Here you go
Might have to have the channels selected
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241709/04/24/image.png
Here you go
Might have to have the channels selected
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241709/04/24/image.png
Sorry for finding your post late 😟 It may be too late now, but I tried implementing the biharmonic distance paper drive.google.com/file/d/1idWx_30R_VuXmIfLpyvkdl2ZCSak3x3D/view?usp=drive_link
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243208/31/24/image.png
@toadstorm fuck yesss that worked! was able to see the definition of the functions in there, found the inputindex call
for anyone curious, inputindex was the param i was looking for. the code for the action button: “` from kinefx.ui import rigtreeutils rigtreeutils.selectPointGroupParm(kwargs, inputindex=1) “` and the menu script: “` from kinefx.ui.jointselection import buildTransformMenu return buildTransformMenu(kwargs[‘node’], inputindex=1, is_motionclip=False) “`
gives you joint selection for the second input of your hda
Hi, I published a new hip that implements “Exact Evaluation Of Catmull-Clark Subdivision Surfaces At Arbitrary Parameter Values”😀 It computes the position and tangent plane after applying Catmull-Clark Subdivision from any position on a polygon.
I might implement application to boundary polygons someday😅
drive.google.com/file/d/1aRx1MTbTXMDPinAJzH9el-ZN3dUE6Kqr/view?usp=drive_link
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241708/24/24/catmullclark1.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241708/24/24/catmullclark3.png
i wanted to copy a bunch of “characters” to points and be able to deform them with a rigpose after cloning. here is a hip file with my solution to updating the capture data so that the deformer works
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242808/22/24/clone_captured_meshes.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242808/22/24/houdini_hvPjjpmC8W.mp4
@cdordelly Looks like the above Karma render is missing the reflection on backside, aka Enable Internal reflection on Render geometry settings LOP. It`s off by default….
had another thought about glow stuff… cops comes with a prefix sum node which makes what graphics people call “summed area tables” that let you look up box filters of any size pretty much instantly, so you can add up tons of them and get something p smooth <:cat_zuul:354000291768696834> even 100 layers stays pretty fast
i love it when you make a glow that’s realistic enough you start squinting because it feels like looking through dirty glass
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245307/26/24/Ls_Cop3PrefixsumGlow.hipnc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245307/26/24/Screenshot_from_2024-07-25_22-23-15.png
since we were talking about dual rest fields for MPM i was dicking around in COPs and made a flowmap example for that, exactly the same concept but in texture space
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243707/22/24/cops_flow_map.hip
finally got some proper time to test copernicus, loving it so far. did this custom flakes setup
(needs to relink hdri)
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245707/18/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245707/18/24/flakes_maps.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245707/18/24/cop_flakes.hiplc
@paqwak
ultra simple and if you were out for that performance boost you’d probably set up a dopnet over the solver but the idea comes across
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245007/18/24/VellumSlidingBall.hip
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245007/18/24/image.png