Archived post by Glad-Partikel

Some tasty examples

I’ve been getting into Grid2d for Niagara and it’s a bit tricky to get it going to the point where you can start building your own advection, solvers etc. So I recorded a video so I remember all the steps needed to get something shown on screen. Might help someone else. https://www.youtube.com/watch?v=XVKpofOj44c

Archived post by ajk48n

I mentioned last week that I had made an hda that utilizes TOPs and makes it easy(ish) to save file caches / render an opengl contact sheet of all the caches. I’ve gotten permission to share the HDA, so if anyone wants it, here ya go. The main hda is a geo node called wedge cache. Inside it uses a TOPs hda that is a simple wrapper of ffmpeg to make saving out mp4s easier.
If you just want to use this for caches, you won’t need to install anything else, but if you want to render the contact sheets you’ll need imagemagick and ffmpeg installed
The hda is a little complex, so I’ve put together a demo video on how to use it. I recommend watching at 2x password: wedgy https://vimeo.com/490719853

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20204612/16/20/ffmpeg_encode_mp4.1.0.hda
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20204612/16/20/wedge_cache__1.0.hda

Archived post by Solitude

@rich lord

this is the expanded version

🙂

it’s not wrapped up into an hda at all though

so the parameters for blend distances and stuff are a bit scattered

it’s definitely not perfect if you push it too far or have lots of uv seams, but I think it does alright in a lot of cases. I used something like this for a ‘dirt skirt’ setup

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20200512/06/20/boolsmooth2.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20200512/06/20/boolblend2.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20200512/06/20/bool_blend_v2.hiplc

Archived post by SniperJake945

1 sec i got a hip for yall

@aswaab @goldfarb

the one thing about the blender one is hes probably not doing an iterative solve

but yeah attrib blur/delta mush will get you something similar

hdbp.io/vh8GiOuz i did a hdbp thing about how u can use it for uv embedding

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20202911/19/20/fairing_but_iterative.hip

Archived post by Lorne

@Solitude @nicholas ralabate so I’ve somehow never heard of Gas Velocity Stretch before but it basically takes care of all this rotation business for you

and you can feed p@rot through a 2nd gas velocity stretch node using a different field to drive extra rotation

here’s a curl analysis piped into p@rot

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20203710/29/20/gas_stretch_v001.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20203710/29/20/gas_stretch_v002.mp4

Archived post by SquidBean

cool I will be in hangouts in 2mins

Okay, so I got something working finally!

the key here was to edit the rig, and add a transform null in the right place.

and then extract that transform using the extractlocomotion sop

note that my locomotion reference is NOT the null I am actually animating, but the one being transformed by it, still being the key null in the skeleton.

And that it works… I can use the motion tools (rigpose) to mess it all up again 😀

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20204210/23/20/kinefx_agent_locomotion_fail_02.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20204210/23/20/unknown.png