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About eetu

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  • Birthday 10/26/1974

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  • Name eetu
  • Location Helsinki, Finland
  1. You can always copy the detail attribute to each point/prim for visualization..
  2. Just make a parameter for the value, and link the parameter to the chop outside the shader itself.
  3. Also for a bit of a shorthand: http://www.sidefx.com/docs/houdini/vex/functions/ow_space http://www.sidefx.com/docs/houdini/vex/functions/wo_space
  4. I think the general advice has been to post on one, and if you get no resolution in a few days then post on the other.
  5. You are mixing up two kinds of "density". There is density of a volume, meaning the value attached to each voxel of the volume. (the volume may or may not be named "density") The density attribute is an explicit attribute you can create, which Scatter SOP then takes into account when scattering points. (the attribute may or may not be named "density") And yes, Scatter SOP scatters into a volume taking account the density of the voxels (in the first sense above), see the attached. ScatterByDensitye.hiplc
  6. I don't know whether C4D uses the GPU to accelerate simulation/rendering - if it does, then the 1080Ti can be a good idea, if it doesn't, then you might be better off with e.g. a 1070 and use the budget somewhere else.
  7. If you want to spatially vary your scattering by an attribute, you need to have an attribute of that name present on the geometry you are scattering on. (You don't have one). If you just want to scatter uniformly, toggle the attribute off.
  8. Here you go. The math was constructed a bit differently so it might've been confusing. Mandelbulbe.hipnc
  9. Stereographic (as in stereographic projection) fisheye lens with a FOV parameter. 2017_03_30_ee_stereographic_lens.hip undo_stereographic_lens.hda
  10. Wouldn't that be when the tangent on the curve matches the normal of the plane?
  11. It changed name to "Classic"
  12. Do check out https://www.sidefx.com/forum/topic/44816/ - lkruel put together a quick little SOP that lets you call instant meshes from inside Houdini.
  13. I'm not sure what you are using to get the gradient, but with a ramp driven by dot(-I, N) you should be able to craft a gradient of your liking. IdotN.hip
  14. I will also nominate the node to create a volume from geometry, of course called "IsoOffset".