Archived post by sasabudimir

@tokyomegaplex Sry for the delay, but here’s a simple scene that will hopefully give you an idea of how to do your hair stuff in SOP vs. OBJ context. Re deformation of the final groom, it’s always tricky (every presentation I watched pretty much ends with “yeah, we wrote our own hair deformer”), but with enough fiddling you can get acceptable results. There are notes all over the place but if something is not clear, just let me know. *I’m prepared to be ridiculed by the folks who do this type of stuff on a daily basis, just so you know :)*

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240111/16/24/SOPs_hair_for_Chris.hiplc

Archived post by mattiasmalmer

if you want to chamfer your polylines and if you change your mind…

they are a bit fidgety at times. you might want to throw a fuse and a polypath after the linechamfer. but it depends on the use case.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243011/01/24/houdini_YMeBO0KWQj.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243011/01/24/sop_mattias.harden_line.1.0.hdalc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243011/01/24/sop_mattias.lineChamfer.1.0.hdalc

Archived post by mattiasmalmer

i was just mucking about with a slightly neater way of approximating an object with spheres. the vdbtoSpheres is a little rough. here my version use 1700 spheres and vdbtoSpheres use 3300. and as you can see it does considerably worse even with twice the numbers.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241410/29/24/houdini_zCpch2dAjK.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241410/29/24/shapeasspheres.hiplc

Archived post by mattiasmalmer

sure thing. This is not the optimal way of doing this. but i really wanted the resulting surface. If you instead of a volume use a grid and then delete all the “used” areas it gets faster and faster for each iteration. then you can easily generate many thousands of circles. but i leave that for you to experiment with 🙂

ok here is the fast one too… 🙂

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242910/28/24/apollonian_gasket.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242910/28/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242910/28/24/apollonian_gasket_withfastsolve.hiplc