@nicholas ralabate this is page that i am doing in my free time i started last year its still very WIP, but you can see some numbers, at bottom of page www.igorfx.com/fx_aws/
Archived post by Solitude
yeah I have a file for that somewhere. You still need to resim it from the velocity field though
not the pyro, just the rest fields.
lemme try and find it
rest field from vel field
makes it so you don’t have to resim the entire pyro just to get a change in the rest fields
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20215709/30/21/restField_setup.hiplc
Archived post by Sepu
I cant remember who was asking last time to convert a file to obj or fbx – but this site is super handy
anyconv.com/file-formats/
Archived post by Dave Stewart
Hey guys did a quick tip vid on getting some nice creasing/folds with Vellum: www.instagram.com/p/CTojOVEjMGK/?utm_source=ig_web_copy_link
For @mestela : increase bend stiffness, enable decreasing dropoff, set threshold angle to something pretty low
Archived post by SniperJake945
“`c //put this shit in a prim wrangle yo int h = primhedge(0, @primnum); int temp = h; int start_pt = hedge_srcpoint(0, h); int new_pts[]; float depth = ch(“depth”); float inset = 1 – ch(“inset”); do{ int pt_a = hedge_srcpoint(0, h); int pt_b = hedge_dstpoint(0, h); vector p_a = point(0, “P”, pt_a); vector p_b = point(0, “P”, pt_b); //inset p_a = (((p_a – @P) * inset) + @P); p_b = (((p_b – @P) * inset) + @P); p_a = p_a + v@N * depth; p_b = p_b + v@N * depth; int npt_a; if(h == temp){ //only runs on our first iteration npt_a = addpoint(0, p_a); append(new_pts, npt_a); }else{ //our current starting point is our previous destination point npt_a = new_pts[len(new_pts) – 1]; }
//add in our destination point, if we’re not back at the start int npt_b; if(start_pt != pt_b){ npt_b = addpoint(0, p_b); append(new_pts, npt_b); }else{ npt_b = new_pts[0]; } //add side walls addprim(0, “poly”, npt_b, npt_a, pt_a, pt_b);
h = hedge_next(0, h); }while(h != temp); addprim(0, “poly”, new_pts); “`
this is polyextrude with the `divide into` toggle set to individual components. if you want to do the connected components stuff, its a lot more effort, but i believe in you. believe in yourself <:meowpensivepray:814858736497590302> also this requires prim normals, so make sure u add those with a normal sop
Archived post by nicholas ralabate
@NickTaylor dont know if you still on here, but this tweet saved my bacon today, thanks! https://twitter.com/_nick_taylor/status/868872047119790085?lang=en
always thought gas intermittent solve was for phd pyro wrangling, alas it lets you source grains sanely
Archived post by Bender
Jack Zaloga:
motherf… paste not working
He’s adding keyframability now
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20215809/03/21/58fe84b6-f5c0-4ca8-b801-ee46658c1b31.gif
Archived post by Ambrosiussen
Just learned something I want to share
You can use any geometry as an overlay mask on a camera. Much better than parenting stuff to a cam
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20210908/26/21/unknown.png
Archived post by PaulEsteves
Archived post by SniperJake945
yeah they just go away
cuz like there will be no zero crossing most likely
if the inset is too small, and the resolution isnt high enough ull get artifacts though
so if u want realllly thin borders ud have to crank the resolution to like 1000 frequency on the sphere
lemme save this out one sec
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20211108/04/21/marching_squares_country_borders.hip