Archived post by lwwwwwws

i def think there’s potential for that typa shit e.g. these 6 million particles simulating and rendering at 60fps <:tide_pod:415308365942620161> with a fat glow on top even

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255811/25/25/Ls_Cop3GPUparticles_v01.smal.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255811/25/25/Ls_Cop3GPUparticles_v01.hipnc

Archived post by lewis.taylor.

yeah

so normally I will set my density to the highest fidelity I need, and unless there is some insanely detailed velocity requirement will up the Vel scale

@hanhanxue VDB point advect will still suffer from not being able to 100% push them into the smaller eddies, so I think it’s best to just own it all in the pyro sim. I took Matt’s file and just added these vortex nodes. It’s a bit heavy handed here, but vortex confinement and vortex boost along with nice substeps will give you control to make these swirls. You can click the initialize option on the SOP pyro to drop down a volumes sharpen setup. This will sharpen density _just_ a bit more, saving you some precious sim time.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253911/09/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253911/09/25/porno_for_pyro.hip

Archived post by mattiasmalmer

here is a simple implementation of adjacency aware blur running over texture seams.

“` #bind layer src? val=0 #bind layer &tmp val=0 #bind layer adjacency? val=0 #bind layer &blur
@KERNEL { if (@Iteration==0) { @tmp.set(@src); } else { float4 sum=(float4)(0); for (int i=-@pixels; i<=@pixels;i++) { float2 uv= (@adjacency.bufferIndex((int2)(@ix+i,@iy)).xy); float4 px= (@blur.bufferSample(uv*(float2)(@xres,@yres)-(float2)(0.5f,0.5f))); sum+=px; } sum/=@pixels+@pixels+1;
@tmp.set(sum); } }
@WRITEBACK {
float4 sum=(float4)(0); for (int i=-@pixels; i<=@pixels;i++) { float2 uv= (@adjacency.bufferIndex((int2)(@ix,@iy+i)).xy); float4 px= (@tmp.bufferSample(uv*(float2)(@xres,@yres)-(float2)(0.5f,0.5f))); sum+=px; } sum/=@pixels+@pixels+1;
@blur.set(sum); } “`
bind “pixels” as int in the bindings tab. src and adjacency as inputs blur and tmp as outputs. enable writeback and include iterations.

you need the adjacency rasterizer i made a while back for the adjacency input…

now this is a pretty dogshit blur implementation mostly as proof of concept but it does blur the image so there’s that.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253311/07/25/houdini_XnfFGtckSi.mp4

Archived post by reinholdr

Calculate how much time artists are wasting on waiting for Houdini to open. Money is the only thing that gets the attention of the decision makers

The `hotl` command line utility has a flag to merge any number of otls into a single otl file. For dev work we work locally on otl files that are split per hda type and when the package is released the `hotl -m` command merges them into a single file

Archived post by lwwwwwws

tidying up my desktop and remembered i had a go at smooth 3d colour correction a la discord.com/channels/270023348623376395/351975494947962882/1420903144707325953 didn’t take it too seriously because similarly to the “look at this RGB cube!!” tools in flame and that primatte thing that shows you the key in 3D it doesn’t actually work that well, combining multiple regular keys is really the way for surgical edits… maybe interesting for more gentle grading like the colour mesh tools baselight and resolve now have tho

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251510/31/25/Ls_ColourBooper_v01.8mb.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251510/31/25/Ls_ColourBooper_v01.hipnc

Archived post by mattiasmalmer

a production friendly way of making skeletons is to use minimal spanning tree to just grab a set of arbitrary points and build a skeleton from. then you can make super solid things like this:

all fun aside minimal spanning trees are great for building skeleton structures from unsorted points because you know that you get all the points and the hierarchy is logical and it always makes a valid skeleton.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20252710/31/25/houdini_qrNQIGMFRV.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20252710/31/25/houdini_ZIr4OV9u4L.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20252710/31/25/sop_mattias.minimalspanningtree.1.0.hdalc

Archived post by lwwwwwws

shit i have done to help fill in gaps between points like that: – copy the points a few times and offset each copy a different random amount along v if a pop sim, or if it’s procedural distortion keep N up to date through the distortion and move them at right angles to it to avoid making the shapes fluffier – transform to NDC, flatten in Z and calculate density by finding average distance of closest 10 points or whatever so you have a screen-space measure of how “piled up” the points are getting and can avoid adding too many in dense areas – render velocity or screen space tangent vector AOVs, dilate or infill them in comp, then vector motion blur which will follow the shapes and avoid blurring across them – vector blur in comp just based on image gradient – should be easy in cops now to do slope blur which blurs along contours instead of across, usually makes things look “silky”… it’s what you do for hair retouching in shampoo ads