstract Dots Using For Each- VOP Final Output Details
3-4 - Abstract Dots Using For Each- Q- ‘Import Point Attributes’ vs ‘Bind’ Node
4-1 - Displacement of Geometry with ForEach- POP and Geo Setup
4-2 - Displacement of Geometry with ForEach- VOPs-
4-3 - Displacement of Geometry with ForEach- Q-Is falloff node making displacement effect
5-1 - POP Portal For Until- Creating Ring and Variables
5-2 - POP Portal For Until- Displacing and Parameters
5-3 - POP Portal For Until- POP Sim Set Up
6-1 - COPs - Iridescent Displacement- Iridescent Texture
6-2 - COPs - Iridescent Displacement- For Loop Set Up
6-3 - COPs - Iridescent Displacement- USD Specific Rendering
7-1 - COPs - SciFi Landscape- Noise Setup in Loop
7-2 - COPs - SciFi Landscape- Attributes and Render
8-1 - LOPs and Loops- Replicating Lights w- Variation
8-2 - LOPs and Loops- Primitive Path with Math and Vex
8-3 - LOPs and Loops- Q-Replicate with SOPS and Instances
9-1 - Ending Statements- More w SOPs and Loops
Session 4 Outline
Session 4 Full Video
1-1 - Introduction- Updates
1-2 - Introduction- Note on Files
2-1 - VEX and Loops- For Loop and Code
2-2 - VEX and Loops- For Loop Inputs
2-3 - VEX and Loops- For Each
2-4 - VEX and Loops- While and Do While
2-5 - VEX and Loops- Comparison SOPS and Break-
2-6 - VEX and Loops Outputs- For
2-7 - VEX and Loops Outputs- For Each
2-8 - VEX and Loops Outputs- For Each B Loop
2-9 - VEX and Loops Outputs- While and Do While
3-1 - Web Head- False Positive Note
3-2 - Web Head- Geo and Density
3-3 - Web Head- Declaring Variables
3-4 - Web Head- Custom Function
3-5 - Web Head- Custom Function for Trails
3-6 - Web Head- Final Output of Head
4-1 - Geometric Pattern with For Loop- Create Initial Frame
4-2 - Geometric Pattern with For Loop- Modulo and Loop
4-3 - Geometric Pattern with For Loop- How does the Loop end of repeating- Is it because of the gap-
5-1 - Peel Back Effect with For Each Vex- Attributes and Base Geo
5-2 - Peel Back Effect with For Each Vex- Making the Mask
5-3 - Peel Back Effect with For Each Vex- Displacing Face with Mask using For Each
5-4 - Peel Back Effect with For Each Vex- Final Touches and Clean Up
5-5 - Peel Back Effect with For Each Vex- Q-Where is the Velocity in the For Each Loop
5-6 - Peel Back Effect with For Each Vex- Q-Velocity corresponds with Normals
6-1 - Burst Particles With While- Detail Intrinsic w- Use Case for While Loop
6-2 - Burst Particles With While- Creating the Warp Zones
6-3 - Burst Particles With While- Mapping Position, Deformation, and Forces
6-4 - Burst Particles With While- Deformation FX Strands with While Loop
6-5 - Burst Particles With While- Adding Extra Details to Trails
6-6 - Burst Particles With While- Particle Sim
6-7 - Burst Particles With While- Final Details on Sim and Cache
7-1 - Scattered Circle With Do While and Arrays- Do While and Arrays
7-2 - Scattered Circle With Do While and Arrays- Adjusting Parameters
8-1 - Living Network Example - Density Based Connections- Declaring Variables in Attribute Wrangle
8-2 - Living Network Example - Density Based Connections- Manipulating Points with Nested Loops in Static Version
8-3 - Living Network Example - Density Based Connections- Non Static Version - Creating POP Sim
8-4 - Living Network Example - Density Based Connections- Final Details and Rendering
8-5 - Living Network Example - Density Based Connections- Q- Rendering process with TOPnets
8-6 - Living Network Example - Density Based Connections- Addendum Fix to TOPnet error
9-1 - Last Words- Note on Vex and Questions
9-2 - Last Words- More Classes
Submit your work
Loops | SOPs Part 1
Loops | SOPs Part 2
Loops | VOPs
Loops | VEX