Archived post by mattiasmalmer

i was just mucking about with a slightly neater way of approximating an object with spheres. the vdbtoSpheres is a little rough. here my version use 1700 spheres and vdbtoSpheres use 3300. and as you can see it does considerably worse even with twice the numbers.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241410/29/24/houdini_zCpch2dAjK.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241410/29/24/shapeasspheres.hiplc

Archived post by mattiasmalmer

sure thing. This is not the optimal way of doing this. but i really wanted the resulting surface. If you instead of a volume use a grid and then delete all the “used” areas it gets faster and faster for each iteration. then you can easily generate many thousands of circles. but i leave that for you to experiment with 🙂

ok here is the fast one too… 🙂

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242910/28/24/apollonian_gasket.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242910/28/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242910/28/24/apollonian_gasket_withfastsolve.hiplc

[hou-cops] Archived post by mattiasmalmer

so anyways. i got that normalmap to depthmap using DFT to work in Nuke too if anyone is interested:

here is the Nuke implementation. (it is a group gizmo so you do not have to worry about using it as it becomes actual nodes in your scene.)

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243610/23/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243610/23/24/Normal2Depth.gizmo

Archived post by fabriciochamon

here, pong game hip! (Houdini 20.5)
did some cleaning/commenting if anyone is curious about the inner works. But basically:
– chop “keyboard” listens for a couple key presses (in momentary mode) – dopnet takes care of moving blocks at every chop signal, since its a simulation, movement is cumulative – RBD wise, I have : – ball (active=1) – player 1 and 2 blocks (active=0, they still collide, but movement driven by the dopnet) – top/bottom walls (active=0) – power ups (made into rbds for easily collision checking against player blocks) – all elements have collisiongroup / collisionignore bullet attrs
Power ups: (this was the most fun part of this little project for me!)
– 2 types available: “timed” and “one-shot”. “Timed” has duration, “one-shot” shots a projectile that hits enemy block – the behaviors are mostly defined in popwrangles or sopsolvers, and are easy to manage (except for one that rotates enemy block, it has to be injected into the block moving logic 😓 ) – spawn rate/seed etc, along with other game controls, available in a ctrl null. – avaliable power ups: – L (Large) = grow player block 2x the size for a couple seconds – F (Freeze) = shots a snowball that freezes enemy block for a couple seconds upon hit – S (Speed) = makes block move faster – R (Rotate) = shots a projectile that makes enemy block rotate for a couple seconds – M (Magnet) = attracts the ball towards your block, then action key shoots it back with lots of energy
Skins:
– I have a post sim tree that takes care of applying skins to each element – ball has trail flames – blocks have different animations/ embelishments according to the power ups acquired – projectiles visuals, etc – easy to extend and/or change!
theme bg’s were a nice exercise..they are all made in copernicus, check “backrgound” node.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20244710/17/24/Pong.hiplc

[hou-cops] Archived post by mattiasmalmer

aight bois! i talked to TinyTexel on shadertoy and he showed me his really cool implementation of Normal2Depth using fourier space filter inversion: www.shadertoy.com/view/XcjXDc I spent a bit of time wrapping my smooth brain around the code and managed to cobble together the same thing in COP:s using OpenCL:
it is very very fast.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240410/17/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240410/17/24/fftNormal2Depth.hiplc

[hou-cops] Archived post by mattiasmalmer

Here is an alternative for dealing with displacement from normals or “slant lit” images:

i cant remember where i got the opencl code from. it was made a while back. maybe i wrote it? Maybe entagma? or i might have stolen it from someone here?

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241610/08/24/disp_from_normal.zip
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241610/08/24/houdini_LCDRX96IQ1.mp4