Archived post by jake rice

@Yon in it’s simplest form, it’s a local coordinate system for a given triangle, so like where (x, y, z) is your position in Cartesian space, (u, v, w) could be your position in barycentric coordinates, where `u + v + w = 1` meaning as long as your u,v and w are all positive and sum to 1, you’re inside the triangle somewhere

giving you an easy way to interpolate values on triangle vertices

Archived post by petz

hey jake, my little rant wasn’t directed to you. sorry if it came off that way! it was just me having a moment of bad temper.

anyways, i’m just putting together a quick fix of your file. i’ll upload it in a minute …

here’s the file.

it’s sparsely/not commented but should do the trick. on the right there is div-free field coming from DOPS to compare against the result …

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195404/24/19/poisson1.hiplc

Archived post by lcrs

to find the “difference” between your two matrices you can invert the first then multiply by the second – think of it like “remove the transform of matrix1 from matrix2, leaving just the difference between them”. that gives you a matrix, which you can turn into a quaternion, which you can turn into an angle/axis rotation like @w “`matrix3 m1 = ident(); matrix3 m2 = ident(); rotate(m2, 0.5, {1, 0, 0});
matrix3 diff = invert(m1) * m2; vector4 quat = quaternion(diff); v@w = qconvert(quat);“`