@lcrs has a post on it: http://lewisinthelandofmachines.tumblr.com/post/159532447318/houdini-2d-motion-vectors-from-mantra-2d
Author: admin
Archived post by WhileRomeBurns
bullet likes pieces between 0.1 and 100
in x,y,z
if you need smaller pieces, scale up and boost gravity proportionally
Archived post by tjeeds
oh one other aspect, do your noise lookup on the surface, so use VDB Analysis to make a Closest Point field that you use for noise lookup
this is the basic idea
it’s also helpful to use curvature to modulate it when applying multiple times
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185411/07/18/starterPuff.hip
Archived post by flight404
Been working on my flocking setup. Could use some optimization and features like predators, obstacles, and more randomized movement, but is a good start for anyone wanting to mess with flocking sims in VEX.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185511/06/18/flocking_flipbook_02.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185511/06/18/flocking_sample.hiplc
Archived post by Nick D
ha, this is pretty decent: www.photopea.com/
photoshop clone in browser. Ive seen similar things over the years, but this is really snappy
Archived post by PaqWak
@bhenriksson , I can see this feedback loop working indeed, thanks a lot for the suggestion !
So the forloop with feedback works really well, I just had add a little bit of jittering to help the uvlayout packing algorithm.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183411/04/18/RoomLayout.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183411/04/18/RoomV9.hiplc
Archived post by PaqWak
Hi Luiz, here’s my procedure :
A) I create a collection of N rooms, integer sized (1-4 unit long, 2-4 unit large) and I uv-pack them together (uv layout). B) Boolean / convertline the result, so I have unique polyline primitives between all the points. C) I create this red inside polyline structures D) Intersectionanalysis between the red and the black lines, so I can delete every red lines that touch nothing … E) and also keep only one red primitive primitive, randomly, for every black wall line. F) polyexpand the red line G) boolean subtract with the black wall.
The Game Jam version was slightly more complex because I also added a corridor in the mix, but the idea is the same.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20181911/04/18/Logic.jpg
Archived post by toms.seglins
After watching this, I also wanted to check how it holds up https://www.youtube.com/watch?v=jb9Y0rtsaPE
So I also created similar test:
drive.google.com/file/d/1ofqFbQc-7Vvqb5_FPk5Z6_P2zm-n4k0a/view?usp=sharing Here is .hip if someone is interested ^
Archived post by profbetis
using this btw: www.desmos.com/calculator
Archived post by simonschreibt
made a small video about attaching unreal objects to mesh sockets and via instancing via HDA https://youtu.be/cdfNdbN47OA