Archived post by petz

hey jake, my little rant wasn’t directed to you. sorry if it came off that way! it was just me having a moment of bad temper.

anyways, i’m just putting together a quick fix of your file. i’ll upload it in a minute …

here’s the file.

it’s sparsely/not commented but should do the trick. on the right there is div-free field coming from DOPS to compare against the result …

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195404/24/19/poisson1.hiplc

Archived post by jake rice

lemme hook u up with one that works with edits

1 sec

no need for any transformation attributes unless you want to do vector volumes with this technique 😃

this one is all inspired from an old convo in here with tjeeds and matte 😮 😮

you don’t necessarily need to activate a new volume, like you could do this on the original volume, but just know that the bounds will most likely need to be updated to match the deformation tet mesh

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20191504/24/19/jr_non_poopy_vol_deform.hip

Archived post by Bender

you can save them

“Just to expand on the regular presets facility… If you create a bunch of presets for your digital asset, you’ll end up with a file called $HH/presets/Object/myasset.idx, or something similar. This is the file that contains all the preset definitions you have saved. Find this file and remember where it is. Now open the Operator Type Manager and find the definition of your asset. Right-click on it and choose “Edit Contents…”. On the left is a list of “sections” that make up your digital asset definition. Below that list is a spot to enter the name of a file. Use the Plus button to open up a file browser and find the .idx file containing your presets. The “Section Name” will be set to the name of the .idx file. Change the Section Name to “Presets”. Hit the Add File button. Hit Accept. Now those presets are stored with the digital asset.
This ability to store presets directly in a digital asset definition isn’t well advertised because it is far from being an automatic process. Updating that Presets section requires saving it out to the .idx file, adding or editing the presets in that external file, then re-adding the .idx file using the Edit Contents dialog. It’s not pretty, but it can be a very useful feature. “

www.sidefx.com/forum/topic/3449/?page=1#post-254885

Archived post by bonsak

Sample rate in chops is not always tied to the frames pr second you operate in. If you are sampling audio for example you might want higher sample rates. But i agree it could at least be $FPS. I put this in my houdini.env: “`FPS = 25 HOUDINI_CHOP_UNITS = frames“` This sets FPS in your hip to 25(i dont do any film work), sets Sample Rate in chops to 25 and Unit in chops to Frames. I always mess up when its set to Seconds(default)

Archived post by Wyeth

Little tip that I have found useful when playing with the new bake tools: I really have been struggling to get an actually acceptable low poly out of Houdini’s auto tools like instant meshes or polyreduce. They get you halfway there but nothing I would consider super clean/shippable. One thing that is helping is the new game dev measure curvature, I throw one of those in after a remesh down to 50k or so to get overall curvature, take concave range to 10 and contrast/intensity to 3, blur a bit, convex to 0, single color value. Then polyreduce can use the color to guide the reduction while retaining detail across areas of high curvature. Starts to assist the silhouette preservation…
I still get holes, jagged polys, and artifacts quite a bit once the resolution gets down to game ready though. Definitely trying to find a great pipeline there.

Perhaps “LOD create” holds some tricks…

Exaggerated for effect but you get the idea

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20194304/02/19/unknown.png