better kd dickbutt
if ur shitpost takes more than one post to get right, is it even worth it? ;n;
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better kd dickbutt
if ur shitpost takes more than one post to get right, is it even worth it? ;n;
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/image.png
@Solitude : browsing rich lord’s stuff again, found this: http://richardlord.tumblr.com/post/159277887181/ive-started-collecting-a-bunch-of-tricks-i-use-a
I’ll make a video about it this weekend but since yall are in the cool kids club, here’s the project file in it’s current form 😮 This project file will build the skeleton of the input geo, the only requirement is that the user selects an edge group with the “surface distance” falloff type is selected on the soft selection, and the soft radius covers the mesh in its entirety.
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/JR_SkeletonFinder_Spooky.hip
For Future reference, Great HDRs for free
hdrihaven.com/
@AlexAlucard Its actual very simple, i just add Font and use copy/pase refernce for value that i want to see. This is some example that i put in my playblast, and for particles count i just use npoint expression
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To quote @TOADSTORM you can punch tiny holes in the velocity field along the pressure front in order to break up big mushrooms. in a SOP solver connected to vel or sourcing input (set data name to “vel”), import the “pressure” field. use a volume wrangle to fit 0-0.1 to 0-1 (bind all volumes to density, f@density = fit(@density,0,0.1,0,1); ) then scatter points inside the density field, generate by density, scale ~7, max points maybe a million. fuse points by distance but keep unused points (not sure why this is done?) distance ~0.3 maybe. then in a volume vop/wrangle working on the vel field, open up a point cloud looking at these points. default radius ~0.25. get pcnumfound, if points are found, multiply vel by about 0.3, otherwise leave it alone. i think the basic gist is that you import the pressure field and then bind it temporarily to density, then ramp it to generate almost a band / isosurface so you isolate the main pressure front, then scatter points in it and use those points to “punch holes” in the velocity field. the easy way out is to just collide with scattered points but this A.) avoids collisions and B.) only applies at the pressure front so it might get cleaner and faster results
‘coolish’!
that was the keyword i was after, this is also on your head davebrown
https://www.youtube.com/watch?v=XqXOX4SC9Jk
right on
WIP HDA Versioning Script gist.github.com/chris-gardner/4c746dbfa182aaaf070b52bf1e7a98ec
i’ve included the OpMenu.xml stuff needed to make it all right-clickey
this just in: BREAKING from the grapevine! Method Studios in Melbourne and Sydney is said to be closing down! If confirmed, a big blow for the Australian VFX industry, stay tuned as we learn more.
heh, conversation hasn’t moved on, handy: www.tokeru.com/cgwiki/index.php?title=HoudiniDops#Flip