Very nice!
I wrote it all up if you want a peek, nothing revelatory I’m sure for you lot: www.tokeru.com/cgwiki/index.php?title=CurveUnrollTutorial#Roll_Into_Spirals
Very nice!
I wrote it all up if you want a peek, nothing revelatory I’m sure for you lot: www.tokeru.com/cgwiki/index.php?title=CurveUnrollTutorial#Roll_Into_Spirals
i found that out the other day, the default is realtively low; kept shouting at a sim that didn’t look great until i upped the volume texure res in the display options, realised there was tons of creamy detail in there
d in the viewport, texture tab, under 3d textures turn off limit resolution , and bump the defaults from 128x128x128 to 256 or even 512 if your card can go that hard
Everything I post is a god damn gem
this is neat, in H17 they added the cute lil function: `polyneighbours()` so you scrubs dont have to use half edges anymore
you can also use primuvconvert to move between arc length measurements (UNITLEN -> UNIT for example)
summint like that…
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195401/08/19/resampleCurveu_primuvconvert.hiplc
now this is cloth tearing https://vimeo.com/308893522
came up on another chat, the eternal water droplet trail thingy
kinda like this one, does a thing where the trails seek the closest droplet, if its smaller will eat it and increase its own size, pause for a bit
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185712/26/18/droplet_trails_v2.hipnc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185712/26/18/drip_trail_eater_jumpy.gif
@rich lord this is what I do…set the “old max” to 100 and then dial in your volume absorption and scattering from there, like for example it usually looks way better to have old max 100 and absorption 100 than old max 1 and absorption 1. Redshift does a bad job when the incoming density values are over 1 so this just pads you
Comparison pics coming up here…first is Mantra “ground truth” then Redshift old max 1, then redshift old max 100 and compensated absorption/scattering
In the old max 1 render you can see how I’m also getting those ugly looking flat blocks in my clouds and it doesn’t match mantra at all despite the alpha density being similar
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183012/16/18/image-7.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183012/16/18/image-8.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183012/16/18/image-9.png
Hey, this paper from Hansmeyer helped drive.google.com/file/d/0By8IbGB-rwtrS1M3U09rZGRVZmxJMEJ3RTN3V0h1dDJvS1VB/view?usp=sharing
It’s essentially a catmull clark subdivision with extra displacement added to the newly created vertices.
The fun part was to implement the Catmull Clark subdivisions in a vex. I would share it here but I don’t have it, it’s at Imageworks.