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eetu last won the day on April 8

eetu had the most liked content!

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About eetu

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  1. Up to and including, depending on the renderer
  2. More and more studios write their own pathtracer. Vectorization is key these days. Pretty much everybody also has/uses a denoiser. Time to have one for Mantra? Dark beer is the next big thing after IPA. edit: Oh, and of course deep learning is making all sorts of inroads into the 3d world.
  3. Hey folks, I suppose many of you will be attending Siggraph in a couple of days. Any suggestions for extra-curricular activities? Party invites? I know there is the LA Houdini User Group party, where I expect to run into some of you fine people - anything else one should not miss?
  4. Well, yes and no. It's a field in the flip solver so you can vary it by voxel, like Dave/Pazuzu did above. Conceptually I would regard it to be closer to an attribute than a parameter, even though you would need a spoonful of extra noodle soup to source it from a point attribute. The name is surfacepressure not surfacetension, but don't let it fool ya ;)
  5. You can always copy the detail attribute to each point/prim for visualization..
  6. Just make a parameter for the value, and link the parameter to the chop outside the shader itself.
  7. 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
  8. 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.
  9. 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
  10. 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.
  11. 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.
  12. Here you go. The math was constructed a bit differently so it might've been confusing. Mandelbulbe.hipnc
  13. Stereographic (as in stereographic projection) fisheye lens with a FOV parameter. 2017_03_30_ee_stereographic_lens.hip undo_stereographic_lens.hda
  14. Wouldn't that be when the tangent on the curve matches the normal of the plane?