Archived post by plantfx

@Jonesy this may be late and not sure if I know exactly what it needs but maybe something like this in a point wrangle ` int ptn = i@ptnum;
int s = chi(“stairs”); int f = chi(“floor”);
int l = s+f;
int spts = s*2; int lpts = spts+f;
int x = max(ptn%lpts-spts+1,0)+min(floor(ptn%lpts*.5),s-1); int y = min(floor(float(ptn%lpts+1)*.5),s);
int inc = floor(float(ptn)/lpts); int linc = l*inc; int hinc = s*inc;
v@P = set(x+linc, y+hinc, 0); `

Archived post by eetu

gahh took a while

but starsteps with landings

the conceptual idea is to take a larger stairstep of (x+y) steps in size, plus add to it a clamped sawtooth that has x steps of the clamped part and y steps of the unclamped part

scaling it all properly took a while 😃

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194403/21/19/stairsteps_landings.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194403/21/19/ee_stairlandings.hiplc

Archived post by matte

I’ve had some time off recently and decided to re-create and share a bunch of tools I end up making all over again ever different place I work. First one that’s ready I call ‘volume smear’: github.com/mattebb/hda/tree/master/volume_smear

Kind of like a directional blur for volumes, can do along a single direction vector or based on a velocity field

can be for smoothing volume surfaces along velocity vectors github.com/mattebb/hda/raw/master/examples/images/volume_smear_particles.jpg

or smearing density/colour volumes, with custom filter kernels, like this one which smears with a spectrum kernel github.com/mattebb/hda/raw/master/examples/images/volume_smear_spectrum.gif

will re-package as full version HDA next time I get a full non-indie license

Archived post by profbetis

@flight404 you can interact with ramp keys just like a multiparm block. The ramp parameter itself has the value of how many keys there are

“`c int rampkeys = chramp(“ramp”);
for( int i=i; i<=rampkeys; i++){ float pos = ch(sprintf("ramp%gpos", i)); float val = ch(sprintf("ramp%gvalue", i)); // Do stuff }```

(I normally don’t condone 1-based loop indices but the keys do start at 1 and not 0. I supposed you could switch to doing `i+1` in the `sprintf` calls though if you wanted)

Archived post by Dave Stewart

Goddamn I should have tried it before

the rest SOP does it if you enable normals, so you end up with @rest and @rnml

Used this on one of my fluid tests before, but hadn’t thought to try it on the Car Paint shader https://vimeo.com/293863260

Used it to stick textures to this FLIP sim using RS TriPlanar