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f1480187

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f1480187 last won the day on November 7

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About f1480187

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  1. Houdini Expression Editor plugin

    Looks simple and bug-free. With some small additions, this system could work in both directions: file changed? Update parameter. Parameter changed? Update file. File changed when user still typed his parameter? Prompt user about merging. Maybe even cook nodes and output node errors to some companion files? That should be implemented natively in Houdini and replace existing system, because it is so clearly better than blocking process. Houdini already use temporary files for external editing. Modern editors track files themselves very well.
  2. über slow

    Works nice and fast for me with this: > PING forums.odforce.net Pinging forums.odforce.net [208.79.239.212] with 32 bytes of data: Reply from 208.79.239.212: bytes=32 time=195ms TTL=53 Reply from 208.79.239.212: bytes=32 time=201ms TTL=53 Reply from 208.79.239.212: bytes=32 time=194ms TTL=53 Reply from 208.79.239.212: bytes=32 time=195ms TTL=53 Ping statistics for 208.79.239.212: Packets: Sent = 4, Received = 4, Lost = 0 (0% loss), Approximate round trip times in milli-seconds: Minimum = 194ms, Maximum = 201ms, Average = 196ms I also experience slow Odforum loading sometimes, when it can take up to 30 seconds to load a page. I usually blame my ISP and just visit later. Last time was today, about couple of hours ago.
  3. Differential Erosion / Melting simulation

    I like your scene, I would try to use it too, since it generates nice strands. Not sure if I understand the question. Worley/Cellular/Voronoi noise are same thing. They make some points automatically, by randomizing 3D grid (hence maintaining some uniformity). So, they are based on Voronoi diagrams themselves. You could use your own points. Compute F1 (distance to first closest point) by measuring distance between @P and result of nearpoint(1, @P) function using your points as a second input. It will create "cellular noise" perfectly matching the Voronoi Fracture setup. You can create the points with any structure of your choice.
  4. Differential Erosion / Melting simulation

    @sb526, did you try VDB Reshape SDF? I think the video used pretty close stuff on erode part. Convert to fog, add noise, convert to SDF, erode, convert to polygons. sdf_erode.hipnc
  5. You can visualize it by setting orthographic camera in a special way. Since Houdini's NDC is in 0..1 range (instead of -1..1), camera should have ortho width of 1.0 (instead of 2.0) and translated positive 0.5 units by X and Y (instead of looking at the center). Finally, it should account for aspect ratio controlled by "resolution" and "aspect" multiplier parameters in Houdini cameras. Then you can see the nature of such transformation in 3D viewport: You look through "camera window" and see the point at the center. It will have (x=0.5, y=0.5, z=depth) coordinates in screen space. X and Y are 2D coordinates in range 0..1, and scene depth is stored as Z. It doesn't respect camera's near and far bounds to map depth into 0..1 range, and uses real-world scale units instead. By setting Z to the same value you will flatten the object on the plane of such distance from the camera. ndc_demo.hipnc
  6. Looks clever enough for me. Allows for some interesting transformations to the grid. If you don't like to have grid on Scene level, you could Object Merge it within same SOP network, and specify camera as transform object. If you look for more "pure" solution, try this: VEX equivalent: // Point wrangle. @P = toNDC(chs("camera"), @P); @P.z = -ch("depth"); @P = fromNDC(chs("camera"), @P); camera_space_flatten.hipnc
  7. Fabric Engine no longer being developed

    Discussions on the topic from all over the web since the closure date. Mostly speculation, though. From this article: "We have contacted Fabric Software, but they told us there is nothing they can comment on."
  8. Orient Along Organic Surface?

    Couple of nice older topics on the subject:
  9. [SOLVED]Blendshape With Subdivide?

    For such kind of problems I use Match Topology node. For your case creases will work better. crease_subdiv.hipnc
  10. Please help me

    2-directional Ray with simpler wrangles: itried.hipnc
  11. Unable to evaluate expression - basic if condition

    There is parentheses mismatch in the original expression, which will break any code. If you want to use classic C-like if (cond) {statement} else {statement}, you need to open full editor via RMB menu and use multi-line expression (it is like a function body without function declaration itself): { if (ch("../depth") < 5) { return ch("../depth") * 4 + 1; } else { return ch("../depth") * 3 + 1; } } What you used is if() expression function. I think it just wraps code above into something that is easier to use inside expressions. Although it evaluates both branches, I doubt if anyone ever had problems with it in practice.
  12. Voronoi inaccuracy (R16?)

    Same problem?
  13. VEX Precision Issues

    It is fundamental for float type, you can't do much there. Use nearly equal comparisons or rounding if you want to avoid precision issues in VEX, which uses 32 bit floats. While it may be huge computer science problem, for Houdini artist it is moderately painful, all you need is to be more considerate. Comparisons will usually work if the numbers were freshly assigned, not computed by imprecise arithmetic. Therefore people usually use == and succeed most of the time. Suppose you have points that are go down over time and you want to check if they passed ground: if (@P.y <= 0.0) ... else // y > 0 ... Don't use this: // Equal case (y == 0) handled in "non reached zero" branch. if (@P.y < 0.0) ... else // y == 0 or y > 0 ... // y == 0 never handled. if (@P.y < 0.0) ... else if (@P.y > 0.0) ... You should include equality case in one of conditions: "<= or >", "< or >=", etc., depending on the logic. This allows to handle all numbers. If your points fall on ground and stop, you may get into troubles doing code above (consider case where point is slightly greater than zero). Instead, use some small "tolerance": if (@P.y <= 0.001) ... else ... Actual value should be large enough to not yield visually incorrect results and encompass precision error for that scale. You can't have millimeter detail accuracy for skyscraper-sized object using 32-bit floats, and you will use value like 0.1. Coin-sized object, however, would allow you to use 0.00001 without facing precision issues. You may find Fuse SOP in grid snapping mode with "tolerance-sized" division scale useful. It will round values to the nearest division, which fit all those "1.23456e-7" values to solid zeros.
  14. Interesting idea about creating parameter templates from extra tags. Now I still need to constantly open clumsy Edit Parameter Interface to adjust auto-created parameters' ranges and defaults.
  15. Houdini 16.5 Sneak Peek

    Damn, that's really good! From the whole bunch of new gamedev, landscape and rendering features to the UX improvements like bold tabs, fuzzy parameter filter and new hotkey manager: love it all. New Poly Reduce is my favorite! The list at the end is intriguing too. Thanks for the epic spoiler!
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