shift+drag resizes sticky and the text
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250409/09/25/sticky.mp4
shift+drag resizes sticky and the text
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20250409/09/25/sticky.mp4
It’s probably similar to the clip sop? Here’s like a paired back version of the code, which will only work for quads (since disney modeling only ever makes full quad meshes with planar quads cuz ptex).
“`c void march(vector src_p, dst_p; float omega_a, omega_b; int new_pts[];){ if(sign(omega_a) == sign(omega_b)) return; float m = efit(0, omega_a, omega_b, 0, 1); if(m < 0 || m > 1) return; vector np = lerp(src_p, dst_p, m); int npt = addpoint(0, np); append(new_pts, npt); }
int pp[] = primpoints(0, @primnum); int new_pts[];
vector p0 = point(0, “P”, pp[0]); vector p1 = point(0, “P”, pp[1]); vector p2 = point(0, “P”, pp[2]); vector p3 = point(0, “P”, pp[3]);
float omega0 = point(0, “levelset”, pp[0]); float omega1 = point(0, “levelset”, pp[1]); float omega2 = point(0, “levelset”, pp[2]); float omega3 = point(0, “levelset”, pp[3]);
march(p0, p1, omega0, omega1, new_pts); march(p1, p2, omega1, omega2, new_pts); march(p2, p3, omega2, omega3, new_pts); march(p3, p0, omega3, omega0, new_pts);
if(len(new_pts) > 0){ int new_prim = addprim(0, “polyline”, (new_pts)); } “` now what i will say is that this might be a bit odd for people who are familiar with marching squares. It’s like even more simplified than normal. but that’s because our level set attribute in this case corresponds to the dot product between our point normals and the direction to the camera origin. And ideally there’s never going to be a primitive where that levelset enters and exits through more than 2 edges since that function will be linear across a planar quad. So we don’t really have to account for multiple crossings. 🙂
here’s an example with just a simple levelset
but yeah it’s effectively just the clip sop with an attribute
🙂
i used the above code though because it needed to get used in a houdini engine rig for maya artists so i needed everything to be as simple and fast as possible. The biggest bottleneck ended up being the I/O from maya to houdini engine and back 🙁
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20252208/01/25/image.png
here is a little sing and a dance number to get a lop camera to nuke… 🙂
i have made a little set of helper nodes for nuke export. Nukem can send out cameras, meshes, and kineFX skeletons to nuke.
mostly intended for the obj/sops area. but this was a way to get a lop camera to play ball.
try it
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254702/06/25/houdini_0N03uHYHhb.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254702/06/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20254702/06/25/Nukem.zip
I dropped all of my Nuke gizmos on Github. think it is about 75 of them. a lot of neat color correction nodes and such. some of them are a bit legacy but i just dumped them all. github.com/3Dmattias/Nuke_Fallout/tree/652ecb010e1884176adbc1191360519000f42877/.nuke
just point this to the folder and make sure that your work items are picking up the right files
and this should just spit out equivalent .rat files in the same location as your pngs
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242710/02/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242710/02/24/convert_pngs_to_rat.hiplc
with attribute fill you can fill the missing area with a minimal surface. but it is not curvature aware. i suppose some kind of poisson solver could fix that
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244309/11/24/houdini_QURUbjv61w.mp4
ok i made a really crappy iterative solver… will work some more on this.
simple curvature aware hole filler.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242709/11/24/houdini_nnqalBqjZO.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242709/11/24/patch_deluxe.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242709/11/24/image.png
I found it
the dates of those files are roughly from 2009 to 2010
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244506/20/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244506/20/24/microsolvers.zip
was curious abt this too and noticed there’s a whole BUNCH of attribute smooth nodes in the blender one which i think are pretty key to it working… not very scientific or stable but maybe it’s something like this 🍊
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241806/02/24/8mb.video-IW3-NTogzwak.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241806/02/24/Ls_Squish_v01.hipnc
was curious abt this too and noticed there’s a whole BUNCH of attribute smooth nodes in the blender one which i think are pretty key to it working… not very scientific or stable but maybe it’s something like this 🍊