Archived post by vanity_ibex

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; “`

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 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