Hello everyone, I have released this Digital Asset for layout in Solaris. (Disclaimer: I haven’t used it extensively in production yet.) https://www.youtube.com/watch?v=zdEJcyOmgTg
Author: admin
Archived post by sniperjake945
using the group mask like: “`c int prim; vector uv; string group = “@class!=” + itoa(i@class); //where @class is both a point and prim attribute in this case
xyzdist(0, group, @P, prim, uv); “`
heres an example where we draw lines using the result
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264309/09/26/image.png
Archived post by animatrix2k7
Full Monaco Editor integration with Houdini-aware language intelligence powered by the Language Server Protocol (LSP) for VEX, Python, OpenCL C, and C++/HDK.
VEX: Live attributes from the current geometry and connected inputs, with awareness of attribute class, type, tuple size, arrays, precision, groups, intrinsics, parameters, run-over mode, and input origin. Includes automatic type-prefix correction and context-specific functions discovered via vcc.
OpenCL C: clangd integration with awareness of Houdini #bind declarations, typed kernel arguments, live attributes and groups, SOP/DOP/COP contexts, binding access modes, supported methods, kernel options, language standards, and include paths.
C++/HDK: clangd-powered semantic type inference, member completion, overloads, macros, include resolution, diagnostics, and navigation using the installed HDK headers, compile definitions, and toolchain configuration.
Python: Pyright integration using Houdini’s installed Python libraries and the full hou API, with inferred HOM types and support for parameter expressions, callbacks, menu scripts, kwargs, node, geo, imports, functions, and classes.
Context-aware completion, signature help, hover documentation, diagnostics, go-to-definition, references, and symbols, all without cooking geometry to generate suggestions.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264008/31/26/monaco4.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264008/31/26/monaco3.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264008/31/26/monaco2.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264008/31/26/monaco1.png
Archived post by mysterypancake
tried implementing a paper “Estimating Discrete Total Curvature with Per Triangle Normal Variation” by Crane He Chen
it uses the variation of the normals to represent curvature, seems to give cleaner results than the measure node (left)
github.com/MysteryPancake/Houdini-Fun/blob/main/README.md#fast-curvature-from-normals
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20262108/31/26/fast_laplacian_curvature.png
Archived post by mysterypancake
tried implementing a paper “Estimating Discrete Total Curvature with Per Triangle Normal Variation” by Crane He Chen
it uses the variation of the normals to represent curvature, seems to give cleaner results than the measure node (left)
github.com/MysteryPancake/Houdini-Fun/blob/main/README.md#fast-curvature-from-normals
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264908/31/26/fast_laplacian_curvature.png
Archived post by vanity_ibex
Oh yeah, should have probably put the file in here directly 😅 the point rasterizer has been made more or less obsolete by the rasterize gsplat node, but the dispersion distort is lots of fun!
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20262108/21/26/point_rasterizedispersion_distortion.hiplc
Archived post by vanity_ibex
I don’t think there is “proper” support for that, but the stamp node can take advantage of the adjacency interpolated position map, but some of the stamps are still a little janky
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261008/20/26/adjacency.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261008/20/26/adjacency_stamp.hiplc
Archived post by profbetis
okay here’s the file! enjoy digging in! it’s a doozy lol
I’d really like to teach/explore this uv position space more. it bridges a strange gap I was missing before where stuff felt too baked into volumes without being able to zoom/pan outside of that window easily. really powerful concept
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261908/19/26/kw_hou_solar_eclipse_v011.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261908/19/26/image.png
Archived post by profbetis
I’m having way too much fun with this thing lol. anyway here is the file. It uses some H22 stuff in there so you gotta be on that version
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004_bright_and_wild.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004_dark_and_spacey.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004_darker_and_spacier.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004_dawn.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004_city_yard.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004.hiplc
Archived post by jim.meston
Updated Anisotropic Blur, added an anisotropy bias parm. By some coincidence if we blur P and uv at the same time we can get sliding topo with auto corrected UV’s. Passing the blurred point uv_temp.y to vertex uv.y gives us seam independent uv correction (in this case). This is just blur not ‘edge sliding’. Happy accident.
Though I’ve been focusing on position blur etc, i popped in some float bias and float bias decay controls which allow for flow advection type stuff directly from the modded attribute blur sop. Float bias accumulated min/avg/max and bias fade allows for accumulation and decay such that when there is strong anisotropy we can very controllably fade the contribution across the length of the blur. Interestingly (to me) while isotropic floor stabilizes some erratic behaviour with vectors like @P etc, it creates a convenient trail diffusion when used with floats. I meant that to happen, honest.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265508/05/26/sign_bias_uv.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265508/05/26/fade.gif