Archived post by xcaseyx

“`Spot lights casting caustic photons (millions) Object casting caustic photons (glass material with disperssion) Search radius on caustics set to like 0.1 or 0.03 depending on the shot higher values = more blur, lower values = more tiny dots of light If you want very very detailed caustics crank up spot lights to 9-10 million and search radius down to like .01 add photos until you’re happy“`

Archived post by profbetis

p simple actually This is a volume wrangle. First input is your volume for storing the field, second input is your geometry that has a magnetic value (-1 to 1) point attribute “`c vector mf = 0;
for( int i=0; iv@magfield = mf;“`

trying to convert to openCL but running into dumb problems with how to write to vector volumes

of course, it also doesn’t take into account spatial density of points, so if you double your point count you will get double the magnetic field values

Archived post by lcrs

peeps were talking about using FLIP for marbling/ink sims a while back… but i gotta defend the honour of the smoke solver, this uses no particles just a full-res fully-advected “single rest” field, with some noise mapped onto it in COPs. the downside is that no diffusion/blending is possible at all, everything stays sharp no matter how folded and distorted it gets streamable.com/3gtni

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191805/20/19/1904-oil-v06.hiplc

Archived post by jake rice

https://vimeo.com/336017942 here’s a link to my LA HUG talk where i poorly explain how to make a vex based polywire sop. unfortunately it’s only a screen recording and my voice, so its probably a little dry…