pasting for future me, this doesnt do any stupid splitting/fusing:
future nick: see above for how to displace in sops
pasting for future me, this doesnt do any stupid splitting/fusing:
future nick: see above for how to displace in sops
@mestela spent the afternoon chatting with @BouncyFerret[Aslak] , @squidbean and @drewzeefx polishing the attribute expand to do what the group expand node does. The flood fill that group expand offers is not in there though. I want to convert this to a hdk node in the future but this is what you get for now : )
Can limit by group, attribute, uv island and normal
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241205/18/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241205/18/24/waffles_attribute_expand_demo.hip
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241205/18/24/sop_waffleboytom.attribute_expand.1.0.hda
@mestela spent the afternoon chatting with @BouncyFerret[Aslak] , @squidbean and @drewzeefx polishing the attribute expand to do what the group expand node does. The flood fill that group expand offers is not in there though. I want to convert this to a hdk node in the future but this is what you get for now : )
Can limit by group, attribute, uv island and normal
I have made a few more nodes for my SOP compositing dev playground. If you like to play around I attached a hip file with the current state of affairs.
Nodes so far: color image uvmap vectormap colorEX(colorcorrector) warp uvmap comp grade expand rasterizetoformat
You can do basic comps with it. but it is missing a lot.
you can do things like this.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245705/17/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245705/17/24/compton_dev_2.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245705/17/24/houdini_EEjShrqXh8.mp4
I have made a few more nodes for my SOP compositing dev playground. If you like to play around I attached a hip file with the current state of affairs.
Nodes so far: color image uvmap vectormap colorEX(colorcorrector) warp uvmap comp grade expand rasterizetoformat
You can do basic comps with it. but it is missing a lot.
you can do things like this.
Hi 😀 I published Vegetation Solver It is based on “A Coupled Vegetation-Crust Model for Patchy Landscapes” You can simulate dryland vegetation patterns based on HF 👍 reference www.researchgate.net/publication/285883124_A_Coupled_Vegetation-Crust_Model_for_Patchy_Landscapes hip drive.google.com/file/d/1Q0v1wSXfwKb-Dk6YvayL_fWpYuoyZY3R/view?usp=drive_link
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241805/11/24/vegetationcrust.mp4
Hi 😀 I published Vegetation Solver It is based on “A Coupled Vegetation-Crust Model for Patchy Landscapes” You can simulate dryland vegetation patterns based on HF 👍 reference www.researchgate.net/publication/285883124_A_Coupled_Vegetation-Crust_Model_for_Patchy_Landscapes hip drive.google.com/file/d/1Q0v1wSXfwKb-Dk6YvayL_fWpYuoyZY3R/view?usp=drive_link
Ultra simple coloring setup :O)
However that one (to use in the SatMap wrangle) is hacked from Gaea :S … use with caution
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242205/10/24/GIF_5-10-2024_4-51-29_PM.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242205/10/24/QuickColorHF_8.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242205/10/24/clutRocky.png
Ultra simple coloring setup :O)
However that one (to use in the SatMap wrangle) is hacked from Gaea :S … use with caution
they don’t, the trail SOP, or point vel SOP is where you do the calc
compute accel
it’s probably the number one complaint from VFX Supervisor’s on FX Dept work
in every company
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243205/08/24/image.png