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 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

Archived post by mankara

Yes but itโ€™s also really fun โ˜บ๏ธ Right now Iโ€™m fighting orientations after they have been surface or point deformed, to fit to anim ๐Ÿ˜… Also tried GuideDeform but something broke there, have to investigate that further

Hello feather friends!
I found it very hard to find a simple technical setup for feathers, that just shows a simple case of a feather setup with deformation, which also works in Solaris. So I decided to make one and share it with you ๐Ÿ˜Š
I hope it will help!

(tagging @dannylaursen @magnusim @janhebein cause you were interested in it ๐Ÿ˜Š)

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261108/02/26/feathers_technical_setup.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261108/02/26/feather_technical_setup.hip

Archived post by zspc

I just improved the docs for my Optimal Transport HDA (CPU default but GPU acceleration using CuPy if you have an NVIDIA card), thought I’d share the link since I haven’t posted it here before! github.com/conlen-b/cb-houdini-tools/tree/main/sinkhorn-based-log-domain-optimal-transport
The repo also has the raw python scripts that I heavily documented while creating it so feel free to poke around there to learn how sinkhorn based log domain optimal transport works (or to point out things I can improve!)

I originally made it for my implementation of @jake rice ๐Ÿ˜ฎ ‘s awesome Raya Druun paper, when I made it I didn’t realize that he had already posted an optimal transport implementation on [his github](github.com/jakericedesigns/Assorted-Houdini-Demos/tree/main/OpenCL%20Optimal%20Transport) so I reinvented the wheel a little bit ๐Ÿ˜… but with CuPy it’s nice and fast (and can support double precision, by default I set it to float precision though) and above all helped me learn a lot!

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264107/30/26/OptimalTransportDemo_compressed.mp4

Archived post by bouncyferret

I did give flow + adjacency a stab earlier, but it’s not perfect. Might be good enough if the flow is not too chaotic. A better approach might be to have larger uv tile padding to give project non-divergent more area to solve (after adjacency sampling)
Flow block is cracked to do adjacency sampling, good luck ๐Ÿ™‚

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260007/30/26/flow_adjacency_60fps.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260007/30/26/adjquest_flow-block.hiplc