Eckharts dot product pyro disturbance thing
try now?
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191212/06/19/Smoke_DotProductDistortion.hip
Eckharts dot product pyro disturbance thing
try now?
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191212/06/19/Smoke_DotProductDistortion.hip
lil bit of triangle stretch and skin sliding + bend plasticity
was kind of all about finding the right balance of attach stiffness and slide
if you stiffen the slide and loosen the constraint you get bigger folds
and if both stiff you get really fine wrinkles, could be really cool to run on a face or hands
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195512/06/19/skinSlide_v001.hip
😄 k
speaking of…
www.igorfx.com/hou_adaptive_flip/
@NickTaylor just posted this awesome guide to tweaking Bullet sims on Twitter: nicholas-taylor.com/assorted-bullet
sorry if i’m calling you out but this is cool shit
there’s a pretty neat trick to getting noisey edges without the rbdmaterial fracture sop
the stuff they do in rbd material fracture to compute the intersection planes is pretty intense
so there’s this as an alternative
doesn’t pass every test
but with some love it can get pretty nice results
excited for the guiding stuff, rolling my own on a job rn and would be interested to see their approach ( it’s for sure better haha )
i imagine their guiding method point deforms a tet mesh to the anim geo, and then perhaps they extract a rigid anim xform off the derivatives of the rest / anim tet deformation, and activate pieces by the difs in the rest / anim xforms; shear, scale, rot difs, etc
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195411/07/19/edgeFrac_trzanko_v001.hip
neato, bubble solver for houdini: https://twitter.com/sergenern/status/1180889052859555842
ah geez, its the same guy who wrote the ‘how to model clouds’ blog entry and the ‘how to write your own pathtracer’. what a megadude. sergeneren.com/2019/10/08/bubbleh/
@mr5iveThou5and whipped up this cheat sheet: mrkunz.com/blog/08_22_2018_VEX_Wrangle_Cheat_Sheet.html
(posting for re-gemming)
Little trick for those nasty gaps and weird sim behavior in vellum when using attach to geometry constraints. Say you have some vellum sim and want to attach few lines/hairs to it in the second sim (using the first one as collision). There is always a small gap between attached points, and after some time I figured it was due to collisions between those points that is forcing them apart, and causing some weird motion. Easy fix is to just disable collisions on those points that are going to be attached with: `i@disableexternal = 1;` Little GIF that hopefully illustrates things better (or not).
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20192910/24/19/disable_collision_vellum.gif
if you wan’t ocl to run on the cpu HOUDINI_OCL_DEVICETYPE=CPU it’s in prefs/misc as well now and you can choose a card by name instead of guessing
😉
this is kind of a cool little thing, was working on some sims last night with very visible source volumes that I wasn’t happy with the look of, but also wasn’t happy with how little density was coming into my sim from them either…usually I’d probably try to rework the shapes and crank the density a bunch on the source, but ended up trying something that worked way better:
– go way lower with your source density than you’d normally think to, like 0.05 kind thing – gas wrangle — @density += @temperature * clamp(@density, 0, 1) * chf(“mult”);
now you’ve got a smoke density that’ll grow a bit more after it’s sourced, but in a really natural looking way that doesn’t show your source so badly and will be swirling and advecting while it continues to pump density
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20193710/02/19/density_growth_v001.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20193710/02/19/broom_puff_fx_main_v008_720p.mp4