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Archived post by legomyrstan
Archived post by WhileRomeBurns
i’m assuming you don’t wanna use actual sdf volumes but you have closed geometry? you could call intersect_all and if the number of intersections is odd you’re inside
this is the crossing number
geomalgorithms.com/a03-_inclusion.html
if you can precalculate, use winding number sop
Archived post by mestela
little experiment in looping cell noise, usual dance of trying it all in vops, cursing up a storm, rebuilding it in snippets
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20193010/31/19/cellnoise_loop.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20193010/31/19/cellnoise_vop_loop_v02.hip
Archived post by TOAD$TORM
i don’t know that there’s any easy way, color spaces are a bitch and it’s not as simple as “linear workflow” anymore, with ACES and all that. the VES has the best guide I’m aware of here:
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191810/31/19/cinematic_color_ves.pdf
Archived post by trzanko
np
this will build points on top of a previous layer of points and do that over n over again
basically an L system
also this could work pretty alright for cloudscapes haha
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20190510/30/19/snowGrow_v002.hip
Archived post by JeffLMnT
“` How to deal with Iterations: Substeps – More expensive, but gives a better solve – especially for higher stiffness values Constraint Iterations – Increase for higher stiffness value to control excessive deformations – great for cheaper solver at high resolutions Smoothing Iterations – smoothing ops, to smooth out errors of excessive deformations, or constraint errors Collision Iterations – Uses the Detangle sop – lower frequency iterations – complicated and time consuming – increase when collisions are fighting against constraints or other collisions However, its probably better to increase substeps and decrease constraint iterations for a more accurate solve – and to reduce load on the constraints – but is more expensive “`
Archived post by Bender
From @trzanko ray sop or prim uv’s don’t yield super great accuracy, as it only interpolates among a primitive’s points, to get a smooth position you can leverage the osd vex functions
here’s my subdiv ray snippet which illustrates this, you can see the diff between the osd pos and the primuv pos if you comment out the line which declares the variable sDP
“`int primNum; vector UV;
float dist = xyzdist( 1, @P, primNum, UV);
vector restN = primuv(1,”N”,primNum,UV); vector posOnRest = primuv(1,”P”,primNum,UV);
//subdiv float pU, pV; int pId; int patch = osd_lookuppatch( 1, primNum, UV.x, UV.y, pId, pU, pV);
//these two functions return the last argument //so posOnRest is being overwritten in the function, much like xyzdist() int sDN = osd_limitsurface( 1, ‘N’, pId, pU, pV, restN); int sDP = osd_limitsurface( 1, ‘P’, pId, pU, pV, posOnRest);
@P = posOnRest;“`
posting Tighe’s post for re-gemming
Archived post by Bender
@mr5iveThou5and whipped up this cheat sheet: mrkunz.com/blog/08_22_2018_VEX_Wrangle_Cheat_Sheet.html
(posting for re-gemming)
Archived post by nicholas ralabate
oh it looks like control-clicking in the color palette sets the permanent default color of a node, no python needed!