i finally figured out how to create Cryptomatte layers from geo attributes so you can make per-piece or per-prim mattes without having to manually create ID attribs and bind export them… but it seems a bit of a silly workaround and i got super lost with the whole properties system. if any real mantra heads fancy taking a look: http://lewisinthelandofmachines.tumblr.com/post/176559578118/houdini-per-piece-cryptomatte-mantra-support-for
Archived post by jake rice
“`vlength(vtorigin(“.”, “../YOUR_FOCUS_OBJECT_HERE/”))“`
that’s how ud do it
Archived post by Antidistinctlyminty
Hey chaps, handy little snippet which you may already be aware of to find the closest point that is not self: `int nearpt = nearpoints(0, @P, 1e34, 2)[1:][0];`
Archived post by goldfarb
haha
@Glad-Partikel kaboom! www.sidefx.com/tutorials/rigging-series-05-left-leg/
only 2 more to go in Series 1
Archived post by TOADSTORM
did a little MOPs demo this weekend, since we’re short on fancy looking demonstrations.
gfycat.com/GratefulInferiorAtlanticspadefish
it’s nothing too special but we’ll have the HIP file linked somewhere (github?) soon
Archived post by jake rice
Hallo Friends. Ive been working on another new blog post, this time Im gonna be walking through the different techniques i used to make that weird iglooghost loop 😮 This first one is on quad splitting with vex!!!! github.com/jakericedesigns/Poly-Splitting-Blog It’s a major WIP thingy. It reads so poorly right now, but I just want to at least put it up since i think its got some useful stuff in it
Im gonna find some Blog solution that allows me to host the MD on github eventually, cuz i want a few more formatting tools that i cant get with native markdown. but this works for now….
Archived post by matte
I had an RBD sim that I wanted to cache, only very small like 20 packed prims, but wanted it to play back realtime
but even though the bgeos were small, reading them off the network was slow.. .even reading them off a local disk was not realtime (and wouldn’t work on the farm)
so I made a stupid setup to ‘cache’ it in memory inside the hipfile
chopnet -> geometry chop in animated mode -> (lock the geometry chop) -> then channel sop to read it back to sops
was super fast, and didn’t make the hipfile too big cause it was a small sim
Archived post by Juraj
@TOADSTORM hi, I played today with roll correction, you were right, I used up vector to be (0,1,0), but after I got front (original), side (front x up) and then re-computed up, so that it is not always pointing upwards
it was easier, than I thought, but I needed to look at it with fresh eyes
“` string cam_path = chs(“cam_path”); matrix cam_m = optransform(cam_path); matrix3 cam_rot = qconvert( quaternion( (matrix3)cam_m ) ); matrix cam_trans = transpose(cam_rot) * cam_m;
matrix xform = ident();
vector back = normalize( {0,0,1} * cam_rot ); vector side = normalize( cross( {0,1,0}, back ) ); vector up = cross(back, side);
matrix3 fixed_rot = set(side, up, back);
xform *= fixed_rot; xform *= cam_trans;
v@P *= xform; “`
Archived post by rich lord
I ran a sine wave through chops into an rbd motor. I wanted to see if it would match a piece of music. It kinda did!
Heres the vid – https://vimeo.com/271125361
Needs sound to make any sense at all.
Archived post by TOADSTORM
example of using divergence to suction density towards a sink
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20182606/27/18/Untitled.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20182606/27/18/divergence_suction.hip