`HOUDINI_USE_OLD_INFO_WINDOW = 1`
Agreed about the design issues
`HOUDINI_USE_OLD_INFO_WINDOW = 1`
Agreed about the design issues
any tricks to choose which cameras to hide from here ?
of course the info is clear as hell on the docs and I can’t read for some reason 🤦♂️ `To prevent cameras from appearing in the viewport menu, add a spare parameter named viewmenu to the camera you want to hide and change the value to 0`
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244411/19/24/image.png
In an effort to understand openCL todays plaything is a rainstreak solver.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240111/19/24/houdini_qFdcQjGFDE.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240111/19/24/rainstreaks_OpenCL.hiplc
Found a neat shadertoy of the Droste effect. Made a quick OpenCL version for us COP:s
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244011/17/24/houdini_Qk7pnra0jX.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244011/17/24/Droste.hipnc
@tokyomegaplex Sry for the delay, but here’s a simple scene that will hopefully give you an idea of how to do your hair stuff in SOP vs. OBJ context. Re deformation of the final groom, it’s always tricky (every presentation I watched pretty much ends with “yeah, we wrote our own hair deformer”), but with enough fiddling you can get acceptable results. There are notes all over the place but if something is not clear, just let me know. *I’m prepared to be ridiculed by the folks who do this type of stuff on a daily basis, just so you know :)*
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240111/16/24/SOPs_hair_for_Chris.hiplc
picking between the best oriented bbox and the best fit polynomial of degree 2
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243011/13/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243011/13/24/best_line_best_curve_fight.hip
A quick OpenCL implementation of ENDESGA:s 4D ShardNoise.
I also tossed in a nice trick for making any 4D noise into a perfect tilable texture by embedding a 4D torus.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242011/09/24/ShardNoise4D_OpenCL.hipnc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242011/09/24/image.png
hey! no cheating!
perhaps when I get all five…
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20245711/01/24/image.png
if you want to chamfer your polylines and if you change your mind…
they are a bit fidgety at times. you might want to throw a fuse and a polypath after the linechamfer. but it depends on the use case.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243011/01/24/houdini_YMeBO0KWQj.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243011/01/24/sop_mattias.harden_line.1.0.hdalc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243011/01/24/sop_mattias.lineChamfer.1.0.hdalc