Archived post by mattiasmalmer

just brute force grabbing eaach matrix component

not sure why i need to do the minus sign in Y tho… guess some kind of handedness oddity

This one updates much more consistently compared to the vex one and feels really fast.

oops. the UV space was a little wonky there…

add this line

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244812/28/24/image.png

Archived post by mattiasmalmer

here is a simple vex camera projection if you do feel the need to be overcomplicated. 🙂

this is useful if your pos data comes from a rendering or something.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241612/27/24/houdini_0NwyzI106U.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241612/27/24/CAMERA_PROJECTION_COPS.hipnc

[f_ai_lures] Archived post by lwwwwwws

i like filmot.com for doing something similar, it’s a search engine for youtube subtitles mainly but the builtin player shows the subs as a nice little column you can scroll through really fast and click the little button at the start of each line to jump in the video to that point

it’s kind of insane that you can search for like “vellum configure strut” then keep hitting “next clip” and it’ll jump through every single time someone has talked about vellum struts on all of youtube

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Archived post by paqwak

@tokyomegaplex ?

a bit of this and that :

Tested with that FBX that has embedded textures … at some point as folder “`Gas Station.fbm“` was created but I don’t by who, probably the fbx_archive_import … after that you can use a “attribfromparm” that helps to create a dict from nodes parameters, and retrieve the path to every texture plug as basecolor_texture.

It’s possible you don’t even need a loop for this, but it’s easier to build and check strings that way.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240212/23/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240212/23/24/FBX_Texture_To_Cd.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240212/23/24/Gas_Station.FBX

Archived post by sniperjake945

if you want to sample points at the medial axis you could look at something like `coverage axis ++` which uses some really simple metrics to sample points at the medial axis without needing to do any kind of fusing/remeshing or advection.
But i will say the medial axis is inherently not as useful as the straight skeleton, cuz in 3d for many shapes its a surface and not a curve…

arxiv.org/abs/2401.12946 its a neat paper, a totally different approach for finding these surfaces. @mattiasmalmer @_white_dog_

if you want to get topology out of this and not just a point cloud it definitely takes more effort, and no one likes using effort

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243212/22/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243212/22/24/coverage_axis_plus_plus_JR.hiplc

Archived post by sniperjake945

if you want to sample points at the medial axis you could look at something like `coverage axis ++` which uses some really simple metrics to sample points at the medial axis without needing to do any kind of fusing/remeshing or advection.
But i will say the medial axis is inherently not as useful as the straight skeleton, cuz in 3d for many shapes its a surface and not a curve…

arxiv.org/abs/2401.12946 its a neat paper, a totally different approach for finding these surfaces. @mattiasmalmer @_white_dog_

if you want to get topology out of this and not just a point cloud it definitely takes more effort, and no one likes using effort

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244312/22/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244312/22/24/coverage_axis_plus_plus_JR.hiplc

Archived post by ajk48n

Hehe I’ll get right on that

here’s the hip. it’s pretty basic and not even technically a solver. It’s a surfacedist lookup from all points to a source group of points (the black rectangle in the beginning). Then I’m animating the visualization range of the distance value. Increase the grid density / decrease the mountain element size for more tendrils. If there’s a way to speedup that surface calculation, this should run even faster.

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http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245412/22/24/overview.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245412/22/24/noise_infection_solver-basic.hipnc