I finally replicated this issue again, and it was a floating point error issue. If my stiffness values were getting too small and the floating points were getting too long it would collapse the constraint and subsequently delete the points it was tied to. I rounded all my stiffness values to “`rint(@stiffness * 1000) / 1000“` and that seemed to solve it if anyone every runs into that issue again in vellum. I guess I just got lucky when I remade my dop and it wasn’t happening for a week lol
Author: admin
Archived post by mattiasmalmer
two useful camera tools:
a frustum outline that you can add to your camera to easily see what your camera is up to.
a backplate card that follows the camera that you can use as phantom backplate for renders and such.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255606/24/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255606/24/25/sop_mattias.cameracard.1.0.hdalc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255606/24/25/sop_render.frustum.1.0.hdalc
Archived post by jim.meston
The classics…
SDF Bevel updated. Tidied up. Sorry Tom, delete / reup / delete / reup etc. You shouldn’t be so quick!
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253906/22/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253906/22/25/sdf_bevel.zip
Archived post by jim.meston
SDF bevel stuff. Thought I would throw it on here. Maybe useful for someone.
Pretty predictable results, if you like beveling things like its 1996. …
copject merge 🙂 Works performantly (not tested much inter-copnet but works, I made it specifically for making networks cleaner without spaghetti). Also the data type selector can be a bit wonky, so you have to be explicit.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251106/21/25/sdf_bevel_normal.zip
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251106/21/25/509429497_10162611768322906_7633348321705504215_n.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251106/21/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251106/21/25/fetch.zip
Archived post by mattiasmalmer
one step forward two steps back kindof algo 🙂
nice enough result so i will hold on to it.
now back to doing the thing i was actually trying to get done…
i did not like the arbitrariness so I made a better one myself…
“` vector poslist[]; Attachments in this post:
vector p0=point(0,”P”,pts[0]); vector p1=point(0,”P”,pts[1]); vector p2=point(0,”P”,pts[2]);
vector n = normalize(p1 – p0); vector v = p2 – (p0+p1)*.5; vector proj = dot(v, n) * n; vector g = p2 – 2* proj;
append(poslist,g);
for (int i=0; i
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20252006/20/25/houdini_upLMp3SOem.mp4
Archived post by p_pri
Just realized I never shared my Houdini Engine implementation for Godot here 😄 Released a big update a couple days ago that added parameter/input UI and a default solution for output handling for meshes, instancing and spawning objects/scenes github.com/peterprickarz/hego https://youtu.be/cviGlmKmFQ8
Archived post by mattiasmalmer
“` void branchlessONB(vector n; vector b1; vector b2) { float sign =sign(n.z); float a = -1.0f / (sign + n.z); float b = n.x * n.y * a; b1 = set(1.0f + sign * n.x * n.x * a, sign * b, -sign * n.x); b2 = set(b, sign + n.y * n.y * a, -n.y); }
vector tangentu; vector tangentv;
branchlessONB(v@N,tangentu,tangentv);
v@tangentu=tangentu; v@tangentv=tangentv;
“`
Archived post by niconghiem
Was toying with the Linear Solver at work this week and ended up writing a Spectral Clustering algorithm that can somehow guess the number of clusters. Finally found a good scenario where it actually made sense to use the Spare_parminputindex trick (and not me obfuscating stuff for no reason <:hyperlaugh:443322845406298112> )
Unfortunately with those data-analysis type of things, the algorithm is not really scale dependent and results vary a lot if the parameters (standard deviation/distance between clusters) are in the good ballpark tho for my use case at work (clustering crowds) those do not really vary much so it’s pretty solid in most cases
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250806/12/25/dev_spectral_clustering.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250806/12/25/spectral_clustering_dev.hiplc
Archived post by mattiasmalmer
Here is the hip for what its worth. The most useful part is the bit about prim subdividing and merging the newly created points over prim edges.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253806/12/25/accidental_weave.hiplc
Archived post by lukevanlukevan
okay, let me re do, maybe I can get famous!
Angled and regular tile sampling:
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253206/11/25/angled.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253206/11/25/regular.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253206/11/25/LV.lv_angled_tile_sample.1.0.hdalc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253206/11/25/LV.lv_tile_sample.1.0.hdalc