wish someone from SideFX could finally tell us WHY it happens 😄 forums.odforce.net/topic/48231-recurring-problem-xyz-on-transform-becomes-only-1-field-cant-restore-parameter-interface/
Archived post by mattiasmalmer
rect should be set to something like how big a part of the stamp ends up within one pixel of the outputted image.
that is a bit of a pita to calculate.
regarding the color picker. if i do an inspect in the viewport the unbelievable bastard has the correct values right there… FRUSTRAPOINTED
can i get those values? no, course not, they are just there to taunt me.
nukes Grade node for Cops
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242012/02/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242012/02/24/cop_Malmer.dev.Grade.1.0.hdalc
Archived post by mattiasmalmer
I dropped all of my Nuke gizmos on Github. think it is about 75 of them. a lot of neat color correction nodes and such. some of them are a bit legacy but i just dumped them all. github.com/3Dmattias/Nuke_Fallout/tree/652ecb010e1884176adbc1191360519000f42877/.nuke
Archived post by mattiasmalmer
doit! im sure both ways are valid
updated the code to fade the stamps in Z so that things get a bit smoother. github.com/3Dmattias/Houdini_Escapades/blob/031f1e21ced9addc18719eead7424873526be36c/hip/texturebombing_openCL.hiplc
Archived post by mattiasmalmer
worldspace P
this is the current state of the texture bomber. needs some love.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242612/01/24/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20242612/01/24/texturebombing_openCL.hiplc
Archived post by mattiasmalmer
this setup has a lot of potential for fun.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243411/30/24/COPS_FLUID_framesolver.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20243411/30/24/image.png
Archived post by mestela
right, did a last sweep, added images, videos, hips: tokeru.com/cgwiki/HoudiniApex.html
Archived post by mattiasmalmer
Made us a very basic COPS 2D fluid solver. For funsies i made it uv island aware so it can flow over the 3d thing.
github.com/3Dmattias/Houdini_Escapades/blob/56b96a34d856d56c8d344e2cba7e24c18290222e/hip/COPS_FLUID.hiplc
related question. when i make an invoke block in cops is there a way to do that more like an actual solver so that i only have to update one iteration per frame (instead of running all previous framse up to the frame Im on)
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20241811/28/24/image.png
Archived post by waffleboytom
you can and it does work
i also forgot the syntax
hold on
`op:/path/to/text{outputname or outputindex}`
@jim.meston @magnusim @selimsubasi
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20240511/28/24/IMG_4226.png