Archived post by TOADSTORM

here’s what i was thinking. this would work better using point attributes as the bias instead of just a global bias. this will blend the position and orientation of packed rigid bodies back to their original positions/orientations, during the simulation so collisions are preserved.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191308/15/19/blend_rbd_toadstorm.hiplc

Archived post by JeffLMnT

I just like to wrap everything up to visually make sense to me

Here’s another setup that is more closer to the maps – also lets you repeat the string while keeping it centre aligned

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195006/12/19/char_align_along_curve_focused.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195006/12/19/test.JPG

Archived post by trzanko

Does it need to be a sort of formal writeup?

Cause for optimized vdb caching it’s pretty much simply: always vdb vector merge and write 16 bit floats, then usually clip vel and other fields by density and deactivate voxels, then write actual .vdb files as they are faster than bgeo