Here’s a tutorial on how to use the packages
Start at 3:15
Here’s a tutorial on how to use the packages
Start at 3:15
i mightve found a sidefx forum with the answer. just took phrasing the search query just right
www.sidefx.com/forum/topic/50591/
good ol Slancik to the rescue: “`string rampname = “ramp”; int npt = chi(rampname); float ramppositions[]; for (int pt=1; pt<=npt;pt++) { float ramppos = chf(rampname + itoa(pt) + "pos" ); append(ramppositions, ramppos); } f[]@ramppositions = ramppositions;```
TUT PLZ. Here’s the hip file for that quantum interference thing I made a couple days ago and posted in WIP. It’s a bit cleaned up and optimized now. Take a look and play around
@shadesoforange I think you wanted to see this
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195611/13/19/quantum_interference_example.hiplc
np
this will build points on top of a previous layer of points and do that over n over again
basically an L system
also this could work pretty alright for cloudscapes haha
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20190510/30/19/snowGrow_v002.hip
“` How to deal with Iterations: Substeps – More expensive, but gives a better solve – especially for higher stiffness values Constraint Iterations – Increase for higher stiffness value to control excessive deformations – great for cheaper solver at high resolutions Smoothing Iterations – smoothing ops, to smooth out errors of excessive deformations, or constraint errors Collision Iterations – Uses the Detangle sop – lower frequency iterations – complicated and time consuming – increase when collisions are fighting against constraints or other collisions However, its probably better to increase substeps and decrease constraint iterations for a more accurate solve – and to reduce load on the constraints – but is more expensive “`
From @trzanko ray sop or prim uv’s don’t yield super great accuracy, as it only interpolates among a primitive’s points, to get a smooth position you can leverage the osd vex functions
here’s my subdiv ray snippet which illustrates this, you can see the diff between the osd pos and the primuv pos if you comment out the line which declares the variable sDP
“`int primNum; vector UV;
float dist = xyzdist( 1, @P, primNum, UV);
vector restN = primuv(1,”N”,primNum,UV); vector posOnRest = primuv(1,”P”,primNum,UV);
//subdiv float pU, pV; int pId; int patch = osd_lookuppatch( 1, primNum, UV.x, UV.y, pId, pU, pV);
//these two functions return the last argument //so posOnRest is being overwritten in the function, much like xyzdist() int sDN = osd_limitsurface( 1, ‘N’, pId, pU, pV, restN); int sDP = osd_limitsurface( 1, ‘P’, pId, pU, pV, posOnRest);
@P = posOnRest;“`
posting Tighe’s post for re-gemming
forums.odforce.net/topic/31435-smoke-solver-tips-and-tricks/
eat jay’s delicious brains there
i mean learn from jay there
I can’t believe that all my years in Houdini I havent thought to just make a little pop solver to create decent drone camera moves
get a curve force in there, some wind, blend between a few lookat targets that have some drift on them as well
it’s pretty cinematic
disclaimer: this was like a 15min thing and I’m sure this is a mess
you could also set up an @v on the main follow curve and pipe that into the popcurveforce if you wanted regions where the camera speeds up/slows down
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191809/20/19/drone_cam_sim_v001.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191809/20/19/drone_cam_sim_v001.hip
“`import tempfile import glob import os.path tempDir = tempfile.gettempdir()
files = filter(os.path.isfile, glob.glob(tempDir + “/crash.*.hip”)) if files: files.sort(key=lambda x: os.path.getmtime(x)) lastFile = os.path.join(tempDir, files[-1]).replace(‘\\’, ‘/’) hou.hipFile.load(file_name=str(lastFile), suppress_save_prompt=False)“`
load latest crash file