@Pixelkram and I are pleased to announce that our open source motion graphics toolkit for Houdini, *MOPs*, is now live! Details and download/discussion links are available on our website: www.motionoperators.com
Archived post by Solitude
Pyro Cd Field Setup
@mestela
that gif is crunchy… meh
looks nicer in the vp
there might be a way with the gas calculate… but I used a really simple wrangle.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185306/01/18/pyro_CdField.gif
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185306/01/18/Pyro_Cd.hipnc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185306/01/18/pyro_cd.jpg
Archived post by Juraj
jtomori.github.io/houdini_additional_python_docs/
documentation of most of houdini python modules
more info: github.com/jtomori/houdini_additional_python_docs/
Archived post by jake rice
immersivemath.com/ila/index.html this is some h0t sh111t
Archived post by mestela
literally just throw i@found_overlap=1; in a wrangle before your dopnet
it stops the default behavior of bullet treating pre-intersecting packed shapes as a single thing
Archived post by chris_gardner
here’s ye olde “make your own renderer in vex (shout out to mattebb) with a panoramic shader twist. Grid gets attached to the camera and gives you a live(ish) panoramic view.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20184705/21/18/pathTracer_v005cg.hipnc
Archived post by Wyeth
If you guys want my favorite trick for this, it’s to pack a bunch of quads into either a regular or random grid, with two of the points as black vertex color and two as white. The white ones pull towards a world space position, the black ones stay locked to their position Then UV map the “sea” of quads planar, and play a movie back on the material (or pan a fog texture, or whatever). You can even use the luminosity of the shader pixels to decide whether or not to collapse the quads to zero to reduce overdraw on dim parts of the projection. Throw in a little fresnel, use the spline thicken function to make the quads always face the camera… whatever. This trick makes elaborate godrays that either project to a source (think a movie projector) or follow the intricacies of a shader of light coming through a window, or bright crepuscular rays in the distance coming down from clouds. It looks dope and nobody ever uses it for anything 😃 We made movie projectors and hologram projectors with it on a couple different projects.
BTW if you do this on real 3d geometry using dot products (take the dot of a world space position and geo and collapse any facing geo to that point) you can make projected 3d rays that conform perfectly to the shape of the object and its shader, even as it animates. It’s the god tier feature to make holograms look awesome in realtime, and again I never see anyone use it.
Archived post by flight404
Here is Rich Lord’s awesome Vex/Vop math hip. Great for learning the ins and outs of orientation, quaternions, dihedral, etc: http://richardlord.tumblr.com/post/159277887181/ive-started-collecting-a-bunch-of-tricks-i-use-a
probalby grab it from there instead since I mightve made modifications by mistake
Archived post by lcrs
i was actually heading towards this but went a bit off-piste:
the key seems to be not fully undiverging the vel, to avoid the path to mushroom city? i failed horribly tryna do it with the smoke solver. also didn’t get far with Gas Enforce Boundary so just mult stuff down at the edge of the shape… finally it sources extra vel from the gradient of the ink field so the edges constantly push outwards
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183804/15/18/Ls_semicompressible_ink2d.hiplc
Archived post by pedohorse
immersivemath.com from very basics to just basics very well described, a lot of examples, a lot of interactive content this site is a real must see