Yes, there is a parm tag you can apply to your int sliders
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Yes, there is a parm tag you can apply to your int sliders
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Talking of COPs… (shameless plug)
T-Gen … texture generation tools for Houdini. jmtools.gumroad.com/ Free version available for anyone who is having bank issues.
Some nice things in here… wrangle, instancer, sample generator, a Karma Preview from COPs. And loads of help files. …
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@waffleboytom I made that demo i was talking about yesterday, and wrote a long comment in here explaining how atomic floating point operations work in ocl… Tweet: https://twitter.com/TearsOfJake/status/1748143788936286217
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ah okay i think this is a fun tiny bug in my code here’s an updated file
with a toggle for masks
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i made a little list of all string handling functions because there is not convenient way of listing them in the documentation.
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are you in H20? 😮
github.com/jakericedesigns/Assorted-Houdini-Demos/tree/main/HeightfieldTerracing here’s a link to the hip file
“`c float radius = chf(“radius”);
float dia = volumevoxeldiameter(0, “height”) / sqrt(3);
int voxel_rad = ceil(radius / dia);
float height_max = f@height;
for(int i = i@ix-voxel_rad; i <= i@ix+voxel_rad; i++) { Â Â for(int j = i@iy-voxel_rad; j <= i@iy+voxel_rad; j++) Â Â { Â Â Â Â if(length2(set(i-i@ix, j-i@iy)) < voxel_rad*voxel_rad) Â Â Â Â { Â Â Â Â Â Â float height = volumeindex(0, "height", set(i, j, 0)); Â Â Â Â Â Â height_max = max(height, height_max); Â Â Â Â } Â Â } }
f@height = height_max; “`
There’s already an RFE about this when I was at SideFX(I think, its been a while)
for age yea you’ll have to implement that too – I guess that’ll be an RFE
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so heres One Weird Trick that Sim Folk Don’t Want You To Know
add a pop speed limit, and set a minimum speed
i found with default boid stuff in pops that particles can stop too easily, which ruins the look
if you don’t allow the particles to go below a certain speed, you get much more of that bird like motion