Archived post by lewis.taylor.

I don’t like how the guide process core and hairgen core are C++

great nodes, but the decision to make them C++ operators locks you out of some of the building blocks

there’s also a nasty bug in a couple of those hardcoded nodes

“`Hello, I have found that using hairgen SOP to generate guides will result in making: skinprimuv 3flt, but is using guidegroom(in for example draw, or plant, or any mode that creates guides) it will make: skinprimuv 2flt16 This comes down to the guidegroomcore and hairgencore spitting out the different bit depth/types. That will cause groomblend to break, as it reports it “cannot find skinprimuv” , the error coming from the guidemaskcore node, another C++ hardcoded base node.“`

love the toolset, but not sure the speed increase reason was good enough to make these into compiled nodes

@astv this you? 1minutevex.com/books/OneMinuteVex.html

lovely stuff

Archived post by mattiasmalmer

made a vectorscope too.
i tend to like having my vectorscope align with how the colors are spread out in the color pickers. so i made it my way. but it is easy to change in the code. (i provide the more common weights in there if you like that better)

it is great when doing color correction.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251009/08/25/houdini_8RTPAUMZeN.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251009/08/25/vectorscope.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20251009/08/25/houdini_nOPvqR2Gsl.mp4

Archived post by petersanitra

@Jonesy But you don`t need to create any VDBs.., you can use same geo(usd primitive), duplicate it and set as uniform volume for rendering(render geometry settings LOP), or use Karma fog(you can unlock it and to understand how it’s done, with custom mesh).

@drewzeefx @Jonesy Uniform volume setup with geo, that is not really uniform, because it does have proper shader with anisotropy and multiple bounces, that checkbox is a bit deceiving…

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Archived post by ogvfx

If the point counts are consistent with Id’s all you need to do is calculate the distance between the shapes to get the length and direction.
sops wrangle: vector targetPos = point(1,”P”,@ptnum); vector restPos = point(0,”P”,@ptnum);
v@splashP = (targetPos – restPos) * ch(“splashPMult”); v@splashV = (targetPos -restPos ) * ch(“splashVMult”);
You can create something like a splashP and splashV attribute to control in flip, pops, etc.
I did something like that on the first badguys and some other shows. zerply.com/r/29FebF6u/badguys-fx
I animated sdf’s and controlled the ocean sim to match the shapes and timing.
You’ll want to calculate a birthFrame in sops, then you can animate the force procedurally.
wrangle in dops: float tf = f@birthFrame ; float offset = f@s;
float tfOffset = tf + ch(“offset_mult”);
float timer = fit(@Frame,tf,tfOffset,1,0);
v@P += (v@splashP * timer)*ch(“amount_mult”);
v@v += (v@splashV * timer)*ch(“amount_mult”);
I did something a bit more technical on elemental using jakes optimal transport but the same idea.