https://twitter.com/mrnonplungable/status/1637925146747891717
Author: admin
Archived post by chris_gardner
`$TEMP/houdini_temp/$CONTEXT_copy.cpio`
Archived post by Reinhold
Curious to hear what you think. I’m a total kinefx noob … probably some odd choices in that setup
I really want to tackle a version now that can roll over the corners, rather than just hinge on the edges. Maybe tomorrow
Much more straightforward than I thought
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20232203/20/23/2023-03-20_08-12-44.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20232203/20/23/box_stack_animation_v2.hipnc
Archived post by Machiabelly
you can change all that in the display settings under markers
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20231803/13/23/image.png
Archived post by SniperJake945
i can actually comment out the opencl stuff so it makes more sense if you want
gimme one sec
this one has comments on the opencl
gooooood luck!
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20235003/05/23/fast_cl_blur_JR.hiplc
Archived post by LordPazuzu
I’m glad you guys still find that file useful. 🙂 By the way I just posted some previews showing a new feature that was driving me crazy and I think its very important when simulating fluids. I hope you like it! www.instagram.com/reel/CpWpCkHskic/?igshid=NTdlMDg3MTY=
Archived post by Technically_Artist
Found out yesterday that you can apparently edit data directly in the spreadsheet for any geometry primitive, and the add-sop! Might even work for more nodes
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20232603/04/23/spreadsheet_edit.mp4
Archived post by WhileRomeBurns
example: www.shadertoy.com/view/Dst3D2
click to rotate through hue cycle
if you want a non linear distribution, change line 53 to something like `return pow(min(distToCenter / spokeLength, 1.0), 3.0);` or `return pow(min(distToCenter / spokeLength, 1.0), 0.25);`
the simpler version which is linked on the shadertoy comments, if you change line 63 on that bad boy you can see the distance from the offset center to the boundary parameterized to 0-1
“the spokes”
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234103/03/23/example_circle_rings.gif.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20234103/03/23/image.png
Archived post by WaffleboyTom
someone said , group + blast is much faster than an if statement + “removepoint()“ so I ran some tests (20 million points) and it is indeed true, although the absolute fastest is grouping using an integer attribute instead then doing “ @my_attrib>0“ in the blast (0.174 seconds compared to 1.594 for “if + removepoint()“, maybe this is helpful to someone 😄
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20230002/25/23/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20230002/25/23/removepoint_blast_comparison.hiplc
Archived post by legomyrstan
it’s alright windows is weird for that
`C:\Users\user_name\AppData\Local\Temp`