this is neat, in H17 they added the cute lil function: `polyneighbours()` so you scrubs dont have to use half edges anymore
Archived post by friedasparagus
you can also use primuvconvert to move between arc length measurements (UNITLEN -> UNIT for example)
summint like that…
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20195401/08/19/resampleCurveu_primuvconvert.hiplc
Archived post by eetu
now this is cloth tearing https://vimeo.com/308893522
Archived post by mestela
Archived post by mestela
came up on another chat, the eternal water droplet trail thingy
kinda like this one, does a thing where the trails seek the closest droplet, if its smaller will eat it and increase its own size, pause for a bit
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185712/26/18/droplet_trails_v2.hipnc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185712/26/18/drip_trail_eater_jumpy.gif
Archived post by Lorne
@rich lord this is what I do…set the “old max” to 100 and then dial in your volume absorption and scattering from there, like for example it usually looks way better to have old max 100 and absorption 100 than old max 1 and absorption 1. Redshift does a bad job when the incoming density values are over 1 so this just pads you
Comparison pics coming up here…first is Mantra “ground truth” then Redshift old max 1, then redshift old max 100 and compensated absorption/scattering
In the old max 1 render you can see how I’m also getting those ugly looking flat blocks in my clouds and it doesn’t match mantra at all despite the alpha density being similar
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183012/16/18/image-7.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183012/16/18/image-8.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183012/16/18/image-9.png
Archived post by chrlfx
Hey, this paper from Hansmeyer helped drive.google.com/file/d/0By8IbGB-rwtrS1M3U09rZGRVZmxJMEJ3RTN3V0h1dDJvS1VB/view?usp=sharing
It’s essentially a catmull clark subdivision with extra displacement added to the newly created vertices.
The fun part was to implement the Catmull Clark subdivisions in a vex. I would share it here but I don’t have it, it’s at Imageworks.
Archived post by mestela
@lcrs has a post on it: http://lewisinthelandofmachines.tumblr.com/post/159532447318/houdini-2d-motion-vectors-from-mantra-2d
Archived post by WhileRomeBurns
bullet likes pieces between 0.1 and 100
in x,y,z
if you need smaller pieces, scale up and boost gravity proportionally
Archived post by tjeeds
oh one other aspect, do your noise lookup on the surface, so use VDB Analysis to make a Closest Point field that you use for noise lookup
this is the basic idea
it’s also helpful to use curvature to modulate it when applying multiple times
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185411/07/18/starterPuff.hip