Archived post by mattiasmalmer

Made us a very basic COPS 2D fluid solver. For funsies i made it uv island aware so it can flow over the 3d thing.
github.com/3Dmattias/Houdini_Escapades/blob/56b96a34d856d56c8d344e2cba7e24c18290222e/hip/COPS_FLUID.hiplc

related question. when i make an invoke block in cops is there a way to do that more like an actual solver so that i only have to update one iteration per frame (instead of running all previous framse up to the frame Im on)

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241811/28/24/image.png

Archived post by mattiasmalmer

Here is the reaction diffusion stuff. I have not done any housecleaning whatsoever in this file so it is just a bunch of unrelated crap in COPS. you might like what you find.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245811/22/24/OpenCL_CUSTOM_RASTERIZER_reaction_diffusion.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245811/22/24/image.png

Archived post by mattiasmalmer

…and so I wrote my own geo rasterizer to be able to bridge texture seams by generating a lookup UV map. Really pain in the assy stuff. But now I can generate the rain streaks without any visible texture seams at all. So that’s a significant win!
I will use this kind of rasterizer a lot.

you basically generate a adjacency uv map like this.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240211/21/24/rainstreaks_OpenCL_CUSTOM_RASTIRIZER.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240211/21/24/houdini_ru10M0hstQ.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240211/21/24/houdini_mvhYIffZsV.mp4