Archived post by mikael00794

@eckxter This is how I usually set up an animated .bgeo sequence with the Geometry Clip Sequence node. I’ve left some notes in the hipfile that should hopefully note any gotchas. I’m curious if anyone else does it any differently or has more info around the process. If so then I’d be really keen to hear it. I’m also curious if @erikovic has a different process.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254206/26/25/geo_clip_sequence_example.hiplc

Archived post by jesswho.

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

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

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[];
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

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20252006/20/25/houdini_upLMp3SOem.mp4