I’ve got special Erdos gif for that xd
cdn.discordapp.com/attachments/1418217359851782288/1550936569047810088/erdos_judging.gif
I’ve got special Erdos gif for that xd
cdn.discordapp.com/attachments/1418217359851782288/1550936569047810088/erdos_judging.gif
okay here’s the file! enjoy digging in! it’s a doozy lol
I’d really like to teach/explore this uv position space more. it bridges a strange gap I was missing before where stuff felt too baked into volumes without being able to zoom/pan outside of that window easily. really powerful concept
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261908/19/26/kw_hou_solar_eclipse_v011.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261908/19/26/image.png
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
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
Ask and you shall receive
I do have to get on that diamond grind
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20264007/15/26/H22_Testing_v01.hiplc
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
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
27 march – Talk Conjured another Jan
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20262103/27/26/talk.mp4
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
if you haven’t checked Matt’s page on his tests, it’s worth a read. mattebb.cargo.site/Black-Hole
there where some great Docs at DNEG when I worked there on the lensing stuff