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Showing most liked content on 08/25/2017 in all areas

  1. 5 points
  2. 3 points
    "Volume Displacement" Volume Displacement Experiment. Rendered in Redshift. Cheers, Tom
  3. 2 points
    (a) This method uses volume based and point based collisions (collision detection). The results are much better at the cost of speed in some cases with huge colliders; Regards velocity this method has 3 modes to automatically compute your collision velocity, "Rigid", "Point" and "Volume". (Look at the Gas Build Collision Mask DOP node for more info) (b) This method uses the standard pic approach to take into account colliders into the system as sdf representations; But at particle level the collision is just a test to see if a particle is inside, if is it, it will take it closer to the isocontour of the collision sdf. For the collision velocity you must compute it yourself. Both are very useful methods. For example when you have large scale sims, the (a) can be a pain of slow with high rez collisions, because the solver has to recompute the collisionmask even if you sample the collision volume from sops, and that can take a lot of time. With (b) method there is no need to compute the collisionmask out of a collision relationship, so it will be faster but you can loose some nice collision behavior, it will be more basic in few words. Cheers! Alejandro
  4. 1 point
    I want to share a little tool I made for grooming feathers. Its a set of 6 nodes, one base node and 5 modifiers. Super easy to use. Just connect them and.. there you go - you got yourself a pretty little feather. You can layer modifiers as many as you want. Any feedback is super appreciated. https://www.dropbox.com/sh/8v05sgdlo5erh0b/AADSfadqkxgPOBVeaGr2O49Oa?dl=0
  5. 1 point
    This is at the top of the help page. {} As in C and many other languages, you can enclose multiple statements inside curly braces to act as a block. The bracket just means the statement is optional. A lot of languages are based upon the syntax found in the original C programming language book. Pick it up at a used book store or online. https://en.wikipedia.org/wiki/The_C_Programming_Language Meanwhile, report the documentation confusion to support@sidefx.com.
  6. 1 point
    slightly off-topic: No keep it! casting all the variables for the win (and you are forced to cast it when using v@opinput1_P), so I just make it a habit to cast everything, it also avoids creating float attributes, when you really only need integers.
  7. 1 point
    Bonassus, I am no expert, but my explanation: - casting vector() is there to get vector from float seed... because vex functions care about casting, see the long list: http://www.sidefx.com/docs/houdini/vex/functions/rand - If you wish a uniform (x=y=z) scale from vector seed, use the float() vector pos = 1; float seed = 0; pos *= float(rand(seed)); - and vice versa, Kappy gave float seed and did cast vector() Btw Javier did a great tutorial here: https://vimeo.com/226167508
  8. 1 point
    here's my deconstruction...(of the orig setup) Seeds.hipnc
  9. 1 point
    I always do this with a one-liner like this: v@N = (vector(rand(ch("seed1")))-{0.5,0.5,0.5})*2; -James
  10. 1 point
    Maybe I don't understand your goal completely but first idea is untitled_v02.hip
  11. 1 point
    think is done dirt.mov
  12. 1 point
    LOL, I just did that wing animation - it's about taking your time to waste time.
  13. 1 point
    And you could use a twist (bend) to get some wing twisting, I bet that would create some nice turbulence as well. I just love setting up that kind of auto rigging in Houdini, like having an animated wing drive a deformer, it's so easy to set up, And here's some great reference to...
  14. 1 point
    Someone at work dared me to try and apply this to solid shapes, here it is. It's super unstable, even the tiniest of changes will make it explode, and the resultant shapes don't have the elegance of the curves. Still cool though. surface_grow_pops_3d.hipnc
  15. 1 point
    Nice results! I made a few gifs of my system so far. You guys are all into doing this in POPs, so I might try to convert my forces over. Shouldn't be too hard. My solver version and the POP version have pretty different movement to them. Its so interesting to play with this! surface growth volume growth - you can see the trouble I'm having with the endpoints of the line in this one
  16. 1 point
    A nice evolution of the concept. There is a little bit of additional setup to prepare a shape other than the torus. Initially when I used the font the line did not "cling" to the shape. But after centering it on the world origin and adding more faces with the Divide node, in bricker mode, the line eventually took hold. Because the resulting line is open we can measure the length and use that to drive the polywire radius, here the line is thinner at the start compared to the end. 1.0-$PT/($NPT-1)/100 And, of course, random sized Wire Radius. rand($PT)/50
  17. 1 point
    Ah, nice clean technique Yader, thanks! (obscenely large gif, sorry) curve_grow_pops_3d_col_v02.hipnc
  18. 1 point
    I wanted to try a melting setup too. This one has a twist, it has a pyro blowtorch doing the melting. https://dl.dropboxusercontent.com/u/40756545/pyromelt/pyromelt.mov Both sims are running lockstep in one dopnet, with the flip sim fetching the temperature field from the pyro sim. The flip particles have an additional temperature attribute, which gets added by the pyro temp field and then dissipates slowly. This temperature attribute is mapped to viscosity, this way the wax first melts and then gradually hardens again. I also use the temperature attribute to modulate a couple of the shader parameters to get a more "wet" melted look. edit: Oh, and the different parts have different heat response, the outer ridges and the top do not melt as easily as the middle. pyromelt_v016.hip pyromelt_ogl.mov