and that happens on the RV as well?
if you press h or v
weird
for RS https://vimeo.com/341562345?ref=fb-share&1&fbclid=IwAR3RWcVsF9Q-iF88d_Y-lMJQ2bmD95SOCOxG4GBu7Kyj0MCfKZUO88v67E0
and that happens on the RV as well?
if you press h or v
weird
for RS https://vimeo.com/341562345?ref=fb-share&1&fbclid=IwAR3RWcVsF9Q-iF88d_Y-lMJQ2bmD95SOCOxG4GBu7Kyj0MCfKZUO88v67E0
Does it need to be a sort of formal writeup?
Cause for optimized vdb caching it’s pretty much simply: always vdb vector merge and write 16 bit floats, then usually clip vel and other fields by density and deactivate voxels, then write actual .vdb files as they are faster than bgeo
cs.brown.edu/courses/cs053/current/lectures.htm a series of math lectures on linear algebra where the homework is to write a matrix library from scratch in python!!!! pretty cool if you’re interested in understanding the theory and implementation of this stuff
@Yon in it’s simplest form, it’s a local coordinate system for a given triangle, so like where (x, y, z) is your position in Cartesian space, (u, v, w) could be your position in barycentric coordinates, where `u + v + w = 1` meaning as long as your u,v and w are all positive and sum to 1, you’re inside the triangle somewhere
giving you an easy way to interpolate values on triangle vertices
Houdiniのノイズサンプルシーンをまとめてみました。
16種類のノイズパターンがVEXで書かれています。HPでシーンをダウンロードできますので
Houdiniを学習中の方に共有しようと思います。
ドロップボックス初めて使うので何かエラーがあったら教えてくださいhttps://t.co/CULHQgiK88#Houdini pic.twitter.com/DHeH9E8f54— ツナの鯖缶(元、猫ねこネコ) (@tateyokosita) May 25, 2019
@Yon I did a blog post years and years ago about barycentric coordinates here: adamswaab.wordpress.com/2009/12/11/random-point-in-a-triangle-barycentric-coordinates/
@TOADSTORM I’ve had success using `smoothrotation()` in a solver to prevent quaternions from jumping