Archived post by flakypastries

@.goldfarb. @spectralsoda I pushed an update to the NodeShape Designer: tcrowson.github.io/houdini_nodeshape_designer/
– Added angle snapping on ports (shift-drag) – Updated Mirror/Align Icons – Updated Import/Export Icons – Added support for Copy/Paste of points. You’ll get a warning if pasting into a non-empty layer, but it will still paste. – Added Reference Image support (ctrl-MMB on labels to reset params)

I call this one `lets_cook` 😄

it’s super easy for me to add existing stock shapes to the presets list, I just need approval from SideFX since I think that might count as redistribution of content and would be iffy.

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Archived post by jim.meston

Vellum hair constraint setup is very antisocial so if you plug things in line with it, there’s a good chance it doesn’t do what you expect, either silently or otherwise. Run constraint construction in parallels and then fuse judiciously. In this case there is no branching so it is simple.
This way you can drastically improve compression and stretching and also if you get fancy you can make hybrid torque, stiffness constraints. This is what I do for my Vellum Branch Constraint sop which allows you do setup foliage rigs without collapse or bouncy sim settling.
Here I am getting results with 2 substeps.

Increasing the neighbour distance increase stretch/compression resistance. Same for if set this up with bendtwist hybrid struts.

[edit] Might as well add this here also. We can use decreasing density along the curve to increase stiffness as the per point variable mass changes resistance to acceleration. This appears as increased stiffness. It works but rather than linear density decay, it should likely be pow(width,2) or something with some care not to have infinite or zero values.
But we can also set up extra fancy bendwist stiffness struts like this. (+ Bad habit setting stiffness to max as it can’t resolve but that’s another subject).

This works very well for situations without high accelerations and high impact collisions, but can cause artifacts. This can be addressed with carefull stiffness / substeps balance. Or you can bodge the rig with a delta mush which almost always works.

Probably a lot more rough and ready than that fancy paper.

For copy paste ease. Note the inputs.
“`js #include “pbd_constraints.h”
s@type = ‘bendtwist’;
int pts[] = primpoints(0, @primnum); p@restvector = computeBendTwistRestVector(1, pts[0], pts[1]);
@stiffness = 1e12; @dampingratio = 0.001; “`

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Archived post by vanity_ibex

I think transforming to NDC is the correct approach, that’s also what i’ve been doing “`cpp @P = toNDC(chs(“camera”), @P); @P.x = @P.x * 2.0 – 1.0; @P.y = (@P.y * 2.0 – 1.0) * (chf(chs(“camera”) + “/resy”) / chf(chs(“camera”) + “/resx”)); @P.z = 0; “`

Archived post by mattiasmalmer

I made a visualizer that might be a little bit helpful when doing Half-Edge antics.
You just drop it and set it as template. (make sure your template geo settings are not ghosted/faded or you will miss out on my lovely selection of colors)

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265904/19/26/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265904/19/26/Hedge_VIS.hip

Archived post by jan1376

Stiffness and mass use a basic edge transport distance I include the joint deform trick @jim.meston taught me, to bonecapture on itself @sebkaine @ftaswin The resample at the beginning is a bit messy polypath conundrum

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261604/14/26/ex_branchweld.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20261604/14/26/branchweld2.gif