More on Vec vs 3flt www.sidefx.com/forum/topic/21036/ @tokyomegaplex – maybe interesting – was wondering myself!
Archived post by Malmer
Made a little thing that does bevels to your bools. Perhaps something that could come in handy? mattias.malmer.nu/wp-content/uploads/2019/12/boolbevel_v02-2.zip It is nice if you need to do big bevels on fairly dense meshes. it is experimental but kindof fun. Let me know if you guys find it at all useful.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20193912/15/19/boolbevel.PNG
Archived post by chris_gardner
prim wrangle for completeness “`int pts[] = primpoints(0, @primnum);
for (int i=0; i
}“`
Archived post by TOADSTORM
fluids are a shitload easier to solve when you can assume that they’re incompressible. with that assumption in mind, what you don’t want is fluid velocities that are pushing into each other or away from each other, because this would result in fluid densities increasing in some areas and decreasing in others… i.e. compression.
the non-divergent projection iteratively goes over your velocity field and finds ways to redirect those velocities so that they’re not going to result in an increase in pressure. this redirection manifests itself as swirly behavior, which is typically what you want with fluids.
you could see this pretty quickly in action with a 2D pyro sim… make a little ball of gas and apply a uniform outward force from the center. without the non-divergent projection step, the gas would simply expand. with it, it instead starts to swirl around itself in an effort to not increase or decrease pressure.
i’m probably leaving out details that one of you actual smart people can fill in, but that’s my understanding of the process
Archived post by Bender
One of NYC’s most prolific on-set TV supes did a presentation at the VES and this was a pdf she gave out – thought some people here might like.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195812/12/19/VES_seminar_11_14_onset_supervision.pdf
Archived post by JeffLMnT
Well – update on the usd – ism as of tomorrows build Houdini Indie will be able to export .usd instead of .usdlc
Archived post by whiteg90
this one is pretty thorough but based in Maya – still the concepts carry over: zurbrigg.com/tutorials/pyside2-for-maya
I’ve also found this git repo really useful for styling – I’m using it on a few personal tools right now: github.com/ColinDuquesnoy/QDarkStyleSheet
Archived post by eetu
magic is in `vm_segmentattrs : Specifies the geometry attributes that will have segments created when computing motion blur. The P attribute is included by default.`
(well, ok, that was not 100% answer to your question as this is geometry attribute not shader parameter, but of course you drive most parms with attribs)
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20190212/11/19/ee_subframeattrib.hiplc
Archived post by SniperJake945
it was the mouse yee. Okay so basically the procedure is this:
starting from some triangle`T`, at some point `u` (in the triangle not on an edge or at one of the vertices of the triangle, those are special cases), trace a vector `v` over the surface of your mesh.
first rotate `u` into 2d using the dihedral between `T`’s normal and one of your coordinate axes, do the same for `v`.
Convert the 2d `u` into barycentric coordinates. convert the 2d `u + v` into barycentric coordinates.
using some barycentric fuckery (math.stackexchange.com/questions/2382016/determine-if-a-line-segment-passes-through-a-triangle/2385307#2385307) determine which edge the line `u, u + v` crosses.
keep in mind that if `u + v` is somewhere in your triangle you should break, because that means your tracing position is inside this triangle `T`.
convert back to 2d from barycentric. find the angle of intersection `theta`.
grab the intersected edge.
subtract the distance traveled from the length of the original vector and store it as like some float named `length_left`
store the hit position as a 1d value `g` along the hit edge for efficiency.
Flip over this edge.
rotate this edge into 2d space of the new triangle.
find the new `u` by scaling this rotated edge by `g`
then rotate this edge, from `u` to equal `180 – theta`, and scale it to be equal to `length left`.
repeat the above intersection process but like omit the edge that you just crossed from the test.
Continue until you’ve traced the full length of the initial vector.
Nice.
Caveats:
if you hit a vertex of a triangle you need to follow the keenan crane paper, which basically gives you a guide for figuring out which triangle u want to start tracing from, given the previous trace vector
if your vector is perfectly parallel with an edge, you might run into numerical issues and will have to have a catch for that.
Starting your trace from anywhere on the edge of the triangle is annoying to deal with if you dont know which triangle your current trace vector is pointing into.
I havent proof read any of this, so if it’s incoherent, sorry.
its a lot of work to do this efficiently, but once you get it working you can do a lot of really crazy things
i have faith that any and all of you can do this too!!!! i believe in you!!!!!!!!!
Archived post by Bender
Eckharts dot product pyro disturbance thing
try now?
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191212/06/19/Smoke_DotProductDistortion.hip