Archived post by profbetis

I’m having way too much fun with this thing lol. anyway here is the file. It uses some H22 stuff in there so you gotta be on that version

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004_bright_and_wild.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004_dark_and_spacey.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004_darker_and_spacier.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004_dawn.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004_city_yard.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20260008/14/26/hou_stargaze2_v004.hiplc

Archived post by jim.meston

Updated Anisotropic Blur, added an anisotropy bias parm. By some coincidence if we blur P and uv at the same time we can get sliding topo with auto corrected UV’s. Passing the blurred point uv_temp.y to vertex uv.y gives us seam independent uv correction (in this case). This is just blur not ‘edge sliding’. Happy accident.

Though I’ve been focusing on position blur etc, i popped in some float bias and float bias decay controls which allow for flow advection type stuff directly from the modded attribute blur sop. Float bias accumulated min/avg/max and bias fade allows for accumulation and decay such that when there is strong anisotropy we can very controllably fade the contribution across the length of the blur. Interestingly (to me) while isotropic floor stabilizes some erratic behaviour with vectors like @P etc, it creates a convenient trail diffusion when used with floats. I meant that to happen, honest.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265508/05/26/sign_bias_uv.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265508/05/26/fade.gif

Archived post by mysterypancake

it seems like something that should be part of osl, unless there’s a reason for it to be render engine specific

i just ported fractal noise 3d from cops to sops, if this is the one you mean just swapped the layer bindings to attribute bindings

running on 3d geo

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20262407/02/26/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20262407/02/26/fractal_noise_3d.hip

Archived post by paqwak

Made an HDA, with dynamic iteration and a simple global water level offset. Wish I could easily implement a connectivity map so dry level could be randomize or controlled by a mask per lake, but that’s for an other day.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264304/04/26/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264304/04/26/sop_heightfield_BasinFlood.1.0.hda
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264304/04/26/BasinFloodingWip_18.hip

Archived post by aluen0749

I feel weird about this video I just published… The goal was to make a video that would help people understand the performance/memory tradeoffs of different geo representations so that they could make a better choice when using Houdini. Am I wasting time explaining the basics, and should I focus only on the “advanced” stuff, or is it fine like this? https://youtu.be/CgOUMjGtZ_I