Archived post by TOADSTORM

it’s hard to find a single sheet that covers every area of math

i found this one that has most of what i’ve seen on whitepapers

there’s also this one for set theory

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20193609/27/19/04bb3acb0e7fa71fb47b168431c97b02.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20193609/27/19/113d4693d4edf453430927b4558f6640.jpg

Archived post by Lorne

I can’t believe that all my years in Houdini I havent thought to just make a little pop solver to create decent drone camera moves

get a curve force in there, some wind, blend between a few lookat targets that have some drift on them as well

it’s pretty cinematic

disclaimer: this was like a 15min thing and I’m sure this is a mess

you could also set up an @v on the main follow curve and pipe that into the popcurveforce if you wanted regions where the camera speeds up/slows down

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191809/20/19/drone_cam_sim_v001.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191809/20/19/drone_cam_sim_v001.hip

Archived post by chris_gardner

“`import tempfile import glob import os.path tempDir = tempfile.gettempdir()
files = filter(os.path.isfile, glob.glob(tempDir + “/crash.*.hip”)) if files: files.sort(key=lambda x: os.path.getmtime(x)) lastFile = os.path.join(tempDir, files[-1]).replace(‘\\’, ‘/’) hou.hipFile.load(file_name=str(lastFile), suppress_save_prompt=False)“`

load latest crash file

Archived post by Mark

it might not be the most efficient way, but iw as able to do it using l systems and a find shortest path – convert curveu to worldspace, apply parallel transport, and rewrap the wires using one of my weaving setups.

i basically made sure the l system was branching in only 2 directions each generation and just hand selected a group right after the first branch haha

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191109/17/19/MF_Branch_Wrap_v01.hip

Archived post by Ambrosiussen

How xyzdist works :

It uses a Bounding Volume Hierarchy (BVH) data structure, which consists of a tree of boxes. At the top, there’s effectively a bounding box containing everything, at each level, each box splits into 4 (hopefully) smaller boxes, and at the bottom, there’s a box for each primitive, (multiple for some primitives).

First, VEX has to build and cache the BVH. Then, it traverses the tree, visiting boxes that are close to the query point, finding the closest points on primitives in those boxes, and then visiting boxes that are a bit farther, until the closest point in a box is farther than the closest point found so far, and then it exits.

As for individual primitives, it varies, but for a triangle, the BVH caches the triangle’s normal, so if a line on the query point in the direction of the normal intersects the triangle, that’s the closest point on the triangle, and if not, it projects the query point onto each edge to find the closest there, and if those are all out of bounds, it finds the closest corner position to the query point, and that’s the closest point on a triangle.

Thought it’s quite interesting. Above is from the Dev, Neil D