www.sidefx.com/forum/topic/78597/?page=1#post-337215 i think matt did it once
i’ve reused his file many timees
www.sidefx.com/forum/topic/78597/?page=1#post-337215 i think matt did it once
i’ve reused his file many timees
Wire solver.. Very interesting approach.. Didn’t know anyone used the wire solver still haha
Here’s a vellum approach.. Basically the same as the other one, but using vellum instead
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234707/28/23/knit.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234707/28/23/Knit.hip
Wire solver.. Very interesting approach.. Didn’t know anyone used the wire solver still haha
Here’s a vellum approach.. Basically the same as the other one, but using vellum instead
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234707/28/23/knit.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234707/28/23/Knit.hip
Nice presentation Magnus !!!! Wondering, wouldn’t the good old xyz function be better to stick hpaint stuff on a model ? (instead of the raycast method). Maybe there are flows with that method I don’t understand tho 😉
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20231207/26/23/xyz.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20231207/26/23/xyz.hiplc
Nice presentation Magnus !!!! Wondering, wouldn’t the good old xyz function be better to stick hpaint stuff on a model ? (instead of the raycast method). Maybe there are flows with that method I don’t understand tho 😉
yup, probably very ugly ‘coding’ wise, but … it works :O) (still need to add the break/stop) condition … kinda hypnotic 🙂 (I should rename it “retarded postman” or something 🙂 )
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20232307/14/23/PseudoPostman3.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20232307/14/23/GIF_7-14-2023_1-24-27_PM.gif
totally, seems that openIO won’t area-sample pngs
well, multiple calls of colormap it is
totally works with the mandril
for posterity, this is how I solved it with multiple calls of colormap: “`c vector uvw = set(v@P.x+.5,v@P.z+.5,0.0); string texPath = chs(“tex_path”); vector colors[] = {}; for(int i=0;i
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20230707/12/23/image.png
@squidbean yes and yes, and use .tx, works great for me. You can also use {“KARMA_XPU_OPTIX_SPARSE_TEXTURES” : “1”} to force it to sparse
re mipmapping, it picks correct mipmap level from tx. You can check with this map for example, if you don`t have one around already… dgruwier.gumroad.com/l/LJehG
It`s fun map to use, for example checking displacement, comparing engines etc, fun fun 🙂
inside the rig vop:)
this looks crazy, but its actually a lot easier than trying to do everything with skeleton blends and its very quick
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234707/07/23/william.rig.1.0.hdalc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234707/07/23/image.png