Archived post by mattiasmalmer

made a vectorscope too.
i tend to like having my vectorscope align with how the colors are spread out in the color pickers. so i made it my way. but it is easy to change in the code. (i provide the more common weights in there if you like that better)

it is great when doing color correction.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251009/08/25/houdini_8RTPAUMZeN.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251009/08/25/vectorscope.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251009/08/25/houdini_nOPvqR2Gsl.mp4

Archived post by petersanitra

@Jonesy But you don`t need to create any VDBs.., you can use same geo(usd primitive), duplicate it and set as uniform volume for rendering(render geometry settings LOP), or use Karma fog(you can unlock it and to understand how it’s done, with custom mesh).

@drewzeefx @Jonesy Uniform volume setup with geo, that is not really uniform, because it does have proper shader with anisotropy and multiple bounces, that checkbox is a bit deceiving…

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253209/02/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253209/02/25/not_so_uniform_volume.hip

Archived post by ogvfx

If the point counts are consistent with Id’s all you need to do is calculate the distance between the shapes to get the length and direction.
sops wrangle: vector targetPos = point(1,”P”,@ptnum); vector restPos = point(0,”P”,@ptnum);
v@splashP = (targetPos – restPos) * ch(“splashPMult”); v@splashV = (targetPos -restPos ) * ch(“splashVMult”);
You can create something like a splashP and splashV attribute to control in flip, pops, etc.
I did something like that on the first badguys and some other shows. zerply.com/r/29FebF6u/badguys-fx
I animated sdf’s and controlled the ocean sim to match the shapes and timing.
You’ll want to calculate a birthFrame in sops, then you can animate the force procedurally.
wrangle in dops: float tf = f@birthFrame ; float offset = f@s;
float tfOffset = tf + ch(“offset_mult”);
float timer = fit(@Frame,tf,tfOffset,1,0);
v@P += (v@splashP * timer)*ch(“amount_mult”);
v@v += (v@splashV * timer)*ch(“amount_mult”);
I did something a bit more technical on elemental using jakes optimal transport but the same idea.

Archived post by toadstorm

speaking of windows bullshit, someone just brought a powershell script to my attention that removes copilot from everything

open windows powershell ISE in admin mode, then:

“` & ([scriptblock]::Create((irm “https://raw.githubusercontent.com/zoicware/RemoveWindowsAI/main/RemoveWindowsAi.ps1”))) “`

Archived post by coskuturhan

For various reasons I always end up needing a tree mask in COPS, so I wrote a wrange to generate them.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254708/25/25/67D266A0-E79B-4147-B3C5-E5FC57F33AB4.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254708/25/25/C3F7C077-1061-4D7D-A9CF-FEE53962C035.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254708/25/25/message.txt

Archived post by niconghiem

just a heads up there are some ‘theoretical’ guarantees that are not there so it might trip in some extreme cases (probably when the query point is far from the quad)

if I have time I’ll try to find out something I read in a paper the other day that had a more sane approach for this

but I need to find which paper lmao

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255308/10/25/pointquaddist.hiplc