Archived post by mestela

๐“‚๐‘œ๐“๐‘’๐’ธ๐“Š๐“๐‘’๐“ˆ ๐’ถ๐“ƒ๐’น ๐“ˆ๐“‰๐“Š๐’ป๐’ป ๐’ธ๐’ถ๐“ƒ ๐‘’๐’ถ๐“‰ ๐’ถ ๐’น๐’พ๐’ธ๐“€

Archived post by ajk48n

For future reference, here’s a tridiagonal solver in vex (very much not optimised, but it’s based on some Mathematica code) @jake rice ๐Ÿ˜ฎ
“` #include #include
function complex cdiv(complex a, b) { complex conjB = conj(b); complex num = cmult(a, conjB); complex den = cmult(b, conjB); complex ans = cmult(num, CMPLX(1.0/den.real, 0)); return ans; }
function complex[] TDMAsolver(complex a[], b[], c[], d[]) { int nf = len(d); // number of equations complex p[]; complex q[]; for (int i=0;i=0; i–) { q[i] = csub(q[i], cmult(p[i], q[i+1])); } return q; } “`

Archived post by trzanko

there’s a pretty neat trick to getting noisey edges without the rbdmaterial fracture sop

the stuff they do in rbd material fracture to compute the intersection planes is pretty intense

so there’s this as an alternative

doesn’t pass every test

but with some love it can get pretty nice results

excited for the guiding stuff, rolling my own on a job rn and would be interested to see their approach ( it’s for sure better haha )

i imagine their guiding method point deforms a tet mesh to the anim geo, and then perhaps they extract a rigid anim xform off the derivatives of the rest / anim tet deformation, and activate pieces by the difs in the rest / anim xforms; shear, scale, rot difs, etc

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