I think transforming to NDC is the correct approach, that’s also what i’ve been doing “`cpp @P = toNDC(chs(“camera”), @P); @P.x = @P.x * 2.0 – 1.0; @P.y = (@P.y * 2.0 – 1.0) * (chf(chs(“camera”) + “/resy”) / chf(chs(“camera”) + “/resx”)); @P.z = 0; “`
Author: admin
Archived post by mattiasmalmer
I made a visualizer that might be a little bit helpful when doing Half-Edge antics.
You just drop it and set it as template. (make sure your template geo settings are not ghosted/faded or you will miss out on my lovely selection of colors)
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265904/19/26/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265904/19/26/Hedge_VIS.hip
Archived post by jan1376
Stiffness and mass use a basic edge transport distance I include the joint deform trick @jim.meston taught me, to bonecapture on itself @sebkaine @ftaswin The resample at the beginning is a bit messy polypath conundrum
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261604/14/26/ex_branchweld.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261604/14/26/branchweld2.gif
Archived post by mysterypancake
it kind of sounds like an audio compressor, it gave me a similar idea to toadstorm you could take the min and max of several neighbours, then blur it, then normalize to that range
like a moving average with a rectangle window except min/max instead (en.wikipedia.org/wiki/Moving_average)
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261604/11/26/2026-04-11_14-03-42.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261604/11/26/normalize_windowed.hiplc
Archived post by beatreichenbach
IF you send me your theme, this repo makes it very easy to create themes: github.com/beatreichenbach/houdini-themes
Archived post by ogvfx
Here’s an example of how you can build it within the component builder and create an asset that’s handoff friendly to another department.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265104/08/26/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265104/08/26/og_fx_component_builder.hiplc
Archived post by kiran_irugalbandara
load your bgeo with this arg
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264104/08/26/image.png
Archived post by mattiasmalmer
So anyways. The respectable software company in question: SideFX
Archived post by paqwak
Made an HDA, with dynamic iteration and a simple global water level offset. Wish I could easily implement a connectivity map so dry level could be randomize or controlled by a mask per lake, but that’s for an other day.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264304/04/26/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264304/04/26/sop_heightfield_BasinFlood.1.0.hda
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264304/04/26/BasinFloodingWip_18.hip
Archived post by ogvfx
Quick thread for Installing ASWF OpenVDB in Houdini for Windows 11