@tokyomegaplex
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20213708/19/21/guita08193518b.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20213708/19/21/PARMmenu.xml
@animatrix – it is possible
let me look for it, forgot the name of the file
just change `nodegraphtitle.py` in python2.7libs
That’s a good way to show which shot people are working on 🙂
I mentioned last week that I had made an hda that utilizes TOPs and makes it easy(ish) to save file caches / render an opengl contact sheet of all the caches. I’ve gotten permission to share the HDA, so if anyone wants it, here ya go. The main hda is a geo node called wedge cache. Inside it uses a TOPs hda that is a simple wrapper of ffmpeg to make saving out mp4s easier.
If you just want to use this for caches, you won’t need to install anything else, but if you want to render the contact sheets you’ll need imagemagick and ffmpeg installed
The hda is a little complex, so I’ve put together a demo video on how to use it. I recommend watching at 2x password: wedgy https://vimeo.com/490719853
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20204612/16/20/ffmpeg_encode_mp4.1.0.hda
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20204612/16/20/wedge_cache__1.0.hda
@rich lord
this is the expanded version
🙂
it’s not wrapped up into an hda at all though
so the parameters for blend distances and stuff are a bit scattered
it’s definitely not perfect if you push it too far or have lots of uv seams, but I think it does alright in a lot of cases. I used something like this for a ‘dirt skirt’ setup
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20200512/06/20/boolblend2.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20200512/06/20/bool_blend_v2.hiplc
this is a pretty specific tip but if anyone’s ever doing fabric with seams this has been working pretty well for me…build out your seams as geo that also becomes vellum, make it far more stiff, glue it to your main cloth, and drop the restlength on the glue constraints, it’ll start bunching up around the seams automatically
another good one is hijack the output of the cloth constraints and multiply the restlength attrib by a noise pattern fit between like 0.9 and 1.11, that’ll also give you some really nice wrinkling even before the sim starts doing anything
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yeah
one sec..
“`int rampkeys = ch(“ramp”); for( int i=0; i stole this from here at some point so that’ll give you the points and their values – you can then do addpoint and set their positions in a loop maybe?
@goldfarb maybe pauls ? paulbourke.net/fractals/randomtile/
then you can render instances procedurally in Arnold
if you want to render in other engines you gotta use a replicator but that defeats the point of procedural – until they get an SDK out, you gotta use arnold for that matter
you gotta use this guy in Houdini to output the pts correctly
and write them as .vdb
the .hip just in case
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20201902/20/20/PTS_FROM_HOUDINI_v002.ma
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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20201902/20/20/PtsToMaya.hip
i’ve done it in the past just w/ timeshifts to get previous and next frames, vdb combine all three, chuck a vdb renormalize sdf afterwards for luck
in fact i’ve done this with as many as 7 frames 😬 it does help but there will be some oversmoothing damage. i think i remember getting better results with the A multiplier in the combine at 1.0, even though you might think 1/3.0 would be approriate 🤔 having extra interior and exterior bands was worth it
@Glad-Partikel if your vdb is really low res you can try this: www.patreon.com/posts/handy-scrap-vdb-26790042
also by @pdohorse
i found that it doesn’t work with high res vdbs though