Archived post by ikoon

I try to use VEX as much as possible, so I have prepared some “uber” system for myself. I define my custom functions in one “uber.vfl”, where is also typical use (a snippet) of this function, with chf() chramp() etc. Then I push a button and this uberfile is split and automaticaly written into three files: 1) /vex/include 2) this bit.ly/2FbskfB system to be able to replace “code shortcuts” with the snippets 3) simple helpcard, just a list of names of my functions.

I also improved the automatic UI generator, so it reads comments and generates toggle chi() when the comment is // toggle. It also automatically changes the type of chs() to Node type or File type reference. It also creates separators.

If someone is interested, I would improve and comment the python scripts. With better English than this, hopefully.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20182503/01/18/fn.PNG
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20182503/01/18/ui.PNG

Archived post by Atom

Yon recently posted a link to a .rar file with example models for destruction practice. A few of them contained a bunch of related texture maps referenced by a .mtl file.
I wrote a short script that will read the .mtl file and create a Redshift material with a *rsTextureMap* populated with the associated map for that material. It is a quick way to get a bunch of materials generated that are related to the model.
You can check it out at this link if you are a Redshift user. forums.odforce.net/topic/32900-mtl-to-redshift-material/

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20184702/26/18/untitled-1.jpg

Archived post by aswaab

I can finally make glowing digital broccoli! woo-hoo!

@TOADSTORM @xcaseyx This is the new HDA. Please un-pin the old one. That one is garbage written by a monkey.

And, here is my hip file for this beauty.

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20182502/26/18/moreshit1.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20182502/26/18/Fractalflame_1_0.hda
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20182502/26/18/Fractalflame_01.hip

Archived post by rich lord

I’ve been needing a bunch of pattern based, seamless textures, so I made a couple of tools to help me make them fast. They are pretty crude. This first one tries to make the scatter tool seamless by relaxing points, and copying any overlaps onto its opposite side. These points get pinned, and any internal ones get a final relax. It works OK, good enough for what I need.

Heres the hip

Then I did another version following the same idea but with RBDs. I used @mestela ‘s trick of scaling up the rbds to create an initial packing, then processed them similar to the scatter version.

Heres the hip for this one

Gifs of the pieces scaling up look great

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185602/22/18/a5.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185602/22/18/18_02_22_seamless_scatter.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185602/22/18/a1.jpg
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185602/22/18/18_02_22_seamless_rbds.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20185602/22/18/gif02c_scale_packing.gif

Archived post by TOADSTORM

so what you’re trying to avoid when you’re dealing with mushrooms is a smooth pressure front. the project non-divergent step of the smoke solver computes the pressure field, and when you have areas of high density right next to areas of low density, like at the beginning of a smoke emission, the velocity field is going to be more or less “combed” straight out along the gradient of that pressure. short answer, you get mushrooms.
so what you want to do is mess up that velocity field a little bit in order to encourage smoke to swirl around a bit, along that pressure front. the way i like to do it is in a sop solver. use the sop solver to import the `vel` data from your smoke object. when you jump inside, you’ll see the `dop_geometry` node is importing that field. copy this node and change the geometry data path to `pressure`. we’ll use this pressure field as a mask, so we can only mess with the velocity field exactly along the “edge” of the pressure field. use a volume wrangle on this field to isolate just the edge like so: `@density = fit(@density, 0, 0.1, 0, 1);`. make sure “bind each volume to density” is enabled. now we can scatter points along the “edge” of the pressure field in a scatter sop.
next, use a vdb from particles to create a fog vdb around these points. the goal is to use this field to “punch holes” in the velocity field, like swiss cheese. convert the vdb into a standard volume, then use a volume mix sop to invert the volume (set the mix method to “user”, then value to `1-$V`). then post-add a small amount, like 0.3 or so. what this does is make it so that most of your volume has a value of 1, but the holes will have a value of 0.3. then just multiply this against your `vel` field in another volume mix.
the end result should be that the velocity field has holes punched in it, but only around areas on the edges of the pressure field, which should help break up mushrooms without disturbing the rest of the simulation.

Archived post by eetu

@matte @aswaab `Tiny little points will be hard to sample within a pixel and cause noise. If you put a floor under how small they can be in pixel space (and maybe compensate by lowering alpha etc) that might make it cleaner` there is a mantra property for exactly that, *vm_geofilterwidth*