hip + some snail footage
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255511/29/25/COPs_Block_Matching_03.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255511/29/25/block_matching.zip
hip + some snail footage
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255511/29/25/COPs_Block_Matching_03.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255511/29/25/block_matching.zip
hip + some snail footage
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255511/29/25/COPs_Block_Matching_03.hiplc
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255511/29/25/block_matching.zip
here is a stripped down setup you can play with.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253911/28/25/boxx_CC.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253911/28/25/caustic_sea_1.hiplc
i def think there’s potential for that typa shit e.g. these 6 million particles simulating and rendering at 60fps <:tide_pod:415308365942620161> with a fat glow on top even
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255811/25/25/Ls_Cop3GPUparticles_v01.smal.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20255811/25/25/Ls_Cop3GPUparticles_v01.hipnc
i don’t think @lcrs (good lewis) posted this here but this is cool as hell github.com/lcrs/_.hips?tab=readme-ov-file#readme
wish i understood, like, any of it
16K map is 512MB per 32-bit channel; that’s 2GB for a single precision RGBA ‘buffer’ 8K map is 256MB per 32-bit channel; 1GB for a single precision RGBA ‘buffer’
Currently, all cop nodes cooks all of their outputs, just fyi
yeah
so normally I will set my density to the highest fidelity I need, and unless there is some insanely detailed velocity requirement will up the Vel scale
@hanhanxue VDB point advect will still suffer from not being able to 100% push them into the smaller eddies, so I think it’s best to just own it all in the pyro sim. I took Matt’s file and just added these vortex nodes. It’s a bit heavy handed here, but vortex confinement and vortex boost along with nice substeps will give you control to make these swirls. You can click the initialize option on the SOP pyro to drop down a volumes sharpen setup. This will sharpen density _just_ a bit more, saving you some precious sim time.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253911/09/25/image.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253911/09/25/porno_for_pyro.hip
here is a simple implementation of adjacency aware blur running over texture seams.
“` #bind layer src? val=0 #bind layer &tmp val=0 #bind layer adjacency? val=0 #bind layer &blur
@KERNEL { if (@Iteration==0) { @tmp.set(@src); } else { float4 sum=(float4)(0); for (int i=-@pixels; i<=@pixels;i++) { float2 uv= (@adjacency.bufferIndex((int2)(@ix+i,@iy)).xy); float4 px= (@blur.bufferSample(uv*(float2)(@xres,@yres)-(float2)(0.5f,0.5f))); sum+=px; } sum/=@pixels+@pixels+1;
@tmp.set(sum); } }
@WRITEBACK {
float4 sum=(float4)(0); for (int i=-@pixels; i<=@pixels;i++) { float2 uv= (@adjacency.bufferIndex((int2)(@ix,@iy+i)).xy); float4 px= (@tmp.bufferSample(uv*(float2)(@xres,@yres)-(float2)(0.5f,0.5f))); sum+=px; } sum/=@pixels+@pixels+1;
@blur.set(sum); } “`
bind “pixels” as int in the bindings tab. src and adjacency as inputs blur and tmp as outputs. enable writeback and include iterations.
you need the adjacency rasterizer i made a while back for the adjacency input…
now this is a pretty dogshit blur implementation mostly as proof of concept but it does blur the image so there’s that.
Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20253311/07/25/houdini_XnfFGtckSi.mp4
Calculate how much time artists are wasting on waiting for Houdini to open. Money is the only thing that gets the attention of the decision makers
The `hotl` command line utility has a flag to merge any number of otls into a single otl file. For dev work we work locally on otl files that are split per hda type and when the package is released the `hotl -m` command merges them into a single file