Archived post by SniperJake945

its vvvv simple, i learned about it in some random twitter thread. basically in a solver at each time step you want to:
“` Use an Add sop with delete geom but keep points, turned on “`
“` //point wrangle A //find two near points to any given point, and project onto the edge that spans those points //projecting fully causes instability so maybe just blend between ur current point position and the projected position //also connect the current point to it’s two nearpoints with polylines “`
“` //point wrangle b //relax that shit //if our current point is too close to either of it’s two neighbors, push away from those neighbors //also blend again to the relax position to prevent crazy instability “`

and if u dont want to implement it urself, here’s my file

the basic version of it looks like farm plots to me, which is really cool

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194912/23/19/stupid_annealing_JR.hip
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194912/23/19/unknown.png

Archived post by tinyhawkus

https://vimeo.com/381055009 install https://vimeo.com/381055364 shader assign and render https://vimeo.com/381055861 texture loading https://vimeo.com/381056426 texture used in float parms https://vimeo.com/381056719 using point, vert, prim attrs to drive shader parms https://vimeo.com/381057031 displacement https://vimeo.com/381057332 VDB rendering https://vimeo.com/381058089 frame buffer, AOVs, region render https://vimeo.com/381058945 NSI export stand alone render via terminal https://vimeo.com/381060816 VDB fire renders

Archived post by Malmer

Made a little thing that does bevels to your bools. Perhaps something that could come in handy? mattias.malmer.nu/wp-content/uploads/2019/12/boolbevel_v02-2.zip It is nice if you need to do big bevels on fairly dense meshes. it is experimental but kindof fun. Let me know if you guys find it at all useful.

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20193912/15/19/boolbevel.PNG

Archived post by TOADSTORM

fluids are a shitload easier to solve when you can assume that they’re incompressible. with that assumption in mind, what you don’t want is fluid velocities that are pushing into each other or away from each other, because this would result in fluid densities increasing in some areas and decreasing in others… i.e. compression.
the non-divergent projection iteratively goes over your velocity field and finds ways to redirect those velocities so that they’re not going to result in an increase in pressure. this redirection manifests itself as swirly behavior, which is typically what you want with fluids.

you could see this pretty quickly in action with a 2D pyro sim… make a little ball of gas and apply a uniform outward force from the center. without the non-divergent projection step, the gas would simply expand. with it, it instead starts to swirl around itself in an effort to not increase or decrease pressure.

i’m probably leaving out details that one of you actual smart people can fill in, but that’s my understanding of the process