someone like slipowski could probs answer that off the cuff
theorangeduck.com/page/avoiding-shader-conditionals
this a resource he pointed me to once
interesting stuff
someone like slipowski could probs answer that off the cuff
theorangeduck.com/page/avoiding-shader-conditionals
this a resource he pointed me to once
interesting stuff
@Jonesy re ur volume question, toad is correct but u can get a lil bit o speed out of @density *= fit( @P.y, 0, .00001, 0, 1);
especially if they big boys
volumes dont looove conditionals
@xcaseyx here a sparse setup that mixes the colors as well
@kevbot9000 what if you do a vdb deavtivate at the last setup
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hey all something you might find handy – i’ve made a small python script which creates a radial menu of common nodes you can drop down to save typing tab+’omer’ for object merge, ‘bla’ for blast, ‘geo’ for geometry node etc
github.com/tristan-north/radialMenu
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Here’s a handy menuscript snippet to get all unique values of a certain attribute to show up in the little parm dropdown menu. Example with name attribute on points: “`import hou
AllAttribValues = set(hou.pwd().geometry().pointStringAttribValues(‘name’)) Pairs = [[x, x] for x in AllAttribValues]
return sum(Pairs, [])“`
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Hey @flight404 … to simplify a little bit the process you can also just use HF + remesh + messing with some noise in vops.
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here’s the loop-a-2d-plane-though-a-3d-noise idea. doesn’t really work with 15 frames, but at ~60 it’s pretty ok
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TIL you can add underscores to integers and they’ll be ignored in Houdini expressions
1_000_000 == 1000000
Drawing with a wacom using Qt in Houdini’s python panel
its vvvv simple, i learned about it in some random twitter thread. basically in a solver at each time step you want to:
“` Use an Add sop with delete geom but keep points, turned on “`
“` //point wrangle A //find two near points to any given point, and project onto the edge that spans those points //projecting fully causes instability so maybe just blend between ur current point position and the projected position //also connect the current point to it’s two nearpoints with polylines “`
“` //point wrangle b //relax that shit //if our current point is too close to either of it’s two neighbors, push away from those neighbors //also blend again to the relax position to prevent crazy instability “`
and if u dont want to implement it urself, here’s my file
the basic version of it looks like farm plots to me, which is really cool
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